Posts for Mittenz


Mittenz
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Glad more GBA games are getting love, but the lack of playaround (especially the Veemon and Impmon fights) make this a no from me. I appreciated getting to see most of the digievolutions, and the the bits of playaround there were (ex: barely avoiding Imperialdramon's attacks in the Wormmon fight), but feel there was a lot more that could easily/needed to be done.
Mittenz
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In mGBA 0.6.0, there is a point (8th room of the 1st level) in Drill Dozer (U) where a textbox that shouldn't exist appears and crashes the game making it impossible to progress. This bug wasn't present in the previous version of mGBA.
Mittenz
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Niamek let me know if you got the PM I sent you yesterday. I was able to replicate the Ty3 super jump glitch in Ty2, looks it has to do with jumping/gliding right as you recollect a boomerang.
Mittenz
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Amazed to see this TAS optimized even further. The syncing the cursor to the music on the title was a nice touch. Yes from me.
Mittenz
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I was checking ty3 last night and they appear to be the same engine, so in theory anything that works in one should work in the other. Here's a bit from ty2 with clipping through the level and out of locked mini-boss battles User movie #44272095993828875 I'd be down for co-authoring I'll pm you later :)
Mittenz
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So apparently gaining crazy speed via backboosting yourself with the boomerang is a thing... Link to video
Post subject: Ty the Tasmanian Tiger 2: Bush Rescue
Mittenz
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Have been looking for a new GBA title to TAS and out of all the titles I've tried I really enjoyed working on this one. Here's a very rough & short LOTAD I started. Link to video Mechanics I liked: Rang Canceling: there's a set amount of time better when you can throw consecutive rangs, but you can jump out of this animation and then cancel the jump with another rang for rang rapid fire. Jump cancelling: throwing the boomerangs mid air changes your jump arc and causes you to land almost instantly if Ty's almost level with a platform. I like that this gave the game a bit more resource management (Do you use the rang to kill an upcoming enemy or cancel a jump? Can I do both? Can I make my rang return to me faster? Is it faster to cancel on this jump or the next one? etc.) If anyone has any resources on the game or interest in helping with anything, let me know :) To Do: -Setup RAM watch and Lua script -Route overworld -Finish and optimize stage 1 (fix first crab tank)
Mittenz
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Hikaruon wrote:
I didn't know, but change the bit normal blocks are destroyed more fast but I didn't know how much
They don't take any additional damage or take damage any faster from what I've seen, but I'll keep messing with it in case there is something I missed.
Mittenz
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Hikaruon, I went back and did some rough timings, and it's definitely not faster to get the Hard Bit for the 2 shortcuts you posted in the drill dozer thread. Time Loses: Shop: To buy the Hard Bit from the shop takes 643 frames @ 60 fps = 10.717 seconds. Collecting Chips: As the TAS currently is, I collect 122 chips prior to Metal City. This means I would have to collect 278 additional chips. There are some points in the TAS where I had the opportunity to collect chips without losing frames and didn't, so lets assume I would only need to collect 200 more (this is a conservative number). There are also many bits I spawned that It would cost several frames to collect. Lets say that if the TAS was to collect these chips it would lose 1 frame per chip collected (this is another conservative number). Since this game runs at 30 fps I would lose at least 6.67 seconds to collecting chips. Possible Time Save: Metal City (3-1):
Hikaruon wrote:
About shortcuts with HardBit
This shortcut would save around 6.7 seconds. Metal City Skyline (3-2):
Hikaruon wrote:
Breaking this block is actually slower compare to how the TAS gets through this map. This is partly due to Jill always spawning in the middle of the map. When you move to the left or right while flying you do not move upwards (towards the next map) as fast. Also the metal blocks take about a 0.6 seconds of drilling to break verses the metal beam the TAS currently breaks which is destroyed on contact. Conclusion: Even if collecting extra chips cost no time, the amount of time the shortcut saves does not make up for the time lost to buying the Hard Bit
Mittenz
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hmmm.... I see. I still don't think the timesave will out weigh going out of my way to collect 278 extra chips, and navigating the shop menu. I'll definitely look further into in the next day or 2.
Mittenz
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Hikaruon wrote:
Overall I liked, but two questions: 1) Isn't better get money to buy Hard Bit to save time in Metal City?
Thanks for watching! I'm glad you liked it! :) Hard Bit only drills through the purple metal blocks that look like they're bolted together. All the shorter paths in the levels after Sunken Ruins (3-2) are blocked by shiny grey metal boxes that require the Mega Bit which cannot be bought until the very end of the game. So I'm not sure how you would save time with it. Could you elaborate?
Hikaruon wrote:
2) You will try 100% run?
Maybe in the future. ¯\_(ツ)_/¯
Post subject: Re: #5611: Mittenz's GBA Drill Dozer in 1:50:02.03
Mittenz
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Memory wrote:
If you managed to do the one glitch I found without softlocking upon screen transitions I will love you forever.
Didn't go super extreme with it, because the fish boss flashing white would cause the fight to just be a white screen for the rest of the fight, but it's in there.
Post subject: Re: #5611: Mittenz's GBA Drill Dozer in 1:50:02.03
Mittenz
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Memory wrote:
TASVideoAgent wrote:
Thanks to PekopanTAS, turtle, and Memory for having documented a large number of the skips and glitches used in this TAS.
Wait since when did I find something useful in this game?
You documented the swimming glitch which was useful for entertainment purposes :)
Mittenz
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Made it through my least favorite area (2-2) if anyone's interested in seeing the WIP. Link to video There are a couple spots in this WIP that look a little iffy to me still and I will probably go back and double check. Please let me know if you spot anything you think could be done better. I also went back and saved 79 frames on the last 3 areas I posted in the last WIP. Does anyone have any insight into the locked-camera rooms where you fight multiple enemies? I know enemies spawn every 12 frames unless there are 4 enemies already spawned (including dead sprites waiting to despawn), and that there are 25 enemies that spawn in total. This sets the theoretical minimum time for these rooms, however I'm not sure this time is achievable. Basically, anytime you have to switch sides of the room, frames are going to be lost. So spawning as many enemies on the same side as possible would be best. However I can't figure out the logic for what side enemies spawn on. Sometimes the game's logic seems to choose what side they spawn on randomly influenced by your position or actions (which would mean the fastest time may be achievable). Other times it seems to just always spawn them on the opposite side as the side of the screen you're on (which would be time loss you won't be able to avoid). I'm currently losing about 30-40 frames (compared to theoretical minimum) every one of these rooms :/ If anyone would be interested in seeing how low they can get one of these fights, I can modify the lua script I'm using to track the # of lost frames in these rooms.
Mittenz
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Thanks!
bonecrusher1022 wrote:
How is this run comparing to the LOTAD you made?
After those first 3 levels, it's about 26 seconds ahead of the LOTAD and about 2:45 ahead of turtle's old canceled TAS. Since the LOTAD I've gotten much better at movement, worked out exactly how damage works, and wrote some lua scripts to monitor loaded objects (position, health, etc).
Mittenz
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I've been working on a Drill Dozer Any% TAS for the last fews months. I have a LOTAD from start to end, and have now started to go back to the very beginning and try to really optimize the levels. Here is my WIP of the first 3 levels (1-1, 1-2, and 2-1) [video = 320x240]https://www.youtube.com/watch?v=f1m6eN9r1X4[/video] Would love any feedback.