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Socially awkward ;P
It would be wierd if it was considered a multi-segmented run because then we'd need a segment for each death.

ex:
-One segment for [boat, Tarn, Wendell, pray at church, Olen, bomb].
-One segment of the same 30 seconds repeating  over and over again [quick restart, throw bomb, die]
-One segment for the rest of the game.

The only problem with "single-segment" is that the verifiers will have to make sure there's no video editing.
Edit history:
Vayarda: 2014-06-25 03:44:38 am
It should just prohibit the sword of King Snow in single-segment category or create a special category where there is a doubt of cheating ?
cheat all you want in a speedrun, u can save and quit but it will add to your time, do whatever is best. (besides passwords and the usual list)
Ok Ratfunk, so use a save to die X times could be accept in a "Single-Segment category" because we add the time to restart to the final time.
I will begin running  this game in hopes of making it something.
Hey everyone. Just added some stuff to the knowledge base about the roulette. I did some maths a while a go on it and I believe I've worked out the optimal strategy for it. It's only really useful for 100% runs but whatever. Might help people out doing casual runs as well.

https://kb.speeddemosarchive.com/Alundra
Edit history:
rocmox: 2014-07-29 02:23:00 pm
I've been working on breaking Alundra With Zlamp for a little bit (very sporadically) and we finally got to writing out everything were finding in this google doc:
https://docs.google.com/document/d/1z4G7TUi5W6ly-RA76Q4kK1H3DfIycZh6gI3V2pMSEVg/

I did find a minecart skip which is probably useful for a run, but most of the stuff is currently not that relevant to a speedrun. There are a few interesting leads we do have so we'll see what comes of it all. Alundra is solid, but it does have a lot of tiny oddities which may end up resulting in something big.
Those are pretty interesting findings Rocmox, I am specially interested in those screen carriers, I wonder if we can break something with that. (I used to speedrun this game months ago, but stopped)
For the screen carries I think carrying a text box into a map with a cutscene instantly playing might be the most interesting effect. Dying just makes you die after whatever happens on the next map so its pretty much useless everywhere I've tested. If there is a cutscene that happens after a certain amount of time, I would love to carry that into another map and see how the game reacts to trying to play the cutscene in the wrong map.
Is possible to perform them on real time in a real run? for the look of some videos, it seems a little hard some of them.
I guess im gonna try some on emulator this night and see if I can make em to work consistently.
Start carry & death carry are easy really. Text carry can be hard since the timing is very specific and you need to guess when the text box will come up.
Socially awkward ;P
I just watched the minecart skip and realised I never used the carts for this. ><' I always jumped like this.


I also read the "Ideas to test" list and I already managed to get a gate to fall on my head. I had to reset the game because I got stuck between those two gates.


This game seems unbreakable, even with Gameshark codes. If you break the normal event order, some people of the village will duplicate, making the game impossible to beat.
Ah haha that is an easier way to do the minecart skip. It's too bad getting a gate to fall on you doesn't do anything other than get you stuck, was hoping for clipping or something crazy. I don't think the game is unbreakable, just very very very well coded. Text sliding looks promising if there are any other text boxes that function in the same way as the Murgg Village Lever.
Socially awkward ;P
I saw your video of text sliding, never saw this kind of bug in the game before and I've been playing this since 1998. If we can find even a single key that can be used outside of its level, it would be great. Finding a way to jump higher would be even better. Looking for this right now.
Edit history:
Vayarda: 2014-07-30 03:09:08 am
If you are searching for any bugs, the Jap TAS has founded one very interesting with the "magical bean". To activate the switches, you need Alundra or an object with a "weight". For example, a bomb doesn't work but a rock does. The TASer discovered that the "magical bean" has a weight and allow to activate the switches with it. It's very usefull, especially for the Melzas Palace. The link => http://www.nicovideo.jp/watch/sm16263686 (start to 27min27s).
Edit history:
rocmox: 2014-07-30 08:21:57 am
Oh that's cool that beans have weight. I haven't messed around with them since I still haven't gotten that far in the game yet to get them. I'm curious if you can do item throw jump cancelling with them as well.
Socially awkward ;P
I always though the beans were meant to be used on switches too. ô_ô
Nope, only for the "spring herb". Use the beans for the switches is a glitch because you can break the puzzles of the Melzas Palace, that is not planned by the developers, I guess Grin
I didn't see this in the glitches google doc, but there's a damage glitch in the TAS.  I believe it has to do with charging the fire rod, letting the charge go, and switching to the legend sword as the flame projectile is in the air.  I believe this causes Charge + Legend Blade stacking?  It was also only used on the final boss, so it also could be related to fire weakness?  I'm not well versed on some of the technical details here.

I didn't know that event breaking broke the NPC placement so much... I was hoping so much for a sequence break too! 
I got pretty excited since other runners were showing progress in doing stuff in the game, so I got back into testing too!  I may have found something interesting! 

I once tried to tackle the issue of RNG in boss fights.  In particular, the Sarah fight because a player can yield a quick kill by getting a fast hit and a bomb hit.  Of course... there were teleportation issues.  I thought I had it solved, and have a short video of it because of my excitement.  However... I checked to see if there was some sort of RNG seed for her pattern, and there is.

On to what I got here.  Since this game has some interesting text box glitches, I tried opening a treasure chest on the same frame as being killed by a bomb.  BTW, if you open on the exact frame as you get hit, you just get hit.  If you open one frame back, the bomb waits for the message.

I was incidentally hitting bushes with the bomb and yielding 10 gold and two nothings out of the three bushes that were caught in the blast.  Given this is on an emulator, I could load the game back to an exact state and try over and over.  At some point, I did an action before the explosion and got... a 10 gold and 5 gold piece in the 2 bushes that used to yield nothing.  And nothing out of the one that used to yield something.

Very little is understood about the RNG system... but I think I can say for certain that your actions have something to do with it.  I don't know if it'll ever stack up to something repeatable, but the more things we can find and constrain, the better, right?
Ugh.  I tested RNG stuff in detail for the last few hours.  I could write up the methods, but it really comes down to this:

The RNG is seeded... somehow.  Movement seems not to change it at all.  Everything else does.  The seed determines what could happen each frame, if applicable.  Each action you take permanently changes the seed from that point forward. 

I'm currently looking for ways to reset the RNG seed.  If you could, for example, reset the RNG seed one or two rooms before a boos fight, if you could orchestrate a way to approach the boss room consistently (using only moves, nothing else... including getting damaged), it might set the fight. 
Other stuff I looked into:

Extended Wall Recoil: I looked to see if this could provide better horizontal jump movement, but it does not extend horizontal flight at all.  It just makes you slide more after touching the ground.

Armor Plate Soft Lock: I replicated it on the Japanese version.  The only visible difference is that I stood still when the soft lock happened.  I couldn't manage a lock where Alundra walked. 
I've also tried some of the things in the google document.

Dying and starting a cutscene: The cutscene plays... then you die.  It's unfortunately not much more interesting than that. 
Die after walking off edge: You fall to your death, then the item triggers.

Also,
Did anyone else know you can bomb certain trees to get small items?  5g, various vessels, and such?  The whole screen shakes when the correct trees are bombed, and the state is reset any time that area is left.  It could be interesting of that shaking could help clip through something. 
Hello everybody,

is there anybody streaming anything related to this speedrun from time to time? Testing, practice, anything?

I would watch that.
Hi Cifer,

I don't stream currently but I would restart in few time. If you search any runners, there are DjKanjo who learns the routing and Sandalphoo who want start also and begins to practice and test the game. Unfortunately, I know only that the French runners, but they welcome you very well Grin