Posts for Dooty


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Um... the kong status makes a whole lot of sense, yes. But the target at Pirate Panic doesn't make sense; if you reach it and the target switch does not work, backtrack until you despawn it. Most of the times the target switch will start working, but not always. So, there you don't need the warp, take damage or switch kongs, just spawn it at a certain frame. (which frame?) Even worse is the target at Hot Head Bop; you can let your speed drop to zero there, you just need to be facing away from it. Again, it won't work always, but still.
I am old enough to know better, but not enough to do it.
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I never really understood the requirements to make a target switch work, or why it work on a stage but not on a similar stage. (it works on Lockjaw's Locker, but not on Lava Lagoon, for example) But if it work, it won't make Target Terror much slower. The only thing that can slow you down there by having Dixie in front is; 1) the small segment up to the first kart 2) the jumps from one kart to the next one 3) another small segment at the end for #3, Diddy can make it in one jump, but Dixie must walk some steps before the jump. While on the kart, the speed is not dependent on the kong, so it won't matter that much. But having her in front at the beginning of Bramble Scramble seems to be a good thing; 1) she can do her helicoptery thing to avoid landing on the horizontal vine 2) I'm not sure if it's for DKC2 or 3, but Dixie can climb vertical vines faster If none of the above possibilities work, the kong switch at Bramble Scramble still seems a better strategy than what I did. edit; I still don't know what to do to fix the ones that does not work. But if you let your speed drop to zero near some targets, the target switch won't work anymore. The target at Lockjaw's Locker again is an example; stop near or above it and you won't be able to target switch.
I am old enough to know better, but not enough to do it.
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ALAKTORN wrote:
Because you can’t throw the beetle far enough without falling on the vines? :(
No, it's possible to throw the beetle as far as the Krook is, but there's (yet) no other way to release the Y button without being invincible.
Newpants87 wrote:
no i never turned right.(to jump over the bees)
Oh, how silly I am. I was trying to roll as much as I could to preserve my speed, and it just made me waste time. :)
Newpants87 wrote:
it is only possible with diddy though, dixie cannot make it over.(the Krook)
Um... I'm not at home right now, but it may be possible to do a "Target Switch" on Hornet Hole. It's not possible to do it on Target Terror, I tested it already, but your strategy made me think about that possibility.
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To set up the "hold air" glitch with the beetle you must release the "Y" button for at least one frame, but you can't trigger the throw animation. To do that on the published run we jumped on another beetle so we could release the button as we bounced. The new method uses a different approach; you can release the Y button without triggering the throw animation if you do that while sliding on a steep slope, or as we did on Bramble Scramble, slide off of a ledge. It's quite easy to do it on Mainbrace Mayhem, as Diddy can safely land after the set up. But the thorns at Bramble Scramble are instant killers, so the invincibility barrel seems to be the "only" possible solution. But your idea is not stupid at all! I was setting up the trick before the gap, so the invincibility period for killing Diddy was not lasting long enough. Now I'll try to take the beetle to the other side, and I think it might work. Keep your fingers crossed. :) edit; Oh, about wrong warp set up on the lava level, yes, it is. To hold air there, the chest must touch Klobber, the green croc, at a very precise moment; as it stops. Bumping on him seems to be the only way to make it happen. The darker chest above the start of the level does not require the bumping, but it is slower to go up there to grab it. edit2; It finally worked, but it's slower as I still have to sacrifice Diddy; I can enter the warp barrel at frame 50887 using the invincibility barrel, by throwing the beetle to the other side I can only enter at frame 50894. (the old strategy enters at frame 50905, let's see if I can make it sync)
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Yes,you're right; I also made the jump, but I had to turn right for two frames in order to delay the spawn of the bees. Is that what you did too? But about the invincibility barrel, it is possible to set up the release of the beetle without it, but then I can't make the jump over the Krook. :( Well, don't take my word for it but I think that your strategy is the fastest possible way to set up the wrong warp here.
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Thanks everyone. It's good to see that it is gathering more interested people to help this project out.
Amaraticando wrote:
For some reason, it desynced in Rattle Battle. I'm using Bizhawk 1.8.1
BizHawk 1.8.1? I didn't know a new version was released, I'm using v1.8.0.
ALAKTORN wrote:
Do you really need invincibility to make that work?
Newpants87's strategy is faster than mine, and I'm quite sure the invincibility is not needed. I'll test it, and if so, it will be included on the next wip.
Newpants87 wrote:
1) you can jump over the 2 bees without ever pressing right or picking up the barrel. 2) also cool seeing rambiless rumbi in here, i'm guessing you opted for that since rambi is so slow here?
1) I'll make sure to try it again, but Diddy's physics is different; he falls down sooner on the PAL Rom. (forcing me to wait for the bees to get out of the vine) 2) Rambi have the same speed as on USA v1.1, he just falls down quicker. But the previous any% run proved that without him this stage is faster.
I am old enough to know better, but not enough to do it.
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What kind of Super Nintendo fan am I? I had a cartridge of this game, too, but I never got past those leeches at the beginning... Now, even worse; despite my frustration with this game, I never watched a full run of it. I'm such a sore loser, I know. Since it's the first run I watch of this game, I can't say much about how this compares to the old run, but it surely is good. I laughed my ass out when the guy, who was supposed to help Lester, kicked him in the crotch. :)
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There are improvements in many places already, and many other known improvements will be implemented. But, yes, the biggest time saver so far is the version change, I won't deny it. But without some other major game breaking glitch, it will be pretty hard to improve the published run using the USA 1.1 Rom. I've tried and at the end of every stage I saw it falling behind and behind. Not a pretty encouraging sight, I tell you. edit: here's the WIP I promised; http://tasvideos.org/userfiles/info/17058681638860183 Improvements so far; Mainbrace Mayhem new strategy. A really small improvement on Lava Lagoon. The strategy from the 102% run was implemented on Kleever. edit2; The set up of the high jump was improved a little in Slime Climb. One of the barrels of Bramble Blast was skipped. edit3; For some reason the game is now running just great on BizHawk 1.8, so I'm updating to this version. Also, by pausing the game you'll have the same "fanfare problem"; it seems to speed up the music. Now I'm not so sure if I want to submit this run, but I'll finish it regardless. Maybe we can get something good out of it. edit4; I'm at Hornet Hole, 5485 frames ahead. I'm sorry to keep comparing this to the published run, but it's the fastest so far. edit5; I forgot to post the new WIP on my previous edit; http://tasvideos.org/userfiles/info/17136561383857693 edit6; The differences in speed and physics on Hornet Hole are driving me crazy, two days and I barely made it to the checkpoint... edit7; I'm still at Hornet Hole, but at least I'm making progress. As a side note, the tricks and movements used on this stage will be slower in comparison with US 1.1 Rom. edit8; Whew, I'm finally out of Hornet Hole! edit9; Bramble Scramble completed, 02:47.97 ahead now. edit10; another interesting difference between versions; Dixie plays the demo mode instead of Diddy in some of the stages. edit11; I'm fighting King Zing, 03:09.33 ahead now. New WIP coming soon. edit12; New WIP; http://tasvideos.org/userfiles/info/17265389619791919
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Not really new glitches, but it allows us to perform all the tricks from v1.0 and v1.1 on the same Rom. (Like playing Rambi Rumble without Rambi.) But the new wrong warp location definitely brought something new to the table; you can use one beetle and any other animal to set up the Sprite Glitch!
Newpants87 wrote:
1) The boss timings are definitely different than 1.1 U/J 2) The team up scrolling glitch in 4-1 is much slower than all the other versions. 3) The lag does feel pretty much non-existent throughout the game.
1) Alright, now I understand why Garrison, and now you, state that v1.1 have faster bosses; I can pick up the first cannonball 98 frames earlier on PAL v1.0 than on USA v1.1 2) I think it was for the 102% run, but this strategy was tested and proved to be slower. 3) This alone saved almost 500 frames on Gangplank Galleon and is saving time everywhere.
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I enjoyed your first submitted run pretty much. I didn't voice my opinion there because it was cancelled too fast, or was I who was slow? In any case, this one is much, much better! So, here's an even stronger Yes vote.
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Well, not really impossible, I think I exaggerate a little, sorry. But there are tricks on Castle Crush that are so hard to perform with the added lag that I ended up saying they're impossible. (for example, the team up jump near a prickle of porcupines) Saving during a frame of lag also caused me lots of trouble back then, so I wanted to avoid lag as much as I could. I'm not using Lsnes now because my computer for some reason runs it very slowly. BizHawk 1.8 runs pretty bad here, too. (I'm using BizHawk 1.7 and it runs surprisingly smooth) But aren't there ways to convert BizHawk files into Lsnes files? I'm pretty sure that Ilari did this for one of my runs.
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I did some tests here, but couldn't find any difference in terms of speed of the bosses. In any case, I may be doing the wrong calculation, so here's the Lua script I'm using; http://pastebin.com/1SBe4LrR It's the same script used to create the published run, but modified to work on BizHawk. Oh, and Kreepy Krow behaves exactly as on USA v1.1, so that fight won't be slower.
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Um... slower bosses? I can't remember finding speed differences on boss fights when I was working on the published any%. The only advantage of the 1.1 rom was Kreepy Krow, as you can get on top of his ship faster than him. Is that what you mean, Kreepy Krow? If so, I still don't know but I'll test it tonight. About the team up jump, it won't be used on the any% run, so the use of the 1.0 or 1.1 rom will make no difference.
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Well, since I am responsible for putting the trick on the published run, I must admit that I'm also fond of the results more than the trick itself. So, this is what we have for the new 102% run, with or without the 75 Kremkoins, PAL vs NTSC, BizHawk or Snes9x etc. 1) without the Kremcoins the run will be more challenging 2) using the PAL Rom will make it a lot faster and more glitchy 3) playing on BizHawk will make it smoother than on Snes9x There's still the fanfare problem, but it's a really small issue. The NTSC Rom also have the weird sound, so I don't know what is causing it, maybe it's my crappy computer not handling BizHawk as it should. So, until we figure out the best setup for the new 102% run, I'll try to improve the any%. I'm at Kannon's Klaim at the moment, 969 frames ahead, and I'm using the PAL Rom. I'll post a WIP as soon as I beat Kleever. All the tricks that I'm using are doable on the NTSC Rom, so the real time speedrunners won't have much trouble to implement them in their runs.
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At least the any% is in need of an update after that new wrong warp, but I'm kinda worried about the use of the PAL rom for the 102%;
Tompa wrote:
please don't use the debug code to get the 75 Kremkoins early, that's just dumb.
Um... the constant enter the cabin, grab the bananas and repeat is kinda annoying I have to agree, and although it will make the run slower, I think it's a good trade off. On the other hand, it will make the AVI shorter, so I'll keep tha in mind, thank you. by the way, the bonus fanfare is kinda weird on the PAL v1.0. It just returns to normal after you press "Start" to skip it. I don't think it's supposed to be like that on a real hardware, so I'm starting to think about a possible emulator inaccuracy...
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TheKDX7 wrote:
If improvements are possible you will work with the good old team? (NxCy, Comicalflop, ...)
The old run was more a crazy idea than a proper partnership between us, I used their inputs in what I called "Reusable TAS". But of course redoing all the stages will be alot easier with their help, if they want, or have the free time required.
Garrison wrote:
As for the PAL thing, I would strongly urge not using it just due to the lack of popularity in the realtime speedrunning communities
The 102% can be done with the USA v1.1 rom to include some wrong warps, but the lack of an infinite team up jump will make it slower. The any% already uses the USA v1.1 since the team up jump is not needed, but then there's the extra lag of those newer emulators... Here is where the PAL v1.0 comes in to fix both problems; less lag and more glitches for the 102% and possibly the any%, too. But a lot of the tricks we currently use in the DKC2 TASes were found by real time speedrunners, and since they don't use the PAL version, that's a thing to consider. So, I'm still not working on a run to submit, instead I'll keep posting my results here and gathering suggestions. Here's a test on the PAL v1.0; http://tasvideos.org/userfiles/info/16964280391845621 (Donkey Kong Country 2 - Diddy's Kong Quest (G) (V1.0).smc) Link to video
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While I was testing the new wrong warp location, posted by Garrison, I found some new things; In the 1.0 PAL version, both the wrong warp and the team up jump work perfectly. There's also less lag, and the game runs a lot smoother on BizHawk. (and no, it's not a PAL game running at 60fps) And as a bonus, Diddy's speed is a lot higher, though it takes more frames to start the second roll. So, my question is; can a PAL game obsolete a USA one? I'm asking because Krow's luck manipulation is a lot harder in this version, so I want to be sure before start working on it. I want to work on an new 102% run, and since I can do both tricks now, the run will be a lot faster.
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Well, in fact there are three differences, at least from the PSX v1.0, and they'll make the 100% run slower; 1) the infinite pickup glitch does not work 2) it's not possible to perform the screen boundary trick 3) there's no way to perform the dismount Elum trick But the faster loading times, better graphics and smoother gameplay will surely benefit the any% run.
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Thank you guys, all of you. About the screenshot, I think the Slogs are kinda cute in the GBA version, so I wanted to show them. I also tried to capture how often closed doors didn't stop us TASers. :) The frame is 33775, but feel free to choose another one, and thanks again.
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Exxonym wrote:
I really wanted to skip at least the Stage 6 bonus stage.
By poking the address 000500, it's possible to kill George, and that's the only way to skip this bonus. It's possible to clip a little into the walls there normally by running, crouching then jumping, but not enough to fall through the floor, sadly.
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I thought it was a different Barnyard, that one for the Atari 2600, where you have to fly over some barns. edit; The Atari 2600 title is actually "Barnstorming", oh well... Well, I'll have to agree with the others; it's hard to see where all your effort went while creating this run by just watching it. I'm going with Meh, too, sorry.
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Thank you, Patashu for the clarification. So, he can waste up to 20 frames and still advance to a next stage without losing time, weird. It just makes it even more amazing; you can't run, and yet you have to overcome things like frame rules...
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I also have the original version for the Xbox, and the HD remake for PC. But sadly, those are not that good either. It would be better if they kept the original PSX idea, with the old good 2D platformer. Moreover, the game itself is confusing and sometimes it's easy to get frustrated trying to find out what to do to complete a stage. But I'm glad you guys liked it, at least because of the glitches. :)
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I watched it before reading the submission text, and some things looked odd. But you explained them with plenty of details, so I recommend reading the submission text first.
SubmissionText wrote:
Near the end I found one frame where I can damage myself right as I'm exiting the water and it doesn't cause the normal damage animation
Now that's something worth investigating, unless if it can only be reproduced in water levels. If not, it may save time in other places as well (bosses, maybe?) since you said that the damage animation is quite long.
SubmissionText wrote:
It wasn't until the 3rd stage boss that I found out you can suction to a ceiling and that for some odd reason damages enemies/bosses.
I can't remember the right game in which it also occurs, but The Hulk, for the SNES, is also a good example; the mid boss, Abomination, can only be hit continuously when he's jumping. It may be me trying to "look smart", but I think it's worth more testings, too. Other than these "nearly impossible" improvements, your run looks really well planned. The game also figures in my favorite category, platformers, and it made it a lot more enjoyable for me to watch it thoroughly. Well, except the auto scroller, but it's hard to like auto scrollers anyway. I'm giving this a Yes vote. edit: Those things I pointed out are not improvable at all. 1)The swimming animation is what cancels the damage animation. 2) George's hitbox can't damage some of the bosses, no matter what.
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I love how a TAS can take something already difficult and add even more complexity to it, like forcing Mario to just walk. But I also like "simple" things, and 3-1 is definitely my favourite stage. Talking about simple things on TASes;
SubmissionText wrote:
Mario went through the brick an extra time to manipulate screen X position and to make the castle maze more interesting, with no time loss (though slightly slower).
Now I'm confused, but I loved it, too. Well, I'm not insane, not yet, so Yes vote, to both of you guys.
I am old enough to know better, but not enough to do it.