Posts for Blaziken257

Experienced Forum User
Joined: 8/26/2007
Posts: 7
Wow, this TAS is incredible. That's saying something, considering the last one was quite surprising too. I really don't know what's going on between the time that the phone rings, and the battle against Bashou. You answer it, then there are glitchy text boxes, then you arbitrarily warp to Burion Ruins, where the top row of colors is glitchy. Then, Shigeki's sprite also gets corrupted, and when you enter the door, it gets even crazier: The warp animation starts (even though you aren't warping anywhere), with glitchy colors. Then when the battle starts, the palette gets even more messed up (and never changes), and the tiles constantly get glitchy for the rest of the run. Sorry I had to mention things you already know, but that just baffles me. Although the non-changing blue palette and the buggy tiles sort of make sense. It reminds me of when Pokémon Gold/Silver/Crystal crash, where the same crazy effects occur. And I've also seen this myself previously when hacking the game badly... it seems like the game thinks it's running in GB mode. So, it never changes the palettes when that occurs. It's also likely why the tiles get all glitchy: As far as I know, they always do that, but normally, the screen fades out when it occurs to hide the changing tiles. But in this case, the palette never changes, so the fade-out transition between screens doesn't occur. Weird. And that missing Doomsday sprite also makes me laugh. Yeah, I was already aware of it long ago, but it's still funny. As is the "Thank you for your playing!" text at the end. Definitely voting yes here.
Experienced Forum User
Joined: 8/26/2007
Posts: 7
What you said about rolling is partially correct. More specifically, the first time that you roll in any screen (i.e. entering a level, or just entering or exiting a bonus stage), it is slower than normal, then all subsequent rolls are faster. But, if you roll right after landing from a jump, Donkey/Diddy will roll quickly instead of slowly, even if it's the first roll. A fairly good example of this is in this video, at around 1:34. Notice that after jumping across the pit, I roll, and it's at full speed, even though it's the first roll that I did after doing one of the bonuses. Then all subsequent rolls are fast too. This happens elsewhere in the video, although I jump as soon as I start rolling (1:03, right before the midpoint, and 0:21, right after the oil drum), so it's hard to see in those cases. But you can see after those points that all rolls are fast as well. Sorry if my explanation is complicated. DKL's physics are weird.
Experienced Forum User
Joined: 8/26/2007
Posts: 7
As someone who is obsessed with this series, this run surprised even me. I never knew about that walk through walls glitch, and only when I read the explanation did I understand how it works. Seems nearly impossible to do in real time, though. I'm confused to why the game warps you to Flaura Village, though. When you used the glitch, did the game warp you to inside that house in Flaura Village? I guess I'll have to download the movie file to see for myself where it takes you (VBA's memory viewer will help me a lot here). I also wasn't aware of the glitch where sprites (e.g. T-Fangers) reset to their original position when you turn on the game. I'm surprised by this, because it doesn't work for heavy boxes, which is something that I attempted a long time ago (if you try it with boxes, the game always places you right next to it when you turn the game back on). Anyway, nice shortcut. Also, nice RNG abuse to get Potzal in Pepperi Mountains using a weak Kochia and later getting two Bashous in Burion Ruins (Reshiram looks a lot like this, by the way...). This wasn't a surprise, since luck manipulation is routine in TASes, but it was entertaining to see the enemies use Denma attacks and see them missing all the time... Although, one thing I noticed: Once in a while you waited a second before you made a move. Now, I understand that it's to manipulate luck, but is it possible to eliminate this at all? You can read about Telefang's RNG here. Basically, Telefang has a frame counter, and two seeds. The sum of these seeds directly determine all the random events in this game, and the two seeds change after every random event -- this is largely based on the counter and the current values of the seeds. Therefore, the timing of one random action can affect the results of future random actions, due to the seeds. It may not be possible to further optimize this, but it's worth considering for future runs if it is. Another thing: I never realized how huge Reshiram's Bashou's Denma Attack is until I saw it fighting Doomsday. Doomsday's Denma Defense is huge (IIRC, at Level 72, it is 124), which means Demna attacks usually do almost nothing against it. Bashou's Denma Attack, however, is 107 at Level 62, so that is enough to kill it in two hits (not counting the charge-up turns). Finally, I noticed that Doomsday's sprite is missing. I laughed at this, even though I've seen this before when abusing GameShark codes in the past (like warping to any location). Apparently in order for his sprite to be visible, there has to be some event that triggers it, which you skipped due to glitching (that kind of thing happens a lot in this game). Oh well, it's cosmetic, and it's hilarious to hear him talk even though you can't see him. I voted yes here, without a doubt. In closing... THANK YOU FOR YOUR PLAYING!
Experienced Forum User
Joined: 8/26/2007
Posts: 7
Nice TAS so far. There are only two things that I have to rant about: 1. Why did you do it on v20? The SGB border is glitched on v20. 2. When fighting Krow, you can jump on the eggs that Krow throws to stop them, like in DKC2. I'm pretty sure this is faster than letting the eggs bounce and stop on their own.
Post subject: SGB border glitch in VBA v20
Experienced Forum User
Joined: 8/26/2007
Posts: 7
In VBA version 20, there seems to be a glitch regarding SGB borders that I haven't seen in any other version. Basically, if the border has any black in it, all that black is replaced with white in v20 and it looks awkward. Here's a screenshot of a SGB game in v20: [URL=http://img228.imageshack.us/my.php?image=donkeykongland2ues00asw2.png][/URL] Here's a screenshot of the same game in all other versions of VBA (and how it's supposed to look): [URL=http://img213.imageshack.us/my.php?image=donkeykongland2ues00rf2.png][/URL] Is there any way to play this game in v20 without seeing that glitch? I like SGB borders, but it's annoying to see a glitchy border. I wouldn't be surprised if there are any other games with this problem.
Post subject: Any way to disable simultaneous Left+Right or Up+Down?
Experienced Forum User
Joined: 8/26/2007
Posts: 7
This would be nice to disable since it can be annoying sometimes. It's espeically annoying in Zelda II when I try to turn around and it ends up doing really weird glitches instead.
Experienced Forum User
Joined: 8/26/2007
Posts: 7
These three games are some of the first video games I have ever played, and I would also like to see (100%/103%) TASes of these games.