Posts for Pekopon


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Post subject: Kirby's Pinball Land Boss TAS I made
Experienced Forum User, Published Author, Former player
Joined: 10/6/2007
Posts: 330
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I made a TAS of the Kirby's Pinball Land Boss Battles. This isn't something I'm submitting, but I made it for the heck of it since I'm stalling all projects. Check it out on my youtube. I know it isn't perfect, but it wasn't something I was gonna spend a really long time on. http://www.youtube.com/watch?v=Yt21UU8C8JY
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If you didn't like it then that's too bad for you and you don't have to watch it. By"terrible game" do you mean you played a few levels, found it too hard and quit? I find that's the common definition of "terrible game". Sure the magic isn't the most useful thing in the game, and it saves what health you have at the check point, but those are small things. Play the whole game.
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Zurreco wrote:
I'm still waiting for Cardboard (or anyone else, I suppose) to finish a run of Boktai. I even made a complete walkthrough video for it so that people could use it as a "do this, but optimise it" reference. Alas, no go... Also, if someone has the balls to try it, Scurge would be cool to watch. It's like isometric Metroid Fusion meets Doom.
And I'm still waiting for info from you (Zurreco) about your Drill Dozer run. Has it been dropped or what? (didn't intend to sound rude)
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I sort of wish I had never brought this topic up. Would it be possible to delete this thread? I don't really think a wiki page is necessary for this game. If anybody wants to run it someday, I could just rapidshare a text file. Is it a hassle to get rid of a wiki page? I don't really want an unfinished wiki page for an obscure game. Sorry about this.
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Are images required?
Experienced Forum User, Published Author, Former player
Joined: 10/6/2007
Posts: 330
Location: B.C Canada
I read the guidelines and sent a request, but now that I think about it, I can't explain things very well, so my grammer and sentence structure might not be good enough for a wiki page.
Post subject: Lady Sia Glitches
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I wasn't sure if I should put this in the Lady Sia thread or not, but I figure it is a seperate topic than the actual run, so it should have it's own place. I haven't finished the Level Specific Glitches yet since I'm, still discovering them. I want to see how many I can find before listing them. Lady Sia Glitches Sword Climb - By swinging your sword three frames before Sia grabs onto a ledge, Sia will jump up the ledge while swinging her sword, thus skipping the long climbing animation. Fall Through Floors - Perform the Sword Climb Glitch. Now get hit by an enemy or obstacle while standing on the ground or falling, and you will fall through the floor. Fall Through Platforms – Perform the Sword Climb Glitch. It will now be impossible to stand on platforms that move or are animated in any way. Sword Jump Deactivate – The Sword Jump Glitch (more below) will be deactivated. There is another side effect of Sword Climb, but it will be in the “Level Specific Glitches” section. Sword Climb Side Effects Correction – To correct the bizarre side effects of Sword Climb, you can either, a) Climb a ledge normally b) Get hurt *Jump before getting hurt to avoid floor falling* c) Lose a life d) Enter a new area of the level e) Exit the level Getting hurt is the fastest way to correct the Sword Climb side effects. Obviously, the more times you use the glitch before getting hurt, the more time is saved. If you only use it once and get hit, it barely saves any time, since the time it takes to get up with the glitch plus the time it takes to get hurt is nearly the same as climbing normally and avoiding the enemy. Sword Jump– When Sia is slightly out of range to jump to a platform, jump towards the platform and swing your sword when you get close to it. This will give Sia a small boost which makes it possible to reach the platform. This only seems to work on platforms that move, or are animated it some way, but there is a useful exception(s) Keep in mind that the Sword Jump glitch will be deactivated after the Sword Climb Glitch has been used. Since the Sword Climb glitch messes up moving and animated platforms, this doesn’t matter too much since the Sword Jump mainly only works on similar platforms. However there is one exception (at the point I’m at) where you will have to correct Sword Climb’s effects to use Sword Jump. Quick Lever Pull – To pull a lever quicker, swing your sword at the right position and press up. This makes it so Sia doesn’t have to slide to stop before pulling it. Long Jump (method 1) – You can perform a Long Jump when jumping from a ledge to extend the distance of your jump. To do this, get close to the edge of a cliff/ledge and crawl for (x) number of frames. Then stop crawling and walk for (x) number of frames. When done correctly, Sia’s final jumping place will be farther away than normal, thus resulting in a farther jump when you jump. Keep in mind that the frame work is different for every surface, meaning that the frame you start crawling, the amount of frames you crawl, and the amount of frames you walk before jumping is always different. Long Jump (method 2) - Run towards the edge of a cliff/ledge. Once near the edge, let go of the Directional Pad (be it Left or Right) for (x) number of frames. This will trigger Sia’s Sliding animation. Now continue walking for (x) number of frames Due to the sliding, Sia’s final Jumping Spot will be farther away than normal. Keep in mind that the frame work is different for every surface, so it’s up to you to find the frame work that brings the best results. Long Jump 1 vs. Long Jump 2 – While I haven’t thoroughly tested which is the better method, it seems that it all depends on the surface in question. While testing on various surfaces, I’ve found that one method could be slower but reach farther (and visa versa) Slower and not reach as far (and visa versa) or be exactly the same. It all depends on the terrain. Quick Turn Around – Not so much a glitch, but it’s good to know. Rather that stop and turn around, you can turn around quickly by pressing down and the direction you want to go for one frame. This starts Sia’s crawling which prevents having to stop and turn around. This is especially useful when having to change direction before you jump. Level Specific Glitches Intro Level Skip – Start a new game. Fifteen Frames after the screen turns fully black, hold the start button for two frames. (If you don’t care about minimal input, just hold the start button when the screen turns fully black.) After a short while, this will pull up a discoloured pause screen. Do not make any input. It will eventually go to the “Please Wait” screen. Rather than start you in the Prison intro level, it will start you outside of the castle.
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My new account focusing on TASes. I only have three things up at the time of posting this though. http://www.youtube.com/PekoponTAS
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Joined: 10/6/2007
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That second one made me laugh XD This game really is messed up. (or at least this first level) I really appreciate the help. :) I haven't searched the game thoroughly yet to see if I can use ladders in weird ways like the first level. I'll try to finish the glitches page today to give you some extra stuff to work with. The Long Jump is especially helpful in the game and has created many great short cuts. In this newest version I use the long jump pretty much right away to reach a new invsible platform I discovered by accident. I might do level specific tricks sometime too. The names of the glitches are up for debate though. I'm not too good at that stuff (though I want to keep the name "Sword Climb")
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schneelocke wrote:
Yes, the encoders need ROMs, but I do believe that they all own the necessary systems and games; and if not, well, it's a "of course they do have all that, wink-wink-nudge-nudge" situation, at least. :)
I own all of the games I've TASed/tried to TAS :) (including the mini-games in the mini-game TAS thread I made (though I used gameshark to get to Pikachu's Beach in Pokemon Yellow))
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I voted no believe it or not. I love this game, and it's cool that it's faster, but it was way more boring than the last two player run. It wasn't as funny, and I only really needed to look at one of the chipmunks. With the last run, you had to watch it twice. One time watching what Chip was doing, the other time watching what Dale was doing. This run doesn't have as much to look at, so it's not as fun. I'll be backing up the old run instead. My no vote doesn't really matter though since it's going to be published no matter what. Which is a shame since the last run was overall funner to watch.
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So I know this is oldish, but I thought that I would mention a couple important things about the game. As seen in my old abandoned run, you can swallow an ability enemy and enter a door at the same time to skip the ability animation. To do this, press down or A at the door with an enemy in your mouth. Kirby will duck. on the 6th frame of Kirby's duck, press up and you will go in the door and skip the animation. Each level ends with a jumping mini game. The fastest way to end this is to jump right away and land on the fourth tile. However, the game doesn't always let you jump right away depending on the item set up. The items can change to a certain amount of set ups by jumping at different times to get the Heart Star. But if none of these set ups work, you are in trouble. That's when I discovered that inhaling can manipulate the set ups. Pressing Y in general doesn't make much, if any difference at all. But when you inhale, it can give you different set ups. Inhaling also seems to have an effect in manipulating the stage 3 mini games in each world, so you could maybe manipulate the mini games to give you the first option. As shown in an above post for a two player run, Gooey can warp with Kine past the small space in 2-5. This trick can also be applied in 3-6 to warp Coo through the small space to get one of R.O.B's arms, and with Kine to jump over the large gap to get R.O.B's other arm. Oh, and I do know there are a bunch of things I could have done differently to save time in my run. I did a couple unnecessary things like useing Fireball after getting off of Kine in 2-5
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If you look in the video in the above post, I think that the trick in the video might be the same one you found. While it looks cool, it has no practical use. I'm still working on level 1, but I'm also writing up a tricks and glitches page at the same time. If it's not the same as the video, It would be nice if you could try to record it, or describe how you did it. It might just help. And by "through the wall" was this falling through the floor? or was it going across a wall? If it was falling through the floor, that's done by using the sword climb and getting hurt. If it was across a wall, it would rock if you could try to find out how you did it.
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BIG NEWS! There was a glitch I had known about ever since starting my first version. The way a TAS works, there is no way to avoid finding it. I thought it was just a strange little glitch or something. However, when I let the whole thing play out, It skips the whole first area where you're in prison. So this means that I pretty much have to start all over. This gives me an excuse to make a new file to correct my re-record count. Perhaps this is some sort of debug menu or something? Maybe with the right input, I can warp wherever I want! I'm positive that I somehow skipped from the end of level 3 to the start of level 6 once. I can't quite remember for sure actually, but it seems familiar. I'm gonna check if this glitch works on the cartridge to make sure it isn't an emulator glitch. In case you are wondering, this glitch saves a total of 593 frames! It's amazing how much this thing is getting condensed over my first run. If I can find more glitches throughout the run, this will be a cooler run than I thought it would be. So for those of you watching the run, look forward to a really messed up level 1. This Glitch is enough to make this a v1.4 (considering I had done a fair amount of level 1 before finding this) Edit: I couldn't get the menu selecting as good as before, so I'm keeping the old rerecord. Doesn't really matter anyways. Edit 2: I found some weird glitchiness in level 1, but it doesn't help me in any way. Here's a video of a strange glitch. http://dehacked.2y.net/microstorage.php/info/498396745/wierd%20ladder%20fallLady%20Sia%20%28U%29%20%28M6%29%20%5B%21%5D.vbm It turns out you don't need to do the sword climb for this trick, but I'd still LOVE to know how that little Sword Climb Trick causes so much chaos in the code. Edit 3 Investigating is a good thing. I found yet another trick that saves precisely 166 frames. This isn't a shortcut though. I discovered a way to get to the first crane faster. The way of how I did this was something I had thought of before, but never did test for some reason. It payed off. Doing the math, I've saved 30.217 seconds over my very first run. (at a certain comparing point) It's a really good thing that first finished run never got published. Though I just wish I could find a way to get rid of that big ugly line in those three levels. They cause lag, and they aren't supposed to be there.
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You know, I'm just about ready to shoot myself because of this run. I have decided to spend at least the next week searching every pixel of level 1 so I never have to do it again. I found ANOTHER shortcut even CLOSER to the beginning than last time. The short cut involves another invisible platform which I discovered quite by accident that requires everything to be perfect to get too. The platform was discovered while trying to discover a walk on air trick, (which I never found by the way) and I just happened to be in the right place. If only the rest of this run could be as glitchy as this first level. Maybe I'll discover even more stuff in later levels. I think I should make a whole new video because my re-record count spans over three runs now and is totally inaccurate. Though re-records don't matter, and it would be more work to redo it, so I'm not gonna do that unless I'm forced to. I would have let this slide if it was only 10, or even 50 frames shorter since I didn't want to redo it, but this saves 191 frames, so there's no backing out of it. So this is now officially version 4 (or as I'll call it from now on, v1.3) Looks like this isn't getting finished for a long friggin time if I have to keep redoing this dumb level. I'll post a new WIP when I'm done this level. That might not be for a while though since I'm gonna search it as long as I can stand for anything new.
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Well, I haven't finished level 2 yet. I've just finished the first two rooms of level 2. There are a few short parts of level 2. I'm also working on my Trax run at the same time now, (which I had been stalling on) so I'm sort of rotating between the two. I have a really crappy run in the gruefood section of Lady Sia if you want to check that out. Though I warn you that it's really terrible. It might be good to see it to see how much this improves it. Also, I've learned that it isn't a good idea to post WIPs for every level. If I do that, you'll have already seen most of the run. Oh, and as for levels, there are 4 worlds each with 4 levels and a boss. There is a bonus level in each world if you get 100% on all of the levels in that world. The boss fights are long and boring though. That's the main thing people hated about my first run, but there isn't much I can do about that. There are also three levels that have a big ugly line at the bottom of the screen that causes lag. This only seems to occur on the re-record versions of Visualboy advance. I'm probably going to work on Trax some more before continuing Lady Sia. If you want to see Trax, here is the VBM for it. Though it's only the first level, I'm working on level three now. The game only has 4 levels, so I'm only posting a level 1 WIP. Trax lv 1 http://dehacked.2y.net/microstorage.php/info/1212506432/My%20%20Retry%20of%20stage%201%20Trax%20%28U%29%20%5B%21%5D.vbm You can find the Trax topic here http://tasvideos.org/forum/viewtopic.php?t=6727
Post subject: Hit box viewing?
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Joined: 10/6/2007
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I was wondering if there is a way to see an object's hit box in visualboy advance 19.3. I have a theory about a certain glitch, but I'm not positive. My assumption depends on viewing my character's hit box. The glitch goes like this. In Lady Sia, there are platforms that you normally can't reach, or can't get to before they go away. However, by swinging your sword at the right time, you are able to get on them. My theory is that Sia's Hit Box gets slightly larger while swinging her sword, which in return makes the platforms accessible. If there is a way to confirm this, I'd like to know. Also, there are some invisible platforms in level one that I discovered a long time ago that were probably left in there due to sloppy programming. If there is a way to see platforms in a debug or something, that would be great too. There may be more invisible platforms in the game. Lady Sia is actually a pretty buggy game. There's a lot of strange stuff that happens when a certain glitch is performed.
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Wow! I actually did not know this. This pleases me greatly. I'll do my best. I discovered something in level 2 that will save time. Or more accurately, it's combining tricks from the first run and the second run. I just finished the first section of level 2 today, but discovered it was 37 frames slower than the second run. It's due to extra lag which is unnoticeable without knowing how many frames the section took over the last run. EDIT: Okay, so it turns out that I had just typed in the numbers wrong. The starting frame I typed for my second run was 9173. It turns out that it actually starts at 9137. If you calculate it, it is exactly 37 frames. Problem solved. The only problem is that my new run finishes the section 1 frame slower that the previous. While it is annoying, 1 frame isn't that big of a deal, and I don't find it worth it to go through that whole section again for just 1 frame. This means I don't have to do that section again! It's very difficult to keep comparing between three runs. Fortunately/unfortunately, the second run only goes to the end of the first level of world 2. I've really got to thoroughly search each level before recording it.
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You can add Drill Dozer and Spirits and Spells to the list too. I suggest you look at the Drill Dozer Thread to see the tricks I've discovered, and watch Zurreco's Work in Progress. http://tasvideos.org/forum/viewtopic.php?t=5389
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Thank you for watching. If you mean the stairs in the intro level, I did test that. By jumping up the stairs it was actually one frame slower. There were other stairs and single stair steps that I jumped over because it saved 1 frame. If I could only find a way to go through the ceiling at the invisible platforms, I'd save so much more time. There are more invisible platforms than the ones I jumped on, but I could not get through the ceiling. That means I had to climb up the ladder. Also, if you are wondering why I climbed the ledge before the invisible platforms normally rather than the sword climb glitch, it's because that glitch causes so many side effects that can only be fixed by climbing a ledge normally, or getting hurt. If I didn't fix the side effects, I wouldn't have been able to jump on the little building to jump to the platforms. To get on that building, I have to swipe my sword at the right time to cause a strange jump that boosts me onto the building. If I didn't correct the side effects, the jump wouldn't work.
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*I wonder if anybody watches these? I'm assuming not, but for newcomers, I feel I should post.* Major news flash! I have to restart in level 1 once again due to a big discovery. There are these invisible platforms in level 1 that I think were left in because the programmers didn't think you'd be able to get to them. You need to do a sword swing at just the right time to sort of glitch a jump on top of a building. Once on this building, you can reach the invisible platforms. I had actually known about these for a very long time, but had never been able to figure out how to go through the wall when you climb these platforms to use it as a short cut. Well now I have figured it out. By using this short cut I saved 775 frames. That's a big thing. I also made several other small improvements to save a total of 826 frames. I also didn't do any wobbling since it annoys people, but that means there were a few times where I was just sort of standing around with just a few movements. If you compare this Third Version to my second version, I've saved 826 frames. If you compare this third version to my first version, I've saved 1021 frames. http://dehacked.2y.net/microstorage.php/info/1799727539/Copy%20%283%29%20of%20Version%20four%20Lady%20Sia%20%28U%29%20%28M6%29%20%5B%21%5D.vbm
Experienced Forum User, Published Author, Former player
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There is an NES game that I played as a kid that I can't remember the name of. It was a driving game. Not so much of a race, but a game where you drive a car. you have guns which can get power-ups, and you have to keep getting the green fuel balls on the road to stay alive. Enemies included blue vans, other cars, and motorcycles. The motorcycles came from behind I think. If any of these things run into you, you crash and have to start your car again while wasting time and fuel. The goal was to drive through all 50 states of the US. The only music was when you beat a level, and during menu screens. Can someone help me with this one? I know it's not that great of a description, but that's pretty much all there was to it.
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I don't get it. What am I looking at?
Experienced Forum User, Published Author, Former player
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14 frames is it? Unless this game is in the frame wars, I don't think it should be published. But seeing as how I don't know if it is or not, I'm not gonna vote. Just wanted to mention that.
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Well, I didn't really intend to continue. I just wanted to experiment a bit. As I walked, the poison flashes were going. That was funny since I had no visable pokemon.
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