Former player
Joined: 1/5/2013
Posts: 35
I know everyone's on the edge of their seat waiting for more KoS TAS, so here's an update! https://www.twitch.tv/videos/211477577 May have to go back and re-optimize some of this, but it's a good first pass at world 1 with Diddy. Optimizing the end of screens is so much more annoying with Diddy since he's so floaty.
Former player
Joined: 1/5/2013
Posts: 35
It's been a while, especially since I forgot to upload a video for world 2. But here you go, Diddy's finished up through world 3! https://www.youtube.com/watch?v=EeK2xK8LIes The Congtazuma strat saves a whopping 12 seconds over playing normally! Unfortunately, this strat was found mere days after the DK TAS was published...
Former player
Joined: 1/5/2013
Posts: 35
https://www.youtube.com/watch?v=5W0RkFGfQL0 Here's world 4. The damage boost at the end of Sassy Squatch saves 12 frames. I likely won't keep it, I'm going to try to get a banana boost in Engine instead. Look forward to seeing how that turns out!
Former player
Joined: 1/5/2013
Posts: 35
https://www.youtube.com/watch?v=q07DzeclwLM Diddy TAS is finished! I went back and optimized a few things, the big ones were the Fire Necky fight and Kremling Kamp 2. Together, those two improvements saved about 6 seconds. The total time ended up being 17:18.667, or 62037 frames. I was surprised that this ended up faster than DK. Going in, I expected DK to be faster because DK gets a ton of banana boosts, and Diddy doesn't have many at all. Even though it's over a minute faster, 35 seconds of that is because Diddy doesn't have to do the tutorial, and 12 seconds is because of the new Congtazuma strat, so it's really less than 30 seconds of difference in actual gameplay.
Post subject: speed display script!
Editor, Reviewer, Skilled player (1361)
Joined: 9/12/2016
Posts: 1646
Location: Italy
Today I wanted to write a script for showing the speed values on screen. Have a screenshot: Click here to download. Edit: new version below. It basically shows position and speed value for the current and last 20 frames. The lines scroll automatically each frame, from top to bottom. It automatically resets when you load a savestate. The speed colors change in order to reflect the known target speed amounts. Red is for when standing still, white is average, green is good (maximum known speed), and blue is used if by any change you manage to break the known speed limit by whatever means. Note that the speed value can randomly vary slightly due to a bug in the game engine, not because of this script. For example, when you jump, the speed for the first frame is 1.8, then gets to 1.84, then 1.81, and then it finally starts lowering. This is why I don't trust speed values found in the game memory. Edit: turns out it was actually my script's fault: the initial speed for jumping is 1.87. I've fixed the bug and you can download the v1.1 script here. Still, it's the game's fault if the horizontal speed does occasionally drop by 0.01 when walking from left to right. Don't trust speed values found in game memory. And I've also created a script for calculating the average speed. You can download it here. Edit 2: new version below. Aesthetically speaking it's the same thing, even for the colors. The only difference is that the speed amounts are calculated as average amount of all the speeds from script launch onwards. If you want to start a new measurement, you must restart script execution. Starting the script execution in the right frame is vital in order to get the exact average. Also, in order to be able to do proper comparisons, make sure to keep track of the amount of frames; for this reason I added a frame counter that starts from script launch. Edit 2: fixed in the average speed script a nasty bug caused due to bad handling of exponential notation. You can download v1.2 here.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"