Posts for Dooty


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Spikestuff wrote:
Doesn't need to add his 2 cents on the input
Well, look for possible improvements right at the title screen/menus is also one of my hobbies. No, there's nothing wrong with his inputs on those menus, the run is also pretty optimal overall. But there's always something that we overlook when we're working on a TAS. So here's a really small possible improvement if you ever want to give this game another try; dropping from a ledge makes you stop for one frame, and you did this six times on stage one. Here's a Lua script that may help if you want to avoid those "droppings";
gui.register( function ()
local pos = memory.readword(0xFF12C0)
local spd = memory.readbytesigned(0xFF12C5)
gui.text(10,40,"X Speed: "..spd)
gui.text(10,50,"X Posit: "..pos)
end)
I am old enough to know better, but not enough to do it.
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AKheon wrote:
how did Paul's right arm become so strong?
Surely he's not ambidextrous. That's a real problem when you want to be the king of iron fist; if you're not good with both hands, you can't be a masterbater.
I am old enough to know better, but not enough to do it.
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Well, thank you, Amaraticando. That's a nice addition to the script. Oh, and here's the file that reaches the barrel; http://tasvideos.org/userfiles/info/18057012650644625 Now it's time to catch some Z's... edit: With the release of BizHawk 1.8.4 I'm upgrading to this version. Also, after those mistakes I'll post one more WIP, with the game completed. edit2: Hey, wait a minute, the other Rattly stage seems improvable now. I'll see what I can do. edit3: Not really, those double jumps are only useful for vertical stages (Rattly's speed drops to zero doing these), oh well... edit4: Toxic Tower's complete, and I'm again at Screech's Sprint 38 frames faster than before. edit5: Almost there, K. Rool Duel, 18741 frames ahead. edit6; Um... too bad it's a 50 hertz game, other wise my final time would have busted the published run by 05:16.33! oh, well...
I am old enough to know better, but not enough to do it.
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Amaraticando wrote:
is there any subpixel adress?
I'm not sure, but I do know that all positions/speed addresses are set at the beginning of a stage, so I think it won't matter that much. Now, the real reason I'm still awake; I was trying to reach the Toxic Tower's barrel with v1.1 on Snes9x. And guess what? If I jump straight to the barrel like I was trying to do on pal v1.0, it's also impossible to reach the barrel! So, the trick to make Rattly jump so high is the constant left-right movement. Now I'm feeling completely dumb, but I'm happy. :) But it's kinda late now, so I'll have to implement the new Toxic Tower route tomorrow, I mean tonight.
I am old enough to know better, but not enough to do it.
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You guessed it right, the addresses for the sprites won't work correctly with BizHawk in full screen. But I have basically no coding experience, so there may be a fix for it. In any case, I have to work with two or three emulators opened at a time, so I'm okay with all of them windowed.
I am old enough to know better, but not enough to do it.
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Yes, I'm using a Lua script from Cronikeys.com (our Cronikeys?), but adapted for BizHawk; http://pastebin.com/1SBe4LrR
I am old enough to know better, but not enough to do it.
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Um... good question. I'll try to poke Rattly's Y position to enter the barrel so we can have at least something to compare. I'll be back soon... edit; Yes, it is 12 frames faster to use the barrel and take damage. But I'm 3 pixels away to get into the barrel, so I'm all out of luck here.
I am old enough to know better, but not enough to do it.
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Well, too much memory addresses to look at, I guess. So yeah, I don't know why I saw the same speed, but on icy stages it's slightly faster to jump. Here's the fixed Clapper's/Arctic, 15 frames faster with those jumps; http://tasvideos.org/userfiles/info/18054233522153360 The file ends with my best attempt so far at Toxic Tower's barrel, still not enough though. :(
I am old enough to know better, but not enough to do it.
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Um... well, I tried a lot of A+B combinations to reach that barrel, but I was wrong about the bees of Bramble Blast, so I'll give it another go. (But if you by any means have a .bk2 or .smv file with that route, please send it to me.) About the ice levels (Clapper's and Arctic), yes, you're right; the ice is a lot more slippery, and I'm fixing it right now. Even though the speed is the same, Dixie moves faster in the air. (???) Thank you, Newpants87, for pointing these mistakes out.
I am old enough to know better, but not enough to do it.
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gamerretro2 wrote:
i can tas snes version if you want you dooty
That would be great, but please, take your time. You can post your WIPs on the SNES forum. Or if you don't want to create a new topic there, post it in your "user files". Also, don't try to make it in one shot, I mean finish a stage and post your WIP. This way we can give you feedback and or advice. And again, good luck! edit:
Antronach wrote:
gamerretro2 wrote:
You beat me by a few secs, apparently.
I am old enough to know better, but not enough to do it.
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A picture is worth a thousand words... But when we are working on a TAS everything looks perfect to us. Don't get discouraged, gamerretro2. Pinocchio is one of my favorite games (I prefer the SNES version though), so good luck perfecting it.
I am old enough to know better, but not enough to do it.
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TheKDX7 wrote:
Good luck Dooty :D
Well thank you, TheKDX7. K. Rool's fight is kinda long, so it's hard to keep it entertaining throughout, but I'll try my best.
Newpants87 wrote:
i have a few of questions about w6: 1) would it be faster to start with a jump rather than immediately rolling? 2) was it slower to try to roll through the bug after midpoint instead of just rolling under it? 3) was it not faster to just goalswap instead of swapping mid route?
1) The speed of the first roll and a jump (after one frame of rolling) is the same, so I don't think it will. 2) By avoiding the dragonfly, Diddy will be one pixel ahead when he gets the "N" letter. So, yes, it's a little slower. 3) Dixie can't pass under the horizontal line of bees like Diddy, so the goal target strat ended up being slower.
Newpants87 wrote:
i can still make it into that up barrel near the dk coin.
Oh man... I even put the run on hold because of that barrel. Can you show me how you did it, please? The higher I can get here just makes Rattly's head barely touch the bottom of the barrel, but not enough to enter it.
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Yeah, exactly what Tompa said. I just finished Toxic Tower so here's the latest/last WIP; http://tasvideos.org/userfiles/info/18029505240946394 Link to video There's just one stage and the final battle to do and I'll start working on the submission. (I know I said something about not submitting it, but it won't hurt to try it anyway) Now, for the submission, I'm thinking about something new. It will just take some time as I don't know how well I can make it. It's something never seen before in any of my submissions, so I'll make sure to take my time to make it as enjoyable for the viewers as I possibly can.
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The run is still under construction, so expect a faster Necrum in one of the following WIPs. But what exactly do you have in mind for Necrum? It's important to have as much different strategies as we possibly can, so your suggestion will be greatly appreciated.
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Smoking! Oh, yes, that's a Yes.
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Cool! Gun Jack's fight alone would be enough make it clear that this is a really well done playaround. But what you did to Hwoarang was disgusting. What kind of final "blow" was that? Of course I enjoyed it, so here's another Yes.
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Weird, since version 1.7.4 the Lua is gone and I just noticed because of your post... maybe lack of updated scripts? If so, we can copy an old folder and it should suffice. Also; Is this correct? (Version 1.8.3, September 25)
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I'm glad that my suggestion was useful to you. And I must say; wow! In a fraction of the time I was expecting it to be done you made a whole new run. As before, you got my Yes, but of course a BIGGER one this time.
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New WIP; http://tasvideos.org/userfiles/info/17563258034585828 More differences/improvements; 1) Ghostly Grove; rolling off of a ledge onto a platform below will shorten your roll distance. 2) Parrot Chute Panic; it's easier to avoid some bees due to Diddy's increased speed. 3) Web Woods; shooting a web downwards is a lot easier, also, Squitter's speed allowed me to make one less web platform. 4) Kreepy Krow; the Mini Neckys spawned way too high for Dixie to stomp/roll under them, a weird strategy was used. About Kreepy Krow, his behavior is not like it is on USA v1.1 as I thought before. It's also different from v1.0, so, I'm not sure that the strategy used here was the best, but it's a lot faster than any other version. Link to video edit; Enguarde charges in just 19 frames, instead of 22 like in US v1.1, so Arctic Abyss will have a lot more charges. It moves vertically and horizontally faster also, but its max charge speed, pretty much like Rambi, is exactly the same as in US v1.1. (It's 1792 on both versions for Rambi and Enguarde.) edit2: Oh, shi... Arctic Abyss was terrible! There are more charges for sure, but I was forced to. Now it is 15243 frames ahead up to Windy Well. :( edit3: Windy Well is complete, but some tricks didn't work. Luckily, other tricks that were impossible on v1.1 worked pretty well and I'm now 16065 frames ahead. edit4: Um... Castle Crush, the glitch to bring the target down uses the entrance to the first bonus, not the floor as I thought. edit5: Clapper's Cavern, 17018 frames ahead, but again lots of things won't work so it will take a while to finish. edit6: Chain Link Chamber, 17401 frames ahead and I hope to find no surprises here... edit7: Toxic Tower, 17568 frames ahead. Nothing different on Chain Link Chamber, luckily for me. edit8: Oh, oh... Rattly jumps kinda lower than on v1.1. Lot's of shortcuts won't work in Toxic Tower. :( edit9: Silly me, I was doing it wrong; by releasing the "A" button at the right moment it's possible to use the same route. edit10: Well, not everything. I can't reach the barrel so I'll have to find another way around. edit11: I'm stuck in Toxic Tower, so it will be on hold for a while. No, it's not impossible to get to the top of Toxic Tower, but I don't want it to be so slow. edit12: Well, not the way I wanted, but Rattly section's done. 17752 frames ahead now up to this point.
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adelikat wrote:
When a movie is in read+write mode, right-click and select edit subtitles.
What do I know? That should be part of BizHawk's page. (along with other not so apparent features) In any case, that's ten thousand times better than using Notepad!
I am old enough to know better, but not enough to do it.
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Scepheo wrote:
I don't know if there's currently an interface to add them
No, there isn't. And it's painful to add subtitles on .bk2 files as you must specify the frames yourself. A feature to edit subtitles embedded on the emulator, I mean, without the hassle to use Notepad, would be very welcomed.
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Indeed, the run is really nice. And of course the highlights are the stages where you use Nightcrawler. It's a Yes from me. But since you said that you may improve it in the future, I'd like to point out a small improvement to stage one; You can press Right on the title screen instead of the A button. Also, you should jump more to avoid enemies.
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Have you tried DKCRE yet? It says that the hidden banana bunch is ID: 9A61, pretty much like the sprites of DKC2; http://www.dkc-atlas.com/forum/viewtopic.php?f=57&t=1532 edit; I have no coding expertise, so this might be completely wrong, but;
while true do 
   for id = 0, 21 do 
   sprt = memory.read_u8(0x0010D6+id) 
      if id < 10 then 
   gui.text(2, 80+id*12,string.format("Sprite %d: %x",id,sprt)) 
      end 
   end 
emu.frameadvance();end
seems to be one of the sprite addresses. If you have the steel keg, for example; d100 = on the floor d700 = holding dd00 = rolling Other sprites will occupy this address, like the mini necky, but I can't figure out the hidden banana bunch values. :( edit2; Again, it may be inaccurate, but I think it have the same ID as a normal banana bunch; 400 = banana bunch edit3; Script updated, the memory address is not two but just one byte. The banana bunch value is actually 4, and they will only show up on the script if you dig them.
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Thank you, ALAKTORN. Your suggestion to take the beetle to the other side of the gap plus Newpants87's strategy to sacrifice Dixie was implemented on Bramble Scramble. The new strategy enters the warp barrel at frame 50902, and since I'm already with Diddy for the next stages, it saved ~69 frames. edit; Only Rickety Rage had to be redone, the rest of the run synced quite well and now it's 83 frames faster; http://tasvideos.org/userfiles/info/17356584177187893 edit2; By throwing the barrel to the right on Bramble Scramble, you'll enter the bonus an normal, but will exit at the target! Seems like a nice shortcut for the 102% run. edit3; I was wrong, it's not by throwing but stomping on something; Link to video
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Yes, I think I'm getting paranoid about those target switches, thank you for the heads up. In any case, since it's not possible to target switch in Hornet Hole nor in Target Terror, I'm going to use your strategy in Bramble Scramble, the other stages must be redone as well. So, the new WIP will take some time, I want to post it after Kreepy Krow. Thank you again.
I am old enough to know better, but not enough to do it.