Posts for Dooty


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I'm restarting the run from scratch... The new memory adress I found seems accurate, but I was doing the Power Walk wrong. That's why I thought Belly Sliding was faster, but it's not. There's a rule here; Donald moves at a maximun of 31 speed units from left to right. From right to left he can move at a maximun of 37 speed units. Now, at 28 speed units he can repeat a Power Walk to get maximun speed again! While Belly Sliding the rule also applies, but he loses its maximun speed a lot faster. :(
I am old enough to know better, but not enough to do it.
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hidaigai wrote:
How many frames is cheat TAS faster than no cheat TAS?
It's hard to say exactly because the first run that uses cheat mode also introduced new tricks; without cheat -> http://tasvideos.org/1629M.html 1:23:10.88 and with cheat -> http://tasvideos.org/1264M.html 1:22:17.17 Sorry for the lack of accurate info, but that run was made using TAS Editor, when I was just learning how to TAS.
I am old enough to know better, but not enough to do it.
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hidaigai wrote:
>Dooty 1)I want to know effect of cheat mode, not 75 coin trick. 2)Why haven't JP rom been used?)
1) Oh, sorry about it. The cheat mode makes the game "harder" by removing the check point barrels. But it also makes it "easier" by giving your partner back after a bonus or stage. (You can take damage to save time more frequently with cheat mode active) But no, it's not needed to achieve 102%. 2) It was an old rule or guideline to use USA Roms. It's not the case anymore, so J or even PAL roms can be used.
I am old enough to know better, but not enough to do it.
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hidaigai wrote:
1. About your 102% TAS, you used cheat mode. How many frames did cheat mode save? 2. Are you making Donkey3 Any% TAS now?.
1) The 75 Kremcoins trick saved about ~4000 frames by leaving a conversation with Cranky outside the run. (the conversation is now part of the credits, kind of) 2) No, I'm not. I'm working on an update of QuakShot. (Genesis) I just tested Bleak's skip to see if switching to the Japanese version was worth it. And yes, it's worth to do the any% run of DKC3 on J ver. But not the 105%, as you still need the coin he gives you.
I am old enough to know better, but not enough to do it.
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I was following all the progress on nicovideo, and I watched the final run a few days ago when I saw the Lua script on the front page. New tricks, old ones being reinvented, things that looks like would waste time instead of saving... Well, I have to congratulate you, Hidaigai, it's a pleasure to see my favorite game of all time getting so much love. :)
Amaraticando wrote:
I didn't know there're more players involved.
Everything seems new to me too, but Hidaigai has used TAStudio to create this TAS, so I assume he borrowed some of the input from the published movie.
I am old enough to know better, but not enough to do it.
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I love to watch Mega Man runs, though I never actually played a Mega Man game in my entire life. Those 100% runs are also my favorite ones, so here's a win win for me. :) Oh, and for the screenshot, I agree with grassini that it should be the second one. Killing most bosses with just a Shoryuken, how cool is that?! My vote is of course Yes.
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Thanks for explaining how the trick works, PPLToast. I didn't test it yet, but visually your trick looks a lot faster than going all the way up. Now, about the new run; I already got the Red Plunger and I'm about to get ou of the Temple. The Belly Slide is indeed faster than the Power Walk, but not always; when going from right to left it's still faster to Power Walk. Also, another mistake; there's a counter that when reaches zero lets you perform many of Donald's actions. (like slide, shoot or recover from damage animation) I didn't find it on the old run, so I could only guess the right time to slide, for example. edit; Your trick is indeed faster than the old strategy, 60 frames faster to be precise, so it will be in the new run. I'm now trying to "hex edit" the old Dracula's fight into the new run and I'm 477 frames ahead. edit2; It was not possible to hex the Dracula's fight, but I was able to splice some "auto scroller" sections. The new run is almost done, I'm about to face Pete ~1000 frames ahead. (I'm redoing some parts and I'm not sure how many frames it will save)
I am old enough to know better, but not enough to do it.
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Um, that trick alone can save ~1000 frames, but my run have other mistakes I'm willing to fix; 1) I was using a wrong memory address for Donald's speed Mitjitsu's belly slide is in fact faster than my "power walk"... 2) The world record uses "death to save time" I need to test that trick too. 3) Bizhawk is the new standard for most of the systems I'll try to update my runs to reflect that. So, a new run is already in progress.
I am old enough to know better, but not enough to do it.
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Fortranm wrote:
I wonder if the true ending automatically gives you 105%
No, it does not. Everything must be collected. Even talking to Wrinkly Kong is needed to give you 105%, mind you. @ Kles; Too bad it's not really Door Stop Dash. There's a pretty useless wrong warp on DKC2 too; you must Kill Kleever, the second boss, switch the Kongs then go to the left side of the stage. It's really difficult to get it right even with tools, but when you succeed you'll go straight to Krank's Cabin. Anyhow, the Bleak's skip saves ~3200 frames! It's a Japanese exclusive trick, so the any% improvement must be done on Super Donkey Kong 3. Now, even Kaos fight being ~1800 frames slower, it's still worth switching to the Japanese version.
I am old enough to know better, but not enough to do it.
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I'm out for quite some time, so memory is still foggy. But if I'm not mistaken, the boss of The Lost World only gives you a DK coin. You must save all those Banana Birds to watch the true ending. But... combining your idea of entering The Lost World + the glitch that Kurabupengin showed seems promissing! I don't know that much of Spanish (English too, LOL), but that seems the requirement for that glitch: 1) enter the rocket stage with Dixie alone 2) break Kiddy's barrel from above 3) get to the end of the stage You'll be teleported to Door Stop Dash, but you can't complete it. Seems useless at the moment, but what if we can teleport to somewhere else?
I am old enough to know better, but not enough to do it.
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Hi, guys. I'm dusting off my TAS tools, I'm not doing any serious work at the moment, but DKC3 needs some attention after that new trick was found, so I'm trying it. According to a YouTube guy, the Bleak skip is only possible on the Japanese ROM. You must lose all your Kongs and pause the game when the screen is fading. Weird.
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I'm back, after I don't know how much time, just to say this TAS left me speechless. So, I'll use some of the previous posts to express my thooughts, if you guys don't mind: WOW. Truly amazing. I believe this is beautiful, breathtaking, very entertaining! You weren't joking, I also think this is star-worthy. Also, my favorite way to start off this morning. I don't know why people spent time trying to screw Mario in ridiculous ways. This was enjoyable to watch. You found a use for "nearly legendary".
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I can play N64, and even Wii games, somewhat better than some SNES games on my computer, mind you. In any case, it's time to start messing around with PSXHawk. Thank you very, very much, all the developers of BizHawk for this great addition.
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Another stage which won't sync, no matter what, is Creepy Caverns! I've spent some time wondering, how come Love R got so lucky here? I mean, all the barrels just in the perfect setup, how cool is that!? Well, looks like he was not so "lucky" after all; he simply found out a way to manipulate the barrels inside the stage. Here's what I think how it's done; Making a barrel spawn again advances the RNG of the next one, but not all of them. Moving the camera or wasting some frames are some ways to do that. So, another stage that will take some time to finish...
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Aww, too bad. I was hoping to find a way to pull it off consistently. I thought it would save some time to reach a far away enemy. (as they tend to spawn as far from you as they can...) But since the enemy used to activate the glitch stays alive, I also don't think it will be of any use.
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Alyosha wrote:
@Dooty do you know anything about RNG in this game?
Unfortunately, I don't know much. But I bet it's tied to character position somehow. Move one of the characters around, even for one pixel, and the enemies will behave completely different. You can even spawn a different enemy, sometimes, by simply moving a character to a different place.
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Um, as far as my plan to just kill the weaker enemies go, yes it is optimal. The re record count is a little misleading, though. (I have been using this same file over and over again, even for my easy difficult test...) But I mean it's useless because it's just the first, and undoubtedly easier, stage of the game. :/ (I don't have a test run of the full game, and I think it would be more useful than this.) .csv? I don't know what a .csv is. But please, feel free to do with this file whatever you think that might be of any help. :)
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Yeah, pretty much like the SNES port this game is full of lag. You can only change input every three frames or so. I used an Xbox 360 controller to play the first stage, and it was a little awkward to tell you the truth. :) Here's a Lua script that shows my input and enemy health, if you ever want to try controlling them with a joystick; http://tasvideos.org/userfiles/info/23580756880692663 And here's the input file for the first stage. Pretty useless, even for comparison, but it shows some neat enemy manipulation; http://tasvideos.org/userfiles/info/23580714210511068 I think it's not obvious in the movie, but the best place to spawn the enemies is near the entrance to the subway. But the enemies tend to spawn as far from the characters as they can, and it's kinda annoying most of the time. It's easy to trick them to spawn where you want though. By keeping one character far from the other two. And of course, my strategy here is to not kill the stronger enemies. I'ts a lot faster to kill the weaker ones.
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That's some really good news, Alyosha! Having someone else to help you out is something of great value, so good luck to you two. I'd like to be of some assistance, but since I just played the first stage, I'm afraid I can't do much. In any case, you said you found the right frame to insert the coin. I just like to point out that it's better to insert just one coin at the title screen. You can insert the other two coins later, while the name of the stage is being displayed, without losing any time. Again, good luck with your project!
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Okay. That would be really nice, thanks. And a little update on the progress, or lack thereof; Floodlit Fish stage does not sync neither with my nor love_R's run... Weird as Enguarde seems to move differently on the Japanese Rom. Even weirder is the fact that it also seems different compared to the published run! I know that I used Kiddy back then and now I'm using Dixie. But since the stage is played by Enguarde, I can't figure it out. So, I'll have to play it myself. Not really a big deal, but it will take some time.
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Save and reload... I never saw it before. I mean, unless there are some memory corruptions going on. But if it fixes that infamous missing ring, and does not waste too much time, I think it's okay. No, I didn't watch the run yet, my PCSX-rr is throwing errors at me every time I try to open a movie file. :(
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Yes, I can. I'm already using some of Love R's inputs. Also, the vehicles in both versions behave the same, so it's pretty simple to splice those sections. But I mean in the final run, where I'll have to actually play the entire game. I have no problem to include Love R as a co-author, but I don't know if he wants it.
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Your explanation is correct, the faster screen transitions on the Japanese version sucks. I'm splicing some of Love R's stages into this test run, and most of them sync from start to finish. So there are little to no difference inside the stages, and most of the new tricks work on both versions. (the infinite team throw on US being the advantage of this version) Here's the movie file that beats Kaos using the US version; http://tasvideos.org/userfiles/info/23295211280973873 I'll finish this test run for the sake of it, but I did some math and it looks bad. There are three worlds up to Kaos, and I was 710 frames behind. From here, there are four worlds, and I'll start 1106 frames ahead. The Japanese version is more or less 237 frames faster by world, so; 237 x 4 = 948 1106 - 948 = 158 Only one hundred and fifty eight frames faster than the Japanese version... ...if I manage to optimize the vehicle stages like Love R did, that is.
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Oh, I just realized my mistakes and I felt ashamed of that post. :( 1) the hidden Bear Coin can be collected on the US version too 2) the memory address of Demolition Drain-Pipe is the same So, the continuous jumps on the saw are kind of easy to perform, but I was doing it wrong. Also, the vehicle of Demolition Drain-Pipe loses its momentum pretty easily. Love R's technique to keep it is better than mine. I'll fix it in the final run. In any case, the trick to gain height with team throws also works on Chaos! I can start to bounce on his head a lot sooner than Love R did in his run. I'll post a movie file as soon as I finish Chaos. It won't be a WIP, though. If everything work as I'm expecting, I'll restart the run using lsnes v23.
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Um, that's true. I think I can fix it pretty easily as soon as I complete the run; by importing the run into BizHawk, it synced nicely up to Skidda's Row. But I really need to use Snes9x right now as it's a lot easier to test the USA vs Japanese versions. This way, I'm able to copy chunks of the published run and combine them with Love R's strategies. I just finished Arich's Ambush using the US Rom, 427 frames behind of Love R's run. But I found a new trick on Belcha's Barn to gain some height with team throws. So a new strategy to defeat Chaos will eliminate that advantage, hopefully. But if it turns out that the Japanese version is indeed faster, then I won't have wasted too much time just to find that out.
I am old enough to know better, but not enough to do it.