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Former player
Joined: 1/17/2006
Posts: 775
Location: Deign
d if someone can get this to work.. make jumpman go through the princess so the level is completed. that would be nice.
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Player (36)
Joined: 9/11/2004
Posts: 2630
I got under the princess. Not the best with ejection abuse, maybe you'll be able to make something of it. (I was able to climb down because pauline ejected me slightly downwards partially into the floor.)
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Any exciting updates?
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Active player (269)
Joined: 7/14/2010
Posts: 12
I have started a WIP on this, it is quite optimal so far, I cut out the cut scenes so it is 2 mins instead of 5 just to watch. http://www.youtube.com/watch?v=payZV6D8xD8 Any tips are welcome I haven't read through the thread yet. Good stuff.
Player (36)
Joined: 9/11/2004
Posts: 2630
You came up with a surprising strategy on 0-4. But for the rest check out jimfriend's WIP on this page as well as my unfinished WIP up to world 6 also on this page. Also, if you can figure out how to manipulate the RNG, please let us know. :(
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Active player (269)
Joined: 7/14/2010
Posts: 12
Will do, I should have looked here before I started TASing, I see there is wall jumps that I wasn't aware of. Very nice, I watched the WIP and I see route improvements, I will get to work on this TAS.
Active player (269)
Joined: 7/14/2010
Posts: 12
So far I have saved 80 frames up to level 1-5 over jimsfriend's WIP. Will upload whenever I finish world 1.
Active player (269)
Joined: 7/14/2010
Posts: 12
Hey guys, World 1 has been completely optimized. http://www.youtube.com/watch?v=GJfoxAM0du4 Various improvements, some big route improvements plus I had some key grabbing optimization. All opinions welcome :D.
Player (36)
Joined: 9/11/2004
Posts: 2630
Minor thing, placement of the second ladder in 1-6, why not put it in the one square tall space between the hat and the platform? Should save you between 1 and 6 frames. (4 lost to place ladder, but either 5 or 10 gained while the ladder expands, I don't remember if it's 1 square per frame or 1 square every other frame.) Also, you move faster while running normally than while on autopilot to a door, because of this it's usually better to delay picking up a key if it's right next to the door until the last possible frame. Unsure if you did this on 1-6
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Active player (269)
Joined: 7/14/2010
Posts: 12
I had this thought too but going over there is 2 frames slower, I'm guessing theres a certain amount of frames you have to wait, even if you have a one frame ladder. I also made sure to get as close to the door as I could on every level, if it improved that is.
Player (36)
Joined: 9/11/2004
Posts: 2630
A tangential note, I've listed the tricks that I know about this game at http://tasvideos.org/GameResources/GBx/DonkeyKong.html
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Active player (269)
Joined: 7/14/2010
Posts: 12
Well I don't know if this trick has been found, but I found a trick on the spring, if you hold down you can jump off of the spring this will give you the boost of your jump then shortly after that, you will get a second jump boost from the spring. You will be forced into a handstand though, so I guess it's only useful in a few spots.
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
I just discovered this thread, and that World 1 WIP is just glorious. The walljump almost cheapens the puzzles too much, but it's still entertaining. Good luck with this run, MoltovM! Out of curiosity, though, at the end of the DK fight in 1-8, the last barrel bounces off your feet to the left. Could it be bounced to the right for a faster pickup? It looks like you have time to get to the left of the platform in handstand mode.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Active player (269)
Joined: 7/14/2010
Posts: 12
Hey, unfortunately which side of the barrel you are on does not determine where the barrel will go, what DOES determine it is which direction the barrel was rolling before it fell. Appreciate your observation though. World 2 is nearly done, I think I only have the DK fight left
Joined: 6/24/2007
Posts: 119
how's it going?
Joined: 10/20/2006
Posts: 1248
The only way to manipulate the RNG in this game is to trigger events that will make use of an RNG value. It will then advance to the next value. In any case you can also influence the RNG by soft resetting and letting an arbitrary amount of bricks fly into the screen before pressing start. Using that method you could chose one of about 50 different starting values. But I guess that'd waste too much time. (Needless to say you can basically do that for free at the very start of the game.) For general porpuses it'd make more sense to just deliberately waste a few frames in a level that uses the RNG a lot. Which are the levels where good RNG values would make a difference?
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Kuwaga: I don't know the stage numbers, but there are levels where ladders rise and fall, or where DK or DK Jr does things like flip switches or throw poison mushrooms. I imagine that if that timer is RNG-based, then RNG manipulation would help. However, I'm not a TASer, so I don't even know if RNG manipulation could be done quickly enough to justify the savings.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
Joined: 10/20/2006
Posts: 1248
You'd essentially have to plan the run so that the RNG will be at a good number once you reach the levels where it matters. In most levels you aren't able to influence the RNG at all as it currently looks, in others it's pretty easy. I'm working on some useful tools, so that this run won't be postponed forever.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
MoltovM wrote:
Hey guys, World 1 has been completely optimized. http://www.youtube.com/watch?v=GJfoxAM0du4
if I'm not mistaking levels, your DK fight needs redo: http://www.cyberscore.me.uk/chart-59186.php 3 players have done better unassisted apparently everything else was great though
Joined: 10/20/2006
Posts: 1248
OmnipotentEntity wrote:
A tangential note, I've listed the tricks that I know about this game at http://tasvideos.org/GameResources/GBx/DonkeyKong.html
0xC20A doesn't seem to be x-speed after all. The value is higher when walking on your hands when really it should be lower (I compared the intervals of when Mario's x position changes) and very low for the quick hand stand jump. It rather seems to be some sort of x-movement-mode bitmask. Same goes for 0xC206 for y-speed. 0xC209 is 255 when moving to the left and 0 when not. I'll maybe look a bit further into that once my lua script is finished.
Player (36)
Joined: 9/11/2004
Posts: 2630
Kuwaga, this might be the case, thank you for taking a look into this game.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 10/20/2006
Posts: 1248
Atm, I have very little motivation to finish my script. If nobody cares, I probably won't, as I personally don't anymore. But I have basically figured the RNG all out, which was very fun to do. One annoying thing is that ladders and the position of enemies have an influence on how often the RNG is called (called twice when enemy passes a ladder (leftmost and rightmost spot), only once when turning around between those spots (or if it has already decided to climb the ladder during the first call, obviously)). To make a full prediction of random events (which I had intended my script to do given a certain stage plus the value the RNG starts at) in a stage with ladders and enemies, I'd thus have to simulate their movement through the terrain, but I don't quite feel like doing that. I'm also not motivated to finish a script if it's only going to be half-assed in the end, so yea. Edit: For reasons I will probably never understand I have now started measuring out the first level. Yay.
Joined: 6/24/2007
Posts: 119
hope this game will be done!
Active player (269)
Joined: 7/14/2010
Posts: 12
This guy is great, looks like we might be working together! I've decided to start an IRC chat. When I get around to it I'll let everyone know where it is. I hope we can get some people activity on this game, it deserves it. I know from experience the more people you have on a team the more you get stuff done. So if anyone is interested, let me know. As of right now I have the route done for world two, however we will probably have to redo most things due to RNG manipulation. Best of luck to us : ).
mklip2001
He/Him
Editor
Joined: 6/23/2009
Posts: 2227
Location: Georgia, USA
Good luck guys! I'm happy to offer encouragement and watch WIPs, but I believe that's the extent of my TAS talents.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
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