Русские видео

Сейчас в тренде

Иностранные видео


Скачать с ютуб [TAS] CTR: Crash Team Racing in в хорошем качестве

[TAS] CTR: Crash Team Racing in 3 года назад


Если кнопки скачивания не загрузились НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием, пожалуйста напишите в поддержку по адресу внизу страницы.
Спасибо за использование сервиса savevideohd.ru



[TAS] CTR: Crash Team Racing in

For more infos on the tasing process look on: http://tasvideos.org/7192S.html Most likely if you're wondering why i did something, i explained it in the post 69626 frames at 59.94 fps is 19:21.59 Rerecord Counts: 41724 Played by AleMastroianni -What's a TAS? A TAS, or "Tool Assisted Speedrun" demonstrates the fastest time that a speedrun could be completed without the usual disadvantages of human reaction times, skill, luck and execution. This is achieved by slowing down the game and deciding exactly which buttons are the best to press for each frame. The result is played back at full speed and often looks like perfect and/or superhuman gameplay. Category Description: This is CTR: Crash Team Racing Any%. This category uses the battle warp glitch but not to jump directly to the credits, since that method does NOT have oxide beaten in the game ram, but its just a cutscene warp. All skips are allowed, the goal is to beat ""Oxide"""" as fast as possible and stop him from (u)turning the earth into a Parking Lot. Played on Bizhawk 2.6.2 CD ID: SCUS-94426 ID HASH: CRC32:68A605C9 Firmware: SCPH-5501.bin Version: CTR – Crash Team Racing [NTSC-U] Glitches This TAS makes use of a number of glitches in the game in order to make the process as fast as possible. By quitting and also giving an input (one frame later) to join a submenu (what i do before joining Sewer Speedway warp in Hub1), i manage to "store" that submenu and access it during a race, which i shouldnt be allowed to. Doing this allows me to quit the race and head straight to the main menu, still keeping the Crystal Challenge in RAM. Having this in place, and joining the track Dingo Canyon (first in the array of the game), the game goes out of bounds with LEV_ID being negative due to the operation the game itself does to switch from common trophy races to crystal challenges, which usually happen in Battle Arenas (like Skull Rock). Apparently wumpas and crystals share some properties in the game code, the first and most obvius being the sound they make when the player collects them. This lead me to try a few things out when i initially found the glitch, which eventually lead to finding out that all wumpas on crystal challenges manipulate the game RAM. It was not long till that made possible to manipulate ram in order to choose which item/award to manually add in the game ram (boss Keys in this instance). It's still not clear why certain section of a track having wumpas there manipulate specific parts of RAM. Dingo Canyon specifically has a couple of wumpas (one of which im using in the TAS) that give access to every single award in the game, and more. After manipulating ram in arcade mode, to join once again Adventure Mode, i couldnt simply load the save file, as that would have got ridden of what i had just gotten via ram manipulation. Instead, i made use of an old Battle Warp glitch, mainly used to skip to the cutscene in a(n)(infamous) way to end the game, that simply warps to the ending cutscene when performing the battle warp glitch 16 times in a row. Here, i just needed to use it 2 times in order to join Hub2 of adventure mode and get back to business by avoiding the common way of loading back into the save file. Once i finally collect all the keys, since the "battle warp glitch" is still active, i wouldnt be racing the final boss, nor be able to end the final race, so what i ended up doing is "storing" a sub-menu once again to keep the final boss race in ram, while reloading adventure mode. This forces the game to transform any trophy warp i enter (crash cove here) to be interpreted as the final boss race. And there it goes, once winning the final race, final cutscene plays, followed by credits. Final Boss results beaten in the game RAM.

Comments