Post subject: Donkey Kong Jr.
Expert player (3643)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
As far as I could search, no topic about this game existed so here it pops up now. To make a long story short, Aqfaq encouraged me to look for improvements of the current published run. In the end I managed to shave of one frame (in the last level) which I'm not really exited about submitting. I now enourage you smarts guys (and ladies if any) to try and improve it further. Unfortunately I have no clue of where to find it either than that if you improve level 3 by 1 frame you'll gain 11 frames there due to the frame rule: http://dehacked.2y.net/microstorage.php/info/441501818/Donkey%20Kong%20Jr.%20%28JU%29TAS.fcm If no improvement is to be find I might submit this in an unknown distant future, but for now - good luck:)
feos wrote:
Only Aglar can improve this now.
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
I tried this game a long time ago, without any luck. However, I still have the RAM addresses I used. I'll go ahead and post them here, perhaps someone will find them useful.
0213 X|pixel|pos
x0056 X|subp|pos
0210 Y|pixel|pos
007F Y|supb|pos
0082 Y|speed
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x0018 RNG|1
x0019 RNG|2
001A RNG|3
001B RNG|4
001C RNG|5
001D RNG|6
001E RNG|7
001F RNG|8
01FC RNG|9
01FD RNG|10
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I don't exactly remember how all those RNG addresses worked besides that they somehow influenced the outcome of enemy movements and such.
Expert player (3643)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Randil wrote:
I tried this game a long time ago, without any luck. However, I still have the RAM addresses I used. I'll go ahead and post them here, perhaps someone will find them useful.
0213 X|pixel|pos
x0056 X|subp|pos
0210 Y|pixel|pos
007F Y|supb|pos
0082 Y|speed
| |
| |
| |
| |
| |
| |
| |
x0018 RNG|1
x0019 RNG|2
001A RNG|3
001B RNG|4
001C RNG|5
001D RNG|6
001E RNG|7
001F RNG|8
01FC RNG|9
01FD RNG|10
| |
| |
I don't exactly remember how all those RNG addresses worked besides that they somehow influenced the outcome of enemy movements and such.
It seems that every "manipulateable" enemy already have been manipulated in the best way, doing it to the bird in the last level would of course be useful but it doesn't seem possible. Address 0056 is also quite funny. It actually only gives the X|subp|pos when you're walking or jumping on the platforms, and when you're climbing it instead shows the Y|supb|pos!
feos wrote:
Only Aglar can improve this now.
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
I recall that jumping affects your subposition a bit differently than walking. I don't know how that could be useful, though.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Player (36)
Joined: 9/11/2004
Posts: 2630
You gained a frame on me in 1-1 with it, and I couldn't figure out how to get it back. XD
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Jigwally
He/Him
Active player (427)
Joined: 3/11/2012
Posts: 119
I discovered a glitch that only exists in the original PRG0 revision: https://twitter.com/Dugongue/status/1097022410874773504
Challenger
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Skilled player (1689)
Joined: 2/23/2016
Posts: 1061
Nice discovery! A new TAS can be finally possible.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Jigwally
He/Him
Active player (427)
Joined: 3/11/2012
Posts: 119
Yeah, you don't have to go around to the left side of the vine like I did in the video, you can do the TAS trick of jumping backwards. As long as you're facing left when you hit the vine the zip will occur.
Jigwally
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Active player (427)
Joined: 3/11/2012
Posts: 119
Apparently the Japanese version of the game is even more glitched than I thought: https://www.youtube.com/watch?v=hEf7iI3b34s https://www.youtube.com/watch?v=rdju8pUn43w Some of these involve holding down on the D-Pad as you grab the vine close to the top Glitches shown: 1) End animation glitch (can apparently be done on Stage 1 as well) 2) Stage 2 screen warp glitch (doesn't save time unless there's a way to glitch through the right platform without dying) 3) Glitching through platform (easy to do in Stage 3)
Jigwally
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Active player (427)
Joined: 3/11/2012
Posts: 119
http://www.aurora.dti.ne.jp/rap/g.donjr.html There are some explanations for the glitches in the original revision for anyone who reads Japanese better than I do They refer to the original PRG0 revision as "830404" from the six-digit ID on the original Famicom pressing. Seems like if I check out Japanese web sources I could find more revision differences for NES games that aren't yet documented in any English-language sources.
Fortranm
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Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
Have you tried these on the FDS version?
Jigwally
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Active player (427)
Joined: 3/11/2012
Posts: 119
They don't seem to work on FDS. I think this version is ported from PRG1. If you attempt the glitch of holding down while jumping on the vine in the later revision DK Jr just gets permanently stuck
Jigwally
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Active player (427)
Joined: 3/11/2012
Posts: 119
I translated the page enough to figure out the Stage 1 glitch. You jump to grab the vine the last possible frame so that it's simultaneous w/ getting killed by the Snapjaw enemy. https://twitter.com/Dugongue/status/1102465399369666560
Jigwally
He/Him
Active player (427)
Joined: 3/11/2012
Posts: 119
http://tasvideos.org/userfiles/info/53632403736032677 Additional 495 frames shaved off previous submission, mostly from Stage 3 clip
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1061
Jigwally wrote:
Apparently the Japanese version of the game is even more glitched than I thought: https://www.youtube.com/watch?v=hEf7iI3b34s https://www.youtube.com/watch?v=rdju8pUn43w
I'm surprised that both videos exists for years, and how nobody pointed out until now.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.