Post subject: Ty the Tasmanian Tiger 2: Bush Rescue
Mittenz
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Have been looking for a new GBA title to TAS and out of all the titles I've tried I really enjoyed working on this one. Here's a very rough & short LOTAD I started. Link to video Mechanics I liked: Rang Canceling: there's a set amount of time better when you can throw consecutive rangs, but you can jump out of this animation and then cancel the jump with another rang for rang rapid fire. Jump cancelling: throwing the boomerangs mid air changes your jump arc and causes you to land almost instantly if Ty's almost level with a platform. I like that this gave the game a bit more resource management (Do you use the rang to kill an upcoming enemy or cancel a jump? Can I do both? Can I make my rang return to me faster? Is it faster to cancel on this jump or the next one? etc.) If anyone has any resources on the game or interest in helping with anything, let me know :) To Do: -Setup RAM watch and Lua script -Route overworld -Finish and optimize stage 1 (fix first crab tank)
Mittenz
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So apparently gaining crazy speed via backboosting yourself with the boomerang is a thing... Link to video
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I've been TASing the third opus lately. Didn't go far, but discovered some stuffs I've came across something very interesting. You can jump to crazy height on the third opus. I haven't found a way to reliably replicate this. Maybe this could be replicated on the 2nd opus as well? These two games looked fairly similar. http://tasvideos.org/userfiles/info/44269218544145220 I have been interested in TASing this since a long time ago. I would be interested to cooperate in the TASing.
Mittenz
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I was checking ty3 last night and they appear to be the same engine, so in theory anything that works in one should work in the other. Here's a bit from ty2 with clipping through the level and out of locked mini-boss battles User movie #44272095993828875 I'd be down for co-authoring I'll pm you later :)
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Awesome. I'll be waiting your PM.
Mittenz
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Niamek let me know if you got the PM I sent you yesterday. I was able to replicate the Ty3 super jump glitch in Ty2, looks it has to do with jumping/gliding right as you recollect a boomerang.
Mittenz
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Here's the latest WIP on this game for anyone curious. Any feedback is appreciated!!! Link to video I realized you could do 1 up press in the pause menu to exit level instead of 2 downs, which saved 2 frames every pause exit, so the last week or 2 have just been resyncing what I had. As you may notice I'm having big issues with RNG. Overworld 1 (where I just sit there for a second in the jeep) has always been a problem, my boss fight (Patchy the dino robot) is 20 frame slower than before the resync. Luckily i managed to save 35 in Boonie Come Home (lvl 3) during the resync so I'm still positive on time save leaving the boss, but then the enemy RNG on the overworld right after is REALLY bad (where this WIP stops). To effect RNG I've tried additional inputs throughout the prior level that didn't actually effect the gameplay, entering the level a few frames later, but I'm can't seem to get any real change in the RNG :/ If you have any ideas what else to try let me know.
Mittenz
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I'm getting close to 50% done with this TAS, and am still finding things. This last week I found 2 new glitches, and something applicable for RTA runs. 1) Swim in air: Taking damage while enter water can cause you to be in a swim state, but be above the water and swim in the air. Needs to take damage or enter water to cancel. Would love to include, but will probably not be fast enough. 2) While doing an RTA run, I managed to get a kill on an enemy to count as 2 kills for the objective. Not sure what caused it, but hopefully will figure it out/replicate it soon. RTA Viable thing) landing with infrarang rang throw keeps the the glide bit set indefinitely until you jump/land again. Makes superjump extremely easy/RTA viable. I also finished creating maps for the game. Found here.
Mittenz
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It's been a while since I've posted an update here. I'm still chugging away at this TAS. With so many glitches opening up new movement and routing options this game has ended up being a bigger project than I expect. Here are a couple new things since last time: Text Skipping: pausing the same frame text is about to pop-up just completely skips the text. Infinite boosting: Figured out how to reliably transfer in and out of this state. Similar to boosteranging, but capable of gaining speed even while airborn. Also avoids ground damage sources. Lion Village Glitch: tonight I finally got an input file where this glitch occurs. In RTA runs, you would occasionally have one enemy death on this level count as 2. Could in theory cut the time for this level in half.
GJTASer2018
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Mittenz wrote:
Lion Village Glitch: tonight I finally got an input file where this glitch occurs. In RTA runs, you would occasionally have one enemy death on this level count as 2.
Does anyone know why this glitch happens? And if not, would how you managed to reproduce it help figure out why it does happen?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
Mittenz
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GJTASer2018 wrote:
Does anyone know why this glitch happens?
Not up to this point.
GJTASer2018 wrote:
And if not, would how you managed to reproduce it help figure out why it does happen?
Of course it helps cause now I have access to the system memory while the bug occurs. I can do as much testing and bedugging needed to find the actual cause. From the button file I captured, it appears an enemy spawning the same frame another enemy despawns is what is causing it.
Mittenz
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Just sat down and manage to get it actually figured out the lion village glitch. There are 2 ways to despawn the enemies that count towards the objective: 1) kill it and let it's animation play out 2) kill it and then get it off screen If both of these despawns occur on exactly the same frame, both will count down the objective and the single enemy will count as double
Mittenz
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There is a ~29 frame timesave on the intro stage to the Ty 2 TAS. By ending your boost closer to fluffy she doesn't trun around. This makes it so her missile launcher doesn't have to rotate at all before she shoots you. You can also hit her sooner depending on where the boost ends. I had overlooked this because you start the fight much later, don't make up the time difference until over halfway through the fight, and I didn't realize the benefit of her not facing you until it happened to me in an RTA run.