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Look at these three videos: [1], [2], [3] (around the 14:45 mark) more carefully. You'll see that, by directing the void object at certain targets you can change their properties, move or teleport them. These examples show how the published runs could be improved using this glitch, and I'm sure we'll see at least half a dozen more applications before we can consider its potential depleted.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Player (246)
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WOW. So in that second video, was the cannon nearby? From my experience (in DKC3) objects aren't loaded until you're close to them (though they are still offscreen). Also, are there a specific instructions as to how this is done? I'd like to try it on DKC3, though my hopes of it working are low since the bastard programmers actually did their work somewhat correctly.
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It works in DKC, as reflected by Tompa's very recent submission. It's largely the same glitch for most intents and purposes in both games, except in DKC 2 it warps you to the end of the stage, not to a random stage. I asked him about DKC 3 and he said he already tried it there and it didn't work.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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moozooh wrote:
I asked him about DKC 3 and he said he already tried it there and it didn't work.
Ah, I figured as much. I really can't get over how cool the glitch is. It reminds me of a more complicated version of the "debug mode" in the Sonic games.
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moozooh wrote:
Sorry, Dooty! It seems you have to go back to the drawing board. :D
I can't watch those videos (there's just a black screen after "Play"), but by reading the comments, looks like it's still useful for v1.1, if so the 102% run can't be done with this version. But if not, I'd love to do Donkey Kong Country 2 again, since I'm stuck on those green banana bonus of DKC3...
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I've done a little bit of TASing early this semester into DKC2 any% using 1.1 (in the middle of Krow 20 frames faster with 1.1), but before I go any further.... is it absolutely impossible to do all the new glitches using 1.0 ROM? I can hold invisible air in 1.0, but is all of the crazy warping only possible in 1.1? This is kind of important because in 1.1 the infinite team throwing glitch does not work as well (hard to describe but after the first jump, you can't gain height), so that would cut out a few potential shortcuts I wanted to test (namely in Bramble Scramble.) If anyone definitely knows the answer to this or can make a quick test, that'd be appreciated, so that maybe soon I can get started on this again.
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Tompa
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New any% TAS posted at Nicovideo. 1 minute and 35 seconds faster. User = http://www.nicovideo.jp/watch/sm14049725 Free = http://www.nicozon.net/watch/sm14049725
ALAKTORN
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^Holy shit. where is part 2? edit: found in the related can someone make an explanation level by level? edit: ok now I've really seen it, how can it do the team-throw thing after a roll down a cliff? O_o
Tompa
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All parts are in the movie description. I could try to explain some stuff at least. But I won't go into details for every level though. If you want me to explain a certain glitch, I could give it a try (Or Comicalflop/Arne will).
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Tompa wrote:
All parts are in the movie description. I could try to explain some stuff at least. But I won't go into details for every level though. If you want me to explain a certain glitch, I could give it a try (Or Comicalflop/Arne will).
just edited my post, am mostly puzzled about the barrels to end level thing and this teamthrow after roll into abyss I think there was at least another one interesting though I forgot
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A couple of missing improvements, like the double jump in Lava Lagoon, but it's a nice run nonetheless.
I am old enough to know better, but not enough to do it.
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so how do those tricks work?
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It's in my "reusable TAS concept": http://dehacked.2y.net/microstorage.php/info/401291489/DonkeyKongCountryII.smv you need to jump on a croc or on a mouse to do the trick.
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ALAKTORN
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no, I was talking about the Japanese's new any% TAS
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um... my bad. They call it "sprite glitch", when Diddy is holding air he is in fact holding something, what it is, depends on where he is and what things are near him, even the floor. about the team throw after roll: when you are rolling you can jump anytime you want, even in mid air, and you have two frames after a jump to do a team up, simple as that.
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thank you for explaining :) I never knew you could team up after a jump, was it ever used in previous TASes?
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Yes it was, in the 102% run it's used to activate the end target in some stages like Black Ice Battle.
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It's also used in my any% run. Now that the J run is done and posted, I feel so demotivated about my WIP... essentially all the tricks and improvements I was going to implement are in there, so the surprise factor is now all gone. And I'd basically be redoing that run in U 1.1, except with a few improvements to maybe get a few seconds faster. It just feels like a whole lot of work on my end just to remake a version to submit here.
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you're funny Comicalflop, you always say things such as "my new run is gonna be awesome", then you never finish it and new TASes eventually show up spoiling your run, it's almost as if you're trolling us xD don't take this as an insult I don't mean anything bad, it's just funny obviously I would like to see your run if it saves a few seconds
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I also want to "translate" the Japanese TAS to use the US Rom. Of course it will not be submitted here as I can't contact Umihoshi, the creator of this TAS to ask his permission, but I'll post the results here for learning and etertainment purposes only. Let's see if I can squeeze some frames out of it while translating.
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I've already been doing that. Got up to Krow, 480 frames faster than my published run. It's 36 frames slower than the J run when finishing Topsail, but he enters Krow with Diddy which wastes 66 frames, so I'm actually 30 frames ahead, but I'm having difficulty with Krow luck.
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I don't know if I'll be able to start Krow's fight with Dixie, I'm still trying to understand Umihoshi's LUA script, some of it's numbers ara very confusing to me, so my run will reuse Umihoshi's .SMV file as much as I can.
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Dooty wrote:
I'm still trying to understand Umihoshi's LUA script
You mean lua is subtitle in video? I can read Japanese.
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I mean the LUA script used to identify the sprites, some of them still seems meaningless to me, but translating those descriptions may help in a way or another. edit: here's the script:
function DKC2()
	local scount = 0
	local cx = memory.readwordsigned(0x7E17BA)
	local cy = memory.readwordsigned(0x7E17C0)
	local x = memory.readword(0x7E0A2A)
	local y = memory.readword(0x7E0A2C)
	local spx = memory.readwordsigned(0x7E0A30)
	local spy1 = memory.readwordsigned(0x7E0E06)
	local spy2 = memory.readwordsigned(0x7E0E64)
	local saru = memory.readbyte(0x7E08A4)


	for id = 0, 21 do
			local stat = memory.readword(0x7E0E9E+id*94)
			local sx = memory.readword(0x7E0EA4+id*94)
			local sy = memory.readword(0x7E0EA8+id*94)
			local sspx = memory.readwordsigned(0x7E0EBE+id*94)
			local sspy = memory.readwordsigned(0x7E0EC2+id*94)
			local num = memory.readword(0x7E0ED4+id*94)

			if id < 7 then
				if stat ~= 0 then
					gui.opacity(0.7)
				else
					gui.opacity(0.4)
				end
				gui.text(2, 80+id*8, string.format("%d(%x, %d, %d)", id, num, sspx, sspy))	
			end

			gui.opacity(0.7)
			if stat ~= 0 then 
				gui.text(sx-cx-4, sy-cy-(id%4)*8, string.format("%d(%x)", id, num))
				scount = scount + 1
			end
	end


	if saru == 0 then
		spy = spy1
	else
		spy = spy2
	end
	gui.text(2, 150+0*8, string.format("speed: %d, %d", spx, spy))
	gui.text(2, 150+1*8, string.format("position: %d, %d", x, y))

	gui.text(254-24, 2, string.format("SPR:%02d", scount))
end

gui.register(DKC2)
edit2: what I could figure out so far is that the warp barrel's ID is 1(0) and that Diddy must be holding that sprite to do the glitch, but sometimes even holding the correct sprite the glitch didn't work :( anyway, I'm still reusing Umihoshi's .smv file and I'm at Glimmer's Galleon 40 frames ahead.
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if you're 40 frames ahead there, you probably saved frames where I didnt (which is good; can you send me the .smv when you get to Krow?) from what i understand of the lua, sprites appear in the list #1-6 in the order they spawn. therefore, you need to spawn a sprite (the one you grab and activate hold-air with) and grab it and make the warp barrel be the sprite next in the list (or something like that.)
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