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Player (108)
Joined: 3/21/2024
Posts: 28
Location: USA
Has it been determined if any emulators are console-accurate for the credits warp glitch? I've been playing around with it on BizHawk but I don't know if any findings would actually translate to an NES. While messing around, I also found that it's viable to mix in the third room instead of the first one since it allows for better movement and lag reduction in the first two rooms: https://tasvideos.org/UserFiles/Info/638712787127905239 (uses same ROM as the current publication). Mixing in the first room might still be faster so I'm going to look into that next.
Bigbass
He/Him
Moderator
Joined: 2/2/2021
Posts: 207
Location: Midwest
Not sure about the emulators, but no one has console verified any TASes for this game yet. I have yet to try the newest "no abilities" one (which uses Bizhawk 2.8). I have however tried [3318] NES Kirby's Adventure "game end glitch" by TASeditor, MESHUGGAH, CoolKirby, Masterjun, MUGG & illayaya in 00:35.76 quite a few times on hardware. From what I recall, Kirby would always end up doing something differently than what the TAS expected. Like not jumping at the exact right moment. I've never tested with RAM initialization though (don't have the hardware for that), so maybe that would make a difference.
TAS Verifications | Mastodon | Github | Discord: @bigbass
Player (108)
Joined: 3/21/2024
Posts: 28
Location: USA
Kirby not jumping at the right time is something I experienced when using any other version of the ROM, so be sure you're using the exact one that the TAS uses. A desync like that sounds more like lag differences between versions, whereas the game not warping to the credits might be affected by RAM initialization. In my experience, the game would always desync in the second room at the top of the stairs before I found the correct game version.
Player (117)
Joined: 6/23/2022
Posts: 13
DarkRiolu27 wrote:
Has it been determined if any emulators are console-accurate for the credits warp glitch? I've been playing around with it on BizHawk but I don't know if any findings would actually translate to an NES. While messing around, I also found that it's viable to mix in the third room instead of the first one since it allows for better movement and lag reduction in the first two rooms: https://tasvideos.org/UserFiles/Info/638712787127905239 (uses same ROM as the current publication). Mixing in the first room might still be faster so I'm going to look into that next.
Tried my hand at optimizing this route, was able to get down to 2090 frames: https://tasvideos.org/UserFiles/Info/638717233123507755
Player (108)
Joined: 3/21/2024
Posts: 28
Location: USA
keyword wrote:
Tried my hand at optimizing this route, was able to get down to 2090 frames: https://tasvideos.org/UserFiles/Info/638717233123507755
Good job - I've been working on it as well and was able to get it to 2070 frames. Not sure if I'll be able to squeeze out any more at this point: https://tasvideos.org/UserFiles/Info/638717266965499595 If you try beating this TAS, let me know if you're able to do so. I also tried optimizing the room 1 mix route. I was about 27 frames ahead of the current publication halfway through room 1 but lost most of those frames to lag and only ended up 8 frames ahead (it doesn't go to the credits, but it's slower than the other route anyway). I doubt this route is worth pursuing any further since room 3 mix seems much faster: https://tasvideos.org/UserFiles/Info/638717262545190640
Player (108)
Joined: 3/21/2024
Posts: 28
Location: USA
I saved 3 more frames by triggering the last slide sooner - I'm going to try doing the same inputs on FCEUX and see if I get the same results.
Player (108)
Joined: 3/21/2024
Posts: 28
Location: USA
For some reason Bizhawk allows for a hard reset on frame 3 while FCEUX doesn't seem to allow one until frame 5 (I had a hard time even getting FCEUX to reset, so it's possible I just messed it up). I needed to use a different button combination on the last frame to get to the credits with FCEUX, but it doesn't seem like this was caused by the slower reset, as I tried inserting 2 frames at the start of the Bizhawk movie and nothing changed (besides being 2f slower, obviously). I wonder if one emulator is more console-accurate than the other or if they're both inaccurate. Bizhawk movie: https://tasvideos.org/UserFiles/Info/638718771605159400 FCEUX movie: https://tasvideos.org/UserFiles/Info/638718773099137070
Player (108)
Joined: 3/21/2024
Posts: 28
Location: USA
This 1-1 is 29 frames faster than the current non-credits warp movie: https://tasvideos.org/UserFiles/Info/638745497760453505 I didn't find optimizing U.F.O. movement to be very fun, so I don't plan on continuing with the category, but if anyone wants to add pause glitches into the run, feel free to use this as your starting point.
Editor, Experienced player (854)
Joined: 1/7/2023
Posts: 89
Location: Somewhere on planet earth probably
DarkRiolu27 wrote:
This 1-1 is 29 frames faster than the current non-credits warp movie: https://tasvideos.org/UserFiles/Info/638745497760453505 I didn't find optimizing U.F.O. movement to be very fun, so I don't plan on continuing with the category, but if anyone wants to add pause glitches into the run, feel free to use this as your starting point.
I'm not interested in TASing it, but I've always had this question: How is optimizing UFO hard? Isn't it just holding forward most of the time?
"He who is tired of TASing is tired of life" Something Homer Simpson definitely said
Player (108)
Joined: 3/21/2024
Posts: 28
Location: USA
Mikewillplays wrote:
I'm not interested in TASing it, but I've always had this question: How is optimizing UFO hard? Isn't it just holding forward most of the time?
It's not hard, it's just incredibly tedious and time-consuming. Kirby's Adventure already has the problem of slight adjustments to movement significantly changing lag, but when you're using U.F.O., optimizing for lag is basically the entire process. Moving up for one extra frame might save 3 frames of lag. It might be better to move up a few frames at a time instead of all at once. Add to that the different combinations of enemies that can be destroyed and different timings for shooting them and you have a nearly infinite combination of options with no way to tell when you're getting close to the most optimal amount of lag.
Editor, Experienced player (854)
Joined: 1/7/2023
Posts: 89
Location: Somewhere on planet earth probably
DarkRiolu27 wrote:
Mikewillplays wrote:
I'm not interested in TASing it, but I've always had this question: How is optimizing UFO hard? Isn't it just holding forward most of the time?
It's not hard, it's just incredibly tedious and time-consuming. Kirby's Adventure already has the problem of slight adjustments to movement significantly changing lag, but when you're using U.F.O., optimizing for lag is basically the entire process. Moving up for one extra frame might save 3 frames of lag. It might be better to move up a few frames at a time instead of all at once. Add to that the different combinations of enemies that can be destroyed and different timings for shooting them and you have a nearly infinite combination of options with no way to tell when you're getting close to the most optimal amount of lag.
Ohhhhhhh, yeah, that sounds like hell. Isn't there a way to bot it or something? I remember trying to TAS a game with a similar issue and that was my idea
"He who is tired of TASing is tired of life" Something Homer Simpson definitely said
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