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Fiery Furnace A pretty fast level... not as entertaining as Klobber Karnage or Web Woods, but this level is a fast one I guess so that makes up for it. Bobbing the barrel to the music complicated things, so instead I tried to barely avoid the bees. Some barrels look slow- but each time I go to the next, it's the first possible frame. I tested them all. Also I run slowly behind one spiny- He is positioned just so and moving to the right, so no jump will clear over him ever. What I do is fastest and most entertaining for that small section. The one thing I am not sure about is the bonus- I think I waste a few frames waiting for the bee to get out of the way, and the in-timer decided to keep going despite the fact that I was switching to Dixie (no fair!)
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Mitjitsu
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Your run keeps desyncing in the first level you get Dixie then soon afterwards Diddy runs into a rat, and then you start doing all these comical afterwards. I even downloaded the emu from your sig but it didn't work. I'm starting to wonder if it might be caused by a bad rom. Check out the picture below. [URL=http://imageshack.us][/URL]
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Well...it certainly shouldn't be displaying garbage for a description...
[URL=http://www.youtube.com/watch?v=IcuV2JdaBYY]Streets of Rage 3 (2 players)[/url]
Joined: 3/17/2006
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It works fine with Snes9X v1.43+ v9 for Windows and crc32=006364DB as the rom. Make sure you use V1.0. Edit: Just tried it with V1.1 and it desynchs right at the place you described.
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Yes, V1-3 all used 1.1 and then in V4 I switched to 1.0 because everyone has it and I kept getting desynchs in Lava Lagoon from 1.1 ROM. The Emu in my signature is Nitsuja's improved- a record patch is included- and it says if you have the right ROM or not. I'm sure that 1.0 is the correct ROM you need. What are thoughts on improved Web Woods and Fiery Furnace?
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Well, I think Web Woods is one level to be a hell to optimize. Squitter is extremely complex and the level is going up and down quite a lot which doesn't really help... I bet you will find faster ways in V9, but for now, I would go on for now. The lost world level looked good. PS: I still think that Web Woods looks extremely cool and amazing!
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spockybiemmichab wrote:
Well, I think Web Woods is one level to be a hell to optimize. Squitter is extremely complex and the level is going up and down quite a lot which doesn't really help... I bet you will find faster ways in V9, but for now, I would go on for now. The lost world level looked good. PS: I still think that Web Woods looks extremely cool and amazing!
I pretty much agree. The part that needs the most optimizing is of course bonus #1 (I can probably get it a wee bit faster) and of course the friendly red bee field. I will optimize both of these in V9- plus I will get the 100% kills, there's one green jumpy dude that is extremely hard to hit so I skip him (whatever angle I tried to shoot him he just jumped up and never came back down, and it'd watse time to hit him). Every other killable monster in this levels is killed though, which I think looks very nice. Boss fight should, depending on how hard it is (not frame dependant, so I'm guessing not hard) be done tomorrow.
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World 5 done Sorry this took me so long to do... I have been quite busy both doing work and procrastinating that I didn't actually start working on this again until tonight. As all bosses, I try to keep the viewer entertained, and as luck (pun intended) would have it, the frame I enter makes the barrels WAY closer to Ghost Krow than in Sami's movie. (I wasn't even aware luck manipulation was at this boss.) So I'm pretty sure my boss fight is faster. In my entertaining attempts I discovered at the end how to go below the level without dying- how I finish though is not optimal, I hit the real mini-krow a bit late and have to have Diddy dismount, which wastes time, so tomorrow I'll probably redo the ending (though keeping the part where I go below, that part was suprising even to me) but I'll try to save frames by getting Diddy off Dixie's back earlier (they're boyfriend/girlfriend in the plot, makes you wonder when they're giving each other piggy-backs) and hitting the Ghost krow much sooner for a quicker finish. And then it's on to (oh man) world 6, where I might have a complete nervous breakdown at the castle levels if I cannot pull off the backwards switch.
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Tompa
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Looking good so far. Really enjoyed the bonus room in Fiery Furnace :D. Nice job.
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Boss fight improved 78 frames saved, World 5 officially done.
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Really nice WIP but why you don't get that DK coin as a Rambi in Rambi Rumble? I think that is lot faster.
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You'd have to start the section with a charge and jump up to get the coin, and then you hit the wall, which stops your charge, and you have to charge up again. I don't think more than 1 second can be saved from it, I think V9 will take care of all the less than 1 second mistakes that some people and myself have noted. Any word from Arne if he's mastered the mechanics of the backwards switch?
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Arctic Abyss An easy water/ice level. The hardest part was the charge just before bonus #2- that took a lot of rerecords to find the best spot to stop the charge and go down to the animal sign without overshooting or missing
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Yay, you finished world 5! Wow this was an awesome world, I thoroughly enjoyed every level. I hope you can make world 6 just as awesome. On another note, regarding glitches, I found one myself that is quite interesting. http://dehacked.2y.net/microstorage.php/info/2334/Weird%20Float%20Glitch.smv Someone has probably found this glitch before, but I thought I'd share here for anyone who doesn't know about it. I can't think of any TAS or speedrun use for it, but it looks cool! I haven't this tested very much yet, but if anyone cares, I can give the few details about it that I do know.
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Ooh wow that is funny... only usable in water levels I assume, and yeah since it slows down Diddy's speed it might not be useful... I assume it treats him as the second kong because he floats like that when Dixie floats as main char, I wonder if that makes him invincible, and if so where it would be applicable (only places are Lockjaw's Locker, Lava Lagoon, Artic Abyss and Clapper's cavern, I'm guessing Clapper's cavern has best application if it makes him invincible and still able to roll to avoid the many enemies ini the way. IF it works.) Edit: I looked at it again, I don't know why i got the invincible idea, it just gives you floating capability of Diddy, where in same case you could just use Dixie. So, um considering all water levels I don't need to hover with Diddy at all, that makes this trick, unfortunately, useless. But very fun to watch. Windy Well time- it's here that people start making suggestions in the thread of Sami's Published run, I'll take a look at it and see if there is any good stuff in it, I know there was no helpful suggestions for windy well (due to miscommunication) Castle Crush I know how to do that level team-throwing but stopping for Rambi and Sqauwk's, Chain Link Chamber is going to be insane if I can pull off the backwards switch in all my planned places, and if not it still should be fast. Toxic Tower Kongs will take a few more hits to save some time, and Screech's sprint I think there is 2 shortcuts Sami didn't take that I'll check out. These next 6 levels will be the hardest (Clapper's Cavern excluded) levels of the entire run, period. Windy Well is long and has precise maneuvering, castle Crush has really hard sections to do the team-throw, Chain Link I fret about performing the glitches; Toxic Tower has to be done perfectly executed for Kong sacrifice/time saved/ending with Kong needed, and Screech's Sprint has a tough beginning and tight flying. Then it's the boss, restart, Animal Antics, and then final boss!
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Windy Well When I started this run I hated Windy Well. When I TAS'd the level I loved it. I did quite a lot of time savers here, like in both bonuses. But by far the best is getting to bonus #2- that alone took hundreds of rerecords to get the kleaver dude just in the right spot. That place has the barrel kroc placed a little too close to the Kleaver, making my intended maneuver near impossible. they both have aggravating attacks- the barrel kroc can bounce you up to hit the target, or bump you into kleaver's swords. And kleaver's swords make you try to stay out of reach, but you bump barrel kroc. So, I manipulated the monsters just so that that as the barrel kroc hits me, kleaver is swinging his sword, so that the barrel kroc bumps me OVER the swords and land safely where I proceed to roll into kleaver just before he gets his invincibility back. That move was extremlely tight, there was only one frame to do that and it took me hundreds of rerecords to find it. But the seconds saved was worth it. As I was recording, the fastest way to get to bonus #1 ended up not being the best... see for yourself... bonus#1, Diddy disappears
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Weird glitch, I wonder why you could be hit by the shot, but couldn't enter the bonus... The next level will be nice :)
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When starting Castle Crush I'm thinking to save time to start doing the team-throw at the first possible moment, and throw up to the Rambi barrel, but since Rambi has to wait for the scroller to bring him up to bonus #1 does I have to sit and wait for the floor to reach him after becoming Rambi? This is important to know before I start, I might just test run team-throwing up there and see what happens
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This is turning out to be one hell of a run. Thank you for doing this run, it's really great work.
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I...Missed...Funky...in...World...5. ARG I'd have to redo a boss and 2 levels to fix a few frames of overmap movement, so I will get Funky just after Screech's Sprint. V9 will, depending on how the luck manipulation of Kreepy Krow goes, fix that problem, but because it is less than 1/4 a second wasted I will not go back and fix it. Nitsuja describing the zombie rambi thing made me try it, and I got very far, but eventually I get to a part where zombie Dixie is holding Diddy, but I can't go any higher and/or the game will freeze. And for some reason the wall crushes Diddy, but I get him back without getting any DK barrels? Rambi Zombie Glitch- very close to end of level
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Castle Crush EDIT: I F***ING FORGOT THE DK COIN AGAIN, I will do that tomorrow ARG
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Castle Crush improved to get DK Coin This was hex-edited, and it worked out perfectly for me since there was no luck manipulation nor landing-on-edge-rolling that could make it desynch. I'm so glad I didn't have to redo the entire second half. The level turned out to be very good, I found a few places to do faster team-throws than in Arne's Castle Crush test run, as well as tried to show viewers the extremeties of Rambi's jumping/charging capabilities (sadly his second jump is not THAT high, so there are many places where he has to wait, but I got to bonus #1 faster than intended which is good.)
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Tompa
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Looks perfectly good to me at last:).
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Clapper's Cavern A quick level. I love bonus #2. What applies to ice in other games applies here too- landing on clapper, then jumping is better than trying to gain friction again by rolling.
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I saw your WIP now. Very good, but Castle Crush is really good. I love the abuse of team glitch. "Fly" between the bees was awesome too. Great Work, man. And now the end is near. Continue the great job o/
Not more working on: DKC3 105% < Needs modified Nitsuja Snes9x+9, with reset recording.