Posts for Comicalflop


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Bob A wrote:
do you know whether it generates the result when you enter the level? if so, you could check that to see whether it's agreeable, otherwise you'd have to look at the frame counter the game uses and calculate to see whether it gives a good result. either way, you're going to have to find a memory address, which is something I don't know how to do.
I think I'm just going to play all the way to Kreepy krow, and do what I did last time was visit all Kongs (sans Cranky) and test the frames then, and if I get no good ones go back and take out Funky, and if that doesn't work I can copy the input for Topsail Trouble and edit out Swanky Kong as well.
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Mainbrace Mayhem 164 frames saved I am throroughly suprised I have saved so many frames.
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As arne wonderfully found out, the egg drops in Kreepy Krow are luck manipulated, so you can enter on the perfect frame to make the eggs drop the way you want to. I'm wondering if it's possible to find every available frame where all eggs drop on the first one. This would be very helpful so that I'll know which Kongs to skip and when, since evry single Kong appears on the way in future worlds then it's probably doable. Although... With my discovery of SNES Movie Splicer, I came to the obvious conclusion that I can take parts of V8 and add it to V9. I can do V9 all the way up to Kreepy Krow, test frames, and if it doesn't work hex edit in one kong and try again, and keep editing in Kongs until I get a perfect frame. So, I am going to work on V9, finish world 1 and try to get Kreepy Krow to work, and from there on I can splice levels that don't need improvement into V9 so that I don't have to redo them again. And I'll be making backups up the wazoo to test all sorts of different ways to do things faster, which I can edit into the movie. For instance, I can make one bonus in a level different, but kepe the rest of the level the same as in V8. I know most other games that hex edit have to change the whole level, but since I'm doing bonuses I have more oppurtunities to edit portions in between bonuses, since a bonus is like the end of the level and you're position does not matter.
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I just downloaded this and it looks extremely helpful- the other hex editors I've looked at seem really confusing, this one is plain and simple- select the odl movie, select the new movie, and typw what you want inserted where.
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Eh not everyone uses Frappr, I just checked it out not my taste. Facebook is more user friendly also, and some TASers here already have facebooks.
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Excellent point.
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Diddy Kong from Donkey Kong Country 2. But with the run I'm making, you already knew that :P
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Sure thing. In the future, all join requests in PM form so that you can list your real name/network so I can find you on Facebook without everyone here in this Topic knowing personal info and stuff. Here is the link to the group: Tool Assisted Speedrunners Facebook Group You can request to join, give me a message on Facebook or (more preferably) here stating name and forum nickname so I can verify.
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One tool that is very useful that I never had before- Hex editor. with SNES Move Splicer I have that feature, and it's set in a format that I actually understand. and I'm working a little bit on V9; I don't know what it is but already I've saved 106 frames in Topsail trouble, and I'm about 2/3 done. With luck and careful studying (plus a few new small techniques) I've found ways to do some things faster. I'll take this up to Kreepy Krow and see what happens. If enough frames are saved and I get to Kreepy Krow on a perfect frame, then V9 is going to be the one published. That will probably set me back a month, but if the work is that improvable and I continue on this awesome saving frame spree than I will. If I hit a roadblock then I will finish the run with V8 and get to V9 later like originally intended. another side-note- I hear about this tool called memory watch. What is it and what does it do? I know it has something to do with delving into the secrets of the game but could it have usefulness in finding the perfect frame for Kreepy Krow? or does it not work like that?
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Sweet I just got it to work. Every now and then in between doing levels of DCK2 102% I'll give level one a shot, and see what happens
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sounds plausible to me. I watched the AVI- I get the feeling that the Deku Spinning can be in a straighter line. And that was a nice way to get on the platform- but I think you can make the wai just a little more entertaining, by showing the extremeties of Frame Advance with Deku Link's moves, and try to get to some really difficult area, run around, and at the last possible frame make it to the door as the bell sounds.
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I liked it. The boss was faster, looked much nicer. In Meteo are there more meteors/enemies you can hit? I constantly get the feeling that this is impressive but that I see potential targets that are missed
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Just did some testing, have a few pointers and a few questions. Ice+cutter=bad. it's not as fast as I remembered. Ice+Rock= great for downhill, it will run out of speed so you have to restart the spinning sequence again rock+spike=pretty handy I have a few questions about mupen though. I got the game tp run fine- I use Kirby 64- The Crustal Shards (U) [!]. however, I tried to use Frame advance but that didn't work. Slow down works, movie recording works (I can see the frame count and such). My problem is when the game is playing the Mupen window dominates, and the analog thing makes whatever mouse action register for the game. I can't access the menu of the emulator, I can't minimalize, I can't click on stuff outside the emulator. the only way I can quit is through crtl+alt+del. Should I disable this function or does Mupen naturally do that?
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mwl wrote:
You need a bow and Fire Arrows to complete Woodfall optimally (the Gekko battle and shooting the torch).
Can't you shoot normal arrows through the torch in the middle of the spining venus flytrap to make it light up?
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Comicalflop was the name I chose for my IM when I first started it 4 years ago. At the time I was starting to develop a sense of humor, and msot people thought I wasn't good. In retrospect I'd like to change it to something different/cooler, but such is life.
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I just created a Facebook group for this called Tool Assisted Speedrunners. Important: I don't know whether or not to make it secret or closed. comparison: Secret: The group will not appear in search results or in the profiles of its members. Membership is by invitation only, and only members can see the group information, the discussion board, the wall, and photos. Closed: Administrative approval is required for new members to join. Anyone can see the group information, but only members can see the discussion board, the wall, and photos. This will help it keep among TASers only, so that some of the issues addressed above will not occur. Right now Facebook is on a anyone can join spree- they might change it if enough people complain, so if you're not in a school/business network it'd be a good idea to join as quickly as possible. PM me so that I can add you. also, should I have the website listed in the info for the group?
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at my college, in my suite all the guys are facinated with the TASing I do. I show them my work, and they're amazed because they've played the game before. I've even set a few of them up with emulators so they can play all the classic console games they played as kids.
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Fire+Fire does do well for gaps, but the other combos are best for the reasons I posted. Comparison: Fire+Fire: Best for long horizontal levels, with little/none blocks/ledges in way, good for big gaps FF vs. Rock+Ice: Rock+Ice is superior for downhill, good for horizontal/some uphill (not as good as ice+cutter for uphill) has no delays whatsoever, bad for gaps FF vs. Rock+Cutter: (assuming using bird form) Takes time to become the bird (frame dependent? if so then not, I seem to recall it not being dependant on how many times I changed but when I changed so most likely luck manipulation makes getting the bird first easy) , no delay in movement (with extra rolls when you land) good horizontal/vertical speed, can't go through slopes vertically (you have to go around them when going straight up) Limited number of flaps so not as much vertical height can be gained as with normal Kirby, but flaps are faster than normal Kirby's puffs FF vs. Ice+Cutter: little delay in starting/stopping, good for downhill/uphill, great jumping ability (hard to control but nets good results), potential gap crossing with perfectly timed jumps, only hurts enemies when you jump FF vs. Rock+Spike: constant speed slightly faster than normal walking but slower than fire, easy to kill enemies, no start delay, some stop delay, potential boss killer FF vs. Fire+Bomb Great vertical scaling combo, wonderful for killing enemies by creating a huge bomb radius, no losing horizontal speed, DO NOT use underwater, make sure the last blast is as close to a horizontal surface as possible for least amount of delay Rock/Rock+Rock: Avoid these they provide less speed on downhills than ice+rock, and aren't the best boss killers either I'd say to not rely on any one, but to use all three depending on the situation, you have to strategically change combos all the time to reach certain Crystals but if one level can quickly set up one of the non fire combos, then you shouldn't enter star world level one just to get Fire Fire because situationally, the places to use the other combos work best with said combos. Boss Killers: The best boss killing combos are: Bomb+Cutter: The best in my opinion. using frame advance, it has the quickest damage output from a long range without making you fall down, so you can jump in midair and stay there throwing bombs. This combo is better than Rock+Spike. best place to use: Robot boss Bomb: the SDA run had it right for the orca boss, I used Bomb+fire on the console when I first played but plain bomb is superior. Light+Cutter: great speed, constant damage Rock+Fire: used for one of the minibosses to get a crystal, but a machine gun volcano is never bad Light+Light: you don't even have to aim, the radius is huge, the damage hits the boss on the first possible moment and kills all the stray enemies too. Spike: pretty good, hits for consisten damage Light+Spike: fast damage Rock+Light: very fun, very hard to control, but you can get the lightning rock stuck and repeatedly damage the boss, or just get close and keep shooting out the rock over and over, because it is fast. But be warned, no floating while the rock is out. also, if you only need the combo for a boss, you can take out the combo star and use it as the last hit before each transition to the next part of the level, use a slide, making sure that with 1/4 of the slide left you hit the activation to walk to the next area so there is no delay when/if anyone besides me starts this ( I am very tempted right now to start working on it after my DCK2 102%), plan in the run which combo to use at all given times in the entire run. For example, in Shiver star level 1 (snowland) you start with fire+fire, then pick up ice and cutter at the first enemies you can and use that all the way through level 2 (clouds) until you need to pick up light+spike for the mini boss. Look at each level beforehand to see if a speed combo is fast to get to- if not go ahead and use fire+fire if the level is not mostly uphill/vertical. I think that's it. And like Bag of Magic Food said, some enemies do stuff when you hold them over your head- use em.
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The most frustrating part about restarting is Kreepy Krow. There is no knowing if improving the 5 levels will net you a perfect frame or not- I had to not visit Funky Kong in V8 to get to Kreepy Krow earlier, and if I restart there's a possibility that when I reach Kreepy Krow I'll have trouble finding the perfect frame- I can potentially skip every Kong in world 1, but I'd have to redo the levels many times to land Kreepy Krow with the perfect frame. When I'm done with V8 I will beat it with V9, but I'm more willing to finish the run first instead of restarting again.
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I'm considering doing N64 games when I'm finished with DCK2 102%, Kirby 64 100% will be the first because it does not need an analog stick and will be the easiest to learn how to use Mupen64. I know that swimming underwater with an enemy held above is fastest swimming (might also work with whatever combo I have, because you can re-swallow it) Rock+Ice for fastest downhill motion, Rock+Cutter for the bird, and Ice+Cutter for uphill climb (it's when you get on skates, it has a pretty good jump that gives you fastest uphill speed in the air.) As far as a TAS, many NES TASes are slower, and Kirby 64 many people are familiar with and it has an AWESOME soundtrack. Plus showing off the many combos will be fun.
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For that section, that is the first possible frame to charge into the bonus based on the way I moved- what I could do is in Lockjaw's Locker, hold Y and use Turbo B to optimize enguarde's stab for the fastest horizontal movement when not charging- I could have gotten much closer to the bonus and still found the first possible frame to enter, because his vertical speed does not change (or does it when stabbing?). But like I said earlier- way down the road.
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Part of obsoleting my run is that I know there are tiny things in world 1 that can be improved, honestly beyond that I don't know of any major ones, it also hinders on the ability to 100% be able to do a backwards switch whenever, for uses throughout levels with walls, which I doubt is possible. Also I saved 38 frames in this one level, but I doubt I can do the same for the other optimized ones in world 1 and 2. I'll attempt to improve it only when I am done, and no sooner. And that would be a big feat on it's own, it's already been 1 1/2 month since I started V8 and I used almost 400 rerecords just on Pirate Panic (normally for levels that easy it is 150-200ish). as I stated earlier, obsoleting it will be a future product, WAY down the road. To summarize: V9 is not until a few months/year after V8 gets submitted. I will not let the fact that V8 can be improved beforehand deter me from finishing it.
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Jweb Guru wrote:
The switch wasn't useless, it helped with the infinite sword glitch. Although now you could do the web skip if you can figure out what's going on from the movie that was posted awhile back.
I second the vote to redo to include the web skip
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I believe that the bubble's have auto-target with Z, with which you can target the hornet's nest I believe whereas the hookshot you have to aim. (Hookshot also auto target's enemies, so that might work as well, assuming the hortnet's nest is targetable... but the time saved by bubble shooting will not be hindered by the mere scuffle of aim) But the hookshot in woodfalll would save time- there are ladders where you'd save time climbing by instead shooting the very top of the ladder, and there are lit torches that are made of wood that are hookshot-able.
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Before doing King Zing Sting I looked a lot at Arne's DCK runs, and noticed that my enguarde movement may not be optimal. So, I decided to create a V9 ( I AM NOT RESTARTING) and saved 10 frames on the first level, by managing to do better rolls, and a few frames saved here and there. I think that with the frames saved in the rolls I can improve it by even more frames, but here's the WIP for V9. V9 is officially going to be the run that I use to obsolete V8- I'm going to submit V8 because I am almost finished with World 4 anyways and some of the improvements will require mastery of the backwards switch, of which I'm waiting for Arne to release his run for; plus I want to submit V8 so I can compare my V9 with every level, and I'll know what I'm doing because I'll have beaten the game. I might work on King Zing tonight or maybe tomorrow; assume all progress from here on is V8. Pirate Panic V9 Edit: saved another 28 frames, overall 38 frames saved Pirate Panic V9B It is now Flawless, IMO. It cannot be improved upon any better than this to my knowledge. Made a few tactical changes- some that look slower but isn't (getting to bonus #1, instead of rolling down, sliding down) but others are noticably faster- getting to bonus #2, bonus #2 itself, and the dismount at the end I tested 3 different ways of dismounting and this is fastest. I am now determined to A) finish the run with V8 and B) obsolete it with V9.
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