Posts for ElectroSpecter

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Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
The best parts were the antics before and while entering the hawk mouths. Hell yes vote!
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Voting yes, of course. It's a fun adventure and Cardboard makes his way leisurely through the levels destroying bosses with apparent ease. Of course, there's nothing else I can see anymore that I can comment on, so again, yes vote!
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Maybe some of you are sick of World 1 by now, but I improved upon it by 80 frames. So if you want to watch it, here it is. I have a feeling, however, I'm not going to be able to improve it more. There's a bit of World 2 in there as well. I'm working on that banana bonus at the end of Barrel Shield, since this new one is 33 frames slower :(
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Location: Connecticut, USA
Tompa sir, I made the monkeys nutless again, but I ended up with 5 frames of lag coming from somewhere; exactly the amount i saved with the trick. And the green banana bonus was slower. So I can't apply the trick :(
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
You are a ninja, Tompa. I actually tried doing this while originally recording the level and couldn't get it to work! I'll add this in and see if I can save overall frames in the level (my green banana bonus may desync). This also may screw up my Riverside Race green banana bonus, which is the hardest bonus yet, but I ended up getting it to be pretty damn good, so we'll have to see if this 5 frame improvement is worth it in the end (I hope it is!) Also, I fixed the problem of the jump after the team throw. Apparently, there was only one single frame where it's possible to jump after the throw, after which, you need to wait 16 frames. Which is why I missed it in my last WIP and have done it in this one. Other than that, did the level look good? Also, I forgot that I changed a lot of World 1, so here it is, if anyone is interested (minor differences, mostly saved 15-30 frames in each stage due to much better rolling). I've also discovered that the double roll, even though slow, has useful applications, and I still use it at the beginning of some levels and bonuses. Sometimes it's faster, sometimes it's not. The speed of the slow roll is above 800, and a fast roll can always be started from a slow roll. Jumping speed is a bit above 700, and it takes longer to go into a roll from a jump. I've also discovered how to do a slow roll (which means a double roll) whenever you want when landing from a jump, and I'm sure some people would like to know (Cyrus!) Oh, and ignore the Riverside Race portion of that link, since that part of it is still being worked on (it's fast so far, but it could be faster. I have to test out how to fall into the underwater tunnels fastest, and I can't yet get the "bounce-back" trick to work on Koin).
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Voting yes for obvious reasons!
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Ok guys. Barrel Shield Bust-Up WIP. I'm extremely pleased with the green banana bonus.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Really? I've always thought the Genesis version to be funnier and more quirky. I honestly never could play through the SNES version.
Experienced Forum User, Published Author, Player (244)
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It looks much better, your skills are improving fast... I'll take a closer look at it tonight though.
Experienced Forum User, Published Author, Player (244)
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It's actually slower to use it in Doorstop Dash, since I have to head back to the right once I pick up the keg to go far enough make Koin "not exist" off-screen. Plus, doing it the way I did in the WIP lets me bounce back, thanks to Koin, preserving momentum.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Also, plan to get the Fire ability early on in Milky Way Wishes, as it's needed to use the pass through walls glitch.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Location: Connecticut, USA
You could always start Recording a new movie with the second controller enabled and, using a hex editor, either: 1. Paste the old movie in after the new header, or 2. Do some investigating to see how the headers differ. Then you can change the original movie's header once you find out which byte handles whether the movie reads player 2 input. When comparing the two headers, the only things I think would be different are the rerecord count, the frame count, and of course, the # of controllers activated byte. (The frame count and rerecord count are in hex, of course, and stored in big-endian format)
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Assuming that I save all side quests until after I get the Gyrocopter (which I suspect is fastest), does this route make the most sense to people, or does it look like it can be improved?
1. Get Gyrocopter
2. Banana Bird
3. Buy Shell and Mirror
4. Banana Bird
5. Banana Bird
6. Banana Bird
7. Trade mirror for wrench
8. Banana Bird
9. Fix chairlift, Banana Bird
10. Pick Flower (can be picked up in Gyro without even landing)
11. Give Flower for Banana Bird 
12. Give Present to Blue, get Bowling Ball
13. Use Bowling Ball for Banana Bird
14. Banana Bird
15. Trade Shell for Banana Bird
16. I think you have to enter this specific cave of Wrinkly's to trigger the ending, but i could be thoroughly wrong, in which case I'll just enter Wrinkly's cave in Lake Orangatanga.
EDIT: Oh, also, you can orient the copter while it's still rising from wherever you take off from, making it almost unnecessary to worry about sharp turns or turning times. Oh, turns out it's not necessary to talk to the queen beforehand and you can activate the rescue from any cave. Which is nice.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
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Location: Connecticut, USA
My argument against any% is that with 100% you can now show off the great parts of the game, like the treasures in GCO, which I'm sure a lot of people will recognize with delight, and show off the secrets in MWW by getting all the abilities. Plus, if you take a look at the Mecheye WIP, Milky Way Wishes can be completely broken in the J ROM, so I don't think people would mind a longer video anyway. Long story short, seeing the various cool tidbits of the game outweighs the fact that the Arena ending is crappy, in my eyes.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I manipulated them to an extent. For the most part, I just studied where the next couple of bananas appeared and made sure i was in those positions while jumping. Actually manipulating them to change where they're going to appear costs too many frames in some cases (for example, sometimes i have to hesitate 20 frames or more before collecting to actually change where the next one appears), but I have succeeded in changing where they appear once or twice by hesitating one or two frames.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Hi gocha, I love your tool, but I was wondering if you could fish out the RAM setting for the Snes9x with reset-recording, since I have no idea how to do that myself. The Snes9x in question is the one in my signature. Thanks in advance
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Here's Barrel Shield Bust-Up for those who are interested.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Glad the memory address is so versatile! Still looking forward to this.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
This was fun to watch, and I really liked watching the boss of 3-3. Also, during the ending scene where Montana Max is getting "punished" by Buster? Wow. Anyway, yes vote.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Sorry to continue to derail the topic, but that YouTube video rules. And back to the topic, if the arena is included in a 100% run, shouldn't real time be aimed for rather than in-game time?
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
An addendum to the aforementioned tip on momentum saving: it also works when running/falling off ledges. Letting go of the directional button at a certain point before really starting to fall will let you preserve more momentum. There's probably going to be enough tricks and glitches to make Kirby Super Star "tips and tricks page" worthy.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Using some knowledge imparted unto me by Comicalflop, this new Lake Orangatanga WIP is 190 frames faster. Improvements come from more optimized rolling (the double roll is pretty much useless unless I have a good momentum going, so I cut a lot of that out).
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Comicalflop wrote:
Well, you have no idea how hard splicing in one move into normal playing is. Redoing an entire stage and inserting it is one thing, inserting one move every time it's needed is suicidal.
I figure the move is only helpful in a few occasions in his relatively short WIP. I dunno, it doesn't seem like it would be too big of a project. Also, the Japanese version is called Hoshi no Kirby Super Deluxe. This should help if anyone was ever trying to search for the game.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Mugg, you seem well suited to this TAS and I'm glad you discovered that holding start is faster to skip the tutorial. I didn't notice any room for huge improvements, and the first mini-boss fight was extremely cool. One question though, shouldn't Spring Breeze be skipped in an any% run? Also, if you wanted to hex edit in that momentum saving jump, it shouldn't be a huge problem. It wouldn't be that much work to find the few locations it would be helpful and splice it in.
Experienced Forum User, Published Author, Player (244)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Downloaded the Snes9x memory watch and it's a great tool, thank you! Also, for those of you TASing, it's interesting to note that if you are jumping in a certain direction, actually letting go of the direction you want to be going in for a certain number of frames during the jump will extend Kirby's jump and actually allow him to keep more momentum. Counterintuitive, but it works. If anyone is interested, I can explain in more detail, but a few minutes of messing around with it and you'll probably figure it out. Actually, come to think of it, I only tested this on the J ROM, but there's no reason it shouldn't work on the US one. OK, here's the technical version: Say you're jumping to the right. Your x movement speed will stay the same until a point in the jump where the game basically says, "hey, slow down" and almost cuts your speed in half in just one frame. Letting go of the directional button before you reach the this point where your speed is cut will also cause your speed to decrease, but much slower, over the course of a bunch of frames. This decrement in speed takes precedence over the sudden speed decrease described earlier, which causes a faster jump. Aaand, to be even more specific, jumping for 17 frames (starting with the first frame you hit B), letting go of the direction for 18 frames, and then resuming holding the direction seems to preserve the most momentum.
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