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Tompa
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That page really needs an update, but I'm simply too lazy to do it. That has to change someday... A jumproll works by landing on an enemy the same frame you start a new roll. This can be done when you fall off a platform with an enemy below. Roll and jump in midair is kinda weird as I'm yet not sure exactly why or how it works. One way to do it which is pretty consistant is to have both Kongs, preferly Donkey in the lead to sacrifice, run straight into the cart, no rolling or jumping, and ride the cart until you get hit by the necky - again, no jumping. When you get hit Diddy will jump out you'll now be able to roll and then jump in midair. The glitch deactivates the moment the platform with the tire is spawned.
Tompa
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I know about that run. I just haven't cared for it much as it is very unoptimised. So is Croctopus Chase. Skipping the dance doesn't work in the Japanese version. This adds up to about 52 seconds for a run that beats all levels. There are also a couple of other differences in the versions. Most of them are listed here: http://dkc-atlas.com/forum/viewtopic.php?f=7&t=151 A new DKC 101% run has been restarted (V11 =D). Except extremely slow progress however, as I have too many other projects.
Tompa
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I guess I could take this time to sum up the difficulties with optimising Croctopus Chase... For those who don't know: We are using a glitch so that you can roll and jump in water stages. This is heavily faster than the swimming and you are also able to jump through walls. In order to finish the level, the game has to spawn the exit. Which it can only do if the camera is close. The problem is that the camera is moving insanely slow, so you quickly outrun it. And when you are jumping through walls the camera won't follow you as it only follows the intended level path. Sometimes the camera can go through the walls, when this happens is however not fully understandable as of now. But most of the time the camera is simply stuck, where is where (one of them) the problem lies. We (Arne has done most of the work) have a camehack that can be used. There are a few problems with playing the stage this level however. Enemies will be spawned normally with the camhack which you aren't able to jump through. When you replay the run, with the camera in its intended position, the enemies have yet not spawned yet which means you can actually jump through them. The enemies may also cause lag while you are recording, lag that shouldn't be there as the enemies don't yet exist. The same goes with the enemies that are actually spawned with the normal camera, which may also cause lag. In the end you have a pain in the ass level to optimise to such level that will make me satisfied.
Tompa
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A question... It has been found that you can skip the bosses (Won't be faster for all of them) and still get 101% at the end. Should a 101% TAS do this or should all levels + bosses be completed anyway? For reference: 100% Super Metroid skips two bosses as of now, so I would presume this should also be OK.
Tompa
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It has been used in the past for several runs. The DKC3 105% run does this for example.
Tompa
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ZFG's 25:32, still improveable: http://www.youtube.com/watch?v=ZZLynuAe9oo
Tompa
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Now when I watched back my run, I noticed that I used my old method for pixelporting out of Link's house, the one that I later improved, can't believe I still used it in this run, haha. Found some other dumb and obvious things I did wrong. Very nice work! I can't spot anything to improve in it. Unless you find something else, you should submit that.
Tompa
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Oh wow! That's terrific! I had no idea you could do that on such places too. Much to learn, I still have :D. This calls for a redo of my for sure, at least for the full run I'm currently doing. You feel like improving the glitched run? As I would feel bad to do it really. Dooty: Ah, yeah, I know you can be a pixel further there, but it won't save a frame anyway. Edit: I just did another run of the courtyard. And because of the frame rule for taking damage, I wasn't actually able to save any time there, reached the door at the same frame. If you could prove me wrong, I would love to hear that. I'll be using it everywhere else where it's possible though, of course. So thanks a lot! Editwo: Found another spot at the bushes on the way to the hole, two frames faster there. Which means I should save 4-6 into the castle. Great. Edithree. http://dehacked.2y.net/microstorage.php/info/1373895413/ALttPGlitchedJP1.51.smv Best I could do, should be 4 frames faster (Not counting JP version and 1.51) than the published run. Can you improve it further?
Tompa
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Here's a 2946 frames faster run: http://dehacked.2y.net/microstorage.php/info/1847735532/ALttPGBAGlitched.vbm Most of the time saved by choosing fast text speed at the beginning. As well as some better movement at ccertain places. The run is still improveable, I couldn't be bothered to max it out. Like two or three frames were lost to manipulate the damage boost guard. I'm surprised that it's only 5 seconds slower than the SNES run. Still, I see no reason to have both published.
Tompa
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1. The European version was used for the run. 2. There are improvements. 3. It's the same as the SNES run, except for a long intro. 4. Sound and look is worse compared to the SNES version. Voting no for this, sorry Tyler.
Tompa
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Here's pretty much what it would look like: http://www.youtube.com/watch?v=d5GvPPBGKFw
Tompa
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It won't be seperated from the any% run that's currently up on the site, the wrong warping to skip Ganon will be the new category. They are both very similar already and the wrong warping will only be used once. There's no reason to have two different categories for that.
Tompa
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I have never experienced that subpixels are in this game even, I have never noticed anything unconsistant in Link's movement before. What's the address for it? Good luck improving the run! The run is so boring so any way to make it less boring (=shorter) is welcome :).
Tompa
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All movies in the "hacks" section should just be put in the SNES, NES, GBA etc. sections where they belong. No need for any "sram" or "hack" sections at all in my opinion. Sorting by sram is like sorting depending on which glitch you are using in the game. "Wall jump runs section". It's just meh...
Tompa
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Bobmario511 wrote:
I based the catagory kind of like a run of say an MST OoT run or such. I think it would be a fair catagoty.
Swordless' LADX run is MST, this would be MST with RBA and that is not allowed in MST runs. After testing some stuff wtih the game (Not as much as I should have had), I realized that you did a better job with the routing than I had expected, based on how the run looked. I would still say there are ways to improve it though. But ignore that now. For the goal itself: I personally don't find this too interesting. Most of the run is just the select screen being brought up constantly and every once in a while a change of pase when you either got a key or an instrument. A glitchfest run of this game would have been more interesting to me, as there are loads more glitches in the game than simply the select warp, which is also well known for almost everyone. I think that one run with the goal of beating the game with screen warping like this is enough.
Tompa
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I'm going to do some research on the route before I'm making a comment, just so you know.
Tompa
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That is just the 100% theory TAS made by Audity and/or Krystal (I don't remember who actually made it ;D). It's supposed to be what a perfect console run would look like. An actual 100% TAS would be a lot different. For my TAS, I'm struggling with the tile room in Hera's Tower. I hate it...
Tompa
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Another awesome HRC: Link to video
Tompa
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Tompa
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Darkkobold: I'm not using that glitch, no. If you mean the throne room, I did a glitch to freeze the camera (Holding up+left+right when going up the stairs) which will make the thing you have to push to not spawn in the game. The Exploration Glitch (Walking in the wrong layer) is never going to be used.
Tompa
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Up and running at www.youtube.com/watch?v=sUnLD3tS8oU
Tompa
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I calculated the text differences awhile ago. Here is the result of that: http://pastebin.com/HKu9Axj0 Should be noted that it was made using SNES9X 1.43. The frame numbers are higher on 1.51, so it won't be 100% accurate when comparing to the run I'm doing. Also the fact that my route will be different in the new run, so some of these texts won't even be in the run. So far about 104 frames have been saved thanks to Japanese text. The new glitches used aren't JP only, but there will be such glitches later on. Random guess is that it will save about 1½-2 minutes thanks to those.
Tompa
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Bumping time! I've started to improve the 1:16 run on the site. This time I'm using the Japanese version because of several timesaving glitches exclusive to that version. As well as using 1.51 instead of 1.43, which means a lot of time will be lost because of extra lag. Current WIP gets the Pegasus Boots and is about 20 seconds faster (Extra lag frames not included) than the previous run. http://dehacked.2y.net/microstorage.php/info/1440575308/ALttPAny%25ImprovementJP.smv Edit: Major error found (10 frames), redoing the end part of the dungeon.
Tompa
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User: http://www.nicovideo.jp/watch/sm17164283 Rest: www.nicozon.net/watch/sm17164283 That was a very nice HRC strategy I had not seen before!
Tompa
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No cutscenes version Part 1 User: http://www.nicovideo.jp/watch/sm17119059 Rest: www.nicozon.net/watch/sm17119059