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Experienced player (690)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
Damn... I really want to do something like that in the future, but as an old wise Doc said "Every journey starts somewhere, now lets make our first TAS together."
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Editor, Skilled player (1536)
Joined: 7/9/2010
Posts: 1319
Using was0x strats I'm now 36.87 seconds ahead. I'll never touch World 2 again.
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Editor, Player (69)
Joined: 1/18/2008
Posts: 663
What is the latest WIP from power-on? I can try to console verify.
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Skilled player (1742)
Joined: 9/17/2009
Posts: 4984
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
True wrote:
What is the latest WIP from power-on? I can try to console verify.
:o If you can, could you please try and verify [2406] NES Kirby's Adventure "game end glitch" by MESHUGGAH, CoolKirby, Masterjun, MUGG, TASeditor & illayaya in 00:35.91? It had different behavior for the glitch depending on the version of FCEUX used, and it was mentioned that it could be hexed to use a soft reset for to achieve similar results.
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
I guess you missed this...
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Skilled player (1742)
Joined: 9/17/2009
Posts: 4984
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Oh, sorry! Well, there's also the movie made without the stone glitch, but was made with an older version of FCEU.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
This is the latest WIP he's posted here, up to Butter Building. It doesn't include was0x's improvements, but it should be good enough to console verify (it completes two worlds).
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
OK, tried it - the UFO is one pixel shy of getting over the first wall and gets stuck on it.
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Editor, Skilled player (1536)
Joined: 7/9/2010
Posts: 1319
True, can you try this: [1947] NES Kirby's Adventure "game end glitch" by MUGG in 05:44.57 ---- Now to the TASing process of Kirby. I found out that preventing enemy spawns is possible. I found this in level 3-2 which decreased the amount of lag frames significantely. But I don't know the circumstances when this is possible and how to make it work. If somebody is willing to help me to find that out, I'd be thankful.
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Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
If it wasn't mentioned already, the outcome of the "stone in water" glitch is different between PRG0 and PRG1 versions. You might need to console verify with both versions. And here is an old TAS I dug out that you might want to try console verifiying too.
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
MUGG wrote:
If it wasn't mentioned already, the outcome of the "stone in water" glitch is different between PRG0 and PRG1 versions. You might need to console verify with both versions.
As I said in the thread, I verified against the same version used for the movie - PRG0. Should I really burn PRG1?
MUGG wrote:
And here is an old TAS I dug out that you might want to try console verifiying too.
Will try that as well as what TASeditor posted after work.
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Editor, Expert player (2330)
Joined: 5/15/2007
Posts: 3933
Location: Germany
As I said in the thread, I verified against the same version used for the movie - PRG0. Should I really burn PRG1?
Oh, I don't know. I just thought there might have been the case that you weren't aware of those two versions so that could have been the reason why the verification failed.
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
OK, I can the two: The old submission TASeditor posted gets through the first level, but doesn't get through the star door... Kirby UFO didn't get the edge boost to go high enough to enter it. The run MUGG posted does the same thing.
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Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11480
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
UR GLITCHES ARE EMULATION ERRORS! UNPUBLISH!!! Too bad...
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Editor, Expert player (2330)
Joined: 5/15/2007
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Location: Germany
feos wrote:
UR GLITCHES ARE EMULATION ERRORS! UNPUBLISH!!! Too bad...
The credits warp was already done on console a long time ago though.
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
I've tested a number of combinations with MESHUGGAH and the only result on console has been this same screen. So at least this implementation of the bug, as played on FCEUX, won't work on console.
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Editor, Skilled player (1536)
Joined: 7/9/2010
Posts: 1319
I restarted the project, due to some possible improvements in earlier levels. I managed to save 27 frames in 1-1 over my previous WIP. User movie #14071456992484834
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Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Nice work. I'm glad you decided to go back and make sure it was optimized. Looking forward to faster versions of the next few levels!
Skilled player (1742)
Joined: 9/17/2009
Posts: 4984
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Just curious, but for FCEUX, the lag counter seems incorrect for this game. Has that been fixed in BizHawk?
Editor, Skilled player (1536)
Joined: 7/9/2010
Posts: 1319
No, it still only has a few lag frames when the game loads.
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Site Admin, Skilled player (1254)
Joined: 4/17/2010
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
To clarify, the lag counter is definitely incorrect for this game in FCEUX (and BizHawk, according to TASeditor). The Lua script feos posted forces the lag counter to count all the lag frames, and for this reason, it has been used for every Kirby's Adventure TAS since last year's frame war (which helps explain the major accomplishments in conquering lag in, for example, TASeditor's WIPs).
Editor, Skilled player (1536)
Joined: 7/9/2010
Posts: 1319
Here's an improved version of world 2: User movie #14914479521584614 I improved 98 frames over my last WIP, which means I'm 38.5 seconds faster than the published run. Sorry if it took a bit to long, but I improved the Wheelie battle in 2-2 by 7 frames which lead to a different RNGs. Additionally I improved the Meta Knights a bit which also lead to different RNGs. In 2-4 there are 4 enemies which are crucial to have a specific RNG value. I had to manipulate them in 2-3 to lose as less frames as possible. So I decided to keep the slower version of the Meta Knights battle and added some jumps which also slow a bit down.
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Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
I'm glad you went back to make sure the run was optimized. It looks even better now. Good work!
Editor, Skilled player (1536)
Joined: 7/9/2010
Posts: 1319
Here's a WIP of the first two levels of World. Link to video In theory 3-2 could be 2 frames faster. Using a clip in the room with the slopes I can skip most of it, but I have to lose the UFO. So I need get it in the next room again. The problem is that those two enemies will always attack and create to much lag.
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