Posts for jlun2

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MUGG wrote:
Did you test both of the (J) ROMs yet?
Nope, but what I did find in the spear man stage, is: * End x 2 - resets game * Treasure minigame - Glitch room * Glitch room * Room that resets the game But no end door that allows the game to continue. I'll check the J gb rom now and see if its the same as the sgb. Edit: It's different.
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Back. Anyway, in level 2-1, the glitch route is used. In level 2 - 2, the glitch end is located in a different place, and sadly, it leads to a game reset the moment you proceed to the next stage. Edit: Maybe another room might have the exit. In level 2 - 3, the glitch end is also located in a different place, but once again, it fails to properly bring up the next stage. Edit: Maybe another room might have the exit. In level 2 - 4, haven't tested it yet. I'll post the wip of what I have done so far once I look at your wip. Edit: Amazing WIP! I never bothered to search the other rooms, but now it might be worth it! Oh, and here's the wip. I cut off the spear-man stage as after looking at your WIP, there might be an end in another room.
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I'm not sure why, but I have a feeling that the OoB areas may be different on the several versions of this game. The versions that exist are: (J)* (U) (UE)** *There's a GameBoy And a GBC version. ** Super GameBoy version Since I'll be offline for the next ~3 days, I'll take the time and test all of them. Edit: Oh, before I go in ~1 hour, MUGG, remember those OoB shortcuts you found? Well, the SGB version seems to be able to do that in VBA-v24-vbam. Here's the file. I'll see if your other shortcuts other than the first one work.
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Anyone interested in helping me find out more about this glitch? I have trouble repeating it, so if anyone discovers the cause of this, it'll be much appreicated. Youtube'd
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Sorry for being gone for a week. But my computer died. Anyway, here's the WIP; If you find an improvement, feel free to edit the input.
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CoolKirby sent me a 3 frame improvement; I improved it by ~5 more frames. This led me to think that there might be a possible improvement in the UnderSea Desert. MicroStorage.
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NitroGenesis wrote:
I did undersea desert ;_;
Oh! Sorry! I thought it was CoolKirby since he sent me a PM that he removed 24 frames by the end of UnderSea Desert. Which, I misunderstood as "redoing" instead of "splicing". Oops!
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CoolKirby, here's your version of the UnderSea Desert, but with my 47 frame improvement to it. I think it can be improved.
NitroGenesis wrote:
but if you're in midair and doing the glitch you can let go of B and still have the same yspeed
I'll go and fix it now.
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jlun2 wrote:
I just discovered that most of the turns in the stairwells are ~15 frames slower due to turning in right angles instead of 45o ones. Oh well, back to chapter 1. :P
Well, I'm on chapter 5 now. I've noticed something. For the spliced in rooms, most of them seem to either lag ~14 frames more, or less. Also, it seems that adding delay does little to nothing to the next room, but could potentially change the enemy position several rooms away. Oh, and the first boss fight synced till the last hit. =P
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*For Future Reference* * While glitching, holding "B" while autofiring "A" is faster than just autofiring "A". That is, until Spongebob's in mid-air. * It takes around 9 frames of movement for Spongebob to slide once he jumps with the spring shoes equiped. * Sometimes, you can move/turn if you hold onto that direction right before the game fades to black. * When moving horizontally, walking for at least 2 frames before jumping is faster than jumping without moving. * Doing an action that does not relate to jumping/walking (throwing a patty, blowing bubbles,etc) can be used to avoid taking damage. * Moving platforms can be manipulated by jumping at a different height. * When leaping vertically, moving for 1 frame is better than 2. BTW, Here's the WIP done up to the Outer Town. It reaches it 13 frames faster.
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Sorry, No vote. Like what Derakon mentioned, this run is very similiar to the current SM64 run. Maybe a 100% run would be better?
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Ok, I got it. Early in the game, the shop stocks wallet badges. Buy one, do this glitch, and it'll net over 6,000 coins every time you do this. I'll post a video in response to MUGG's. Edit: When in the run do you need money again? Was it Toad Town?
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MUGG wrote:
So basicly sell some 50 coin item and sell 10 useless ones and you are rich. :)
Nice! I'll see what items could be used to gain lots of cash fast. Edit: For reference, the shop in Peach's castle initial sell price is 25% of the initial buy price.
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NitroGenesis wrote:
I will do Undersea Desert including Hot Sauce Bandito. jlun2, what parts of the run would you like to do?
I think I'll do Kelpazoic Jungle. Is the game edit-friendly? Because we can then splice in the input after doing our parts. :)
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For the route you sent me in the PM, I'm not sure if it would save (much) time, as shouldn't the amount of weapon switching stay (around) the same?
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klmz wrote:
So are you working on an improved movie already?
Nope, waiting for NitroGenesis to send the improvement.
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Hi! Any news on a glitch run using the void to get to the Hall of Fame? A post about it mentioned it being within 15 minutes into the void, and there's even a video on it, but will it be used in the run? Also, assuming it does get used and is labelled as a "glitched" run, will the glitchless run use the same version?
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CoolKirby wrote:
I guess I'll wait for the vbm then. So a vbm would sync on both versions? I thought they had different GB/SGB/GBC cores.
Don't worry, this game syncs in both versions (VBA24-alpha/VBAM). Anyway, can I join in to improve the TAS? :) Just PM both me and CoolKirby the WIP. Then I'll cancel this run.
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Experienced Forum User, Published Author, Skilled player (1710)
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NitroGenesis wrote:
jlun2 wrote:
Nevermind, it syncs in VBA22. He must've mistakenly listed the wrong emulator.
No, I used vba 24. The file Mukki just replaced syncs in vba24.
Oh. I thought that way becuase the other version synced in VBA22. :P Anyway, Congrats on your run! .... :)
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CoolKirby wrote:
I can't get this to sync on VBA24-VBA-M. I keep getting a delayed A button press at the main menu, and then it goes through most of the intro movie. Were there any special settings you used for this? Or could you provide an encode, maybe?
I think adding a frame or so somewhere at the begining would make it sync. Nevermind, it syncs in VBA22. He must've mistakenly listed the wrong emulator.
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I just discovered that most of the turns in the stairwells are ~15 frames slower due to turning in right angles instead of 45o ones. Oh well, back to chapter 1. :P
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Hi Nitrogenesis, how's the TAS going? Can I please see the WIP?
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Brandon wrote:
I hope this run is improved on. adelikat and I both have this game, and we both have a NESBot, yet the old run desyncs as of right now. That's just sad. :(
Do the run desync at similiar points? If so, then it may be the emulator's fault, not the game. Or at least that's what I think.