Posts for bonecrusher1022


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Location: Pennsylvania, USA
Been a while and Glower/Rain collaborated and found a way to "skip" both Parakarry and Ultra Boots! Link to video This still saves time but it could save so much more if we could find a clip for the Flarakarry Skip in chapter 5 that required Parakarry. Another options would be finding a way to get the Ultra Hammer without Parakarry which would required 3 skips. 2 to get it and 1 coming back. My post from over a year ago is super relevant right now lmao. Referring to Sushie Glitch in Volcano "This may eventually have a use if we find a way to skip Parakarry." - 2015
Post subject: Re: ending warp
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MUGG wrote:
bonecrusher1022 wrote:
So I saw a thread about a potential ending/credit warp on r/speedrun and I managed to replicate it. I never played this game until now but to my understanding this effectively skips half of the game. Link to video
Oh wow, neat! Maybe I'll TAS it sometime if nobody does. But I think some more glitch testing is in order, first. Just from watching, the video seems similar to that bug with the bird I found 2014. The reddit post tells that Sia falls into the gap before the walrus. So I assume Sia dies and screen fades out but at the same time you beat the boss and win? (I didn't play the game so idk) It seems the game has trouble when multiple things happen simultaneously. Right now, I'm just thinking the bug could be done in some other, possibly earlier places.
I was originally only going to look into this specific glitch with someone else and didn't expect to find it so fast after they went to sleep. I don't plan on making a TAS but I can look for more glitches if there's interest. From playing the game up until this point it doesn't seem very solid at all. You are correct in that you die the same time it fades to the game over because you lose a life doing this. If you don't have 0 lives it still skips the victory boss music and goes directly to the next world. I have a video of that too but didn't bother including it in my original post since it was obsoleted. Another thing I found (which I see mentioned in your post you linked) was that pausing and going to the main menu when you beat the fight takes you to the main menu instead of the title screen. It did not count as winning the fight.
Post subject: ending warp
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Joined: 2/11/2015
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So I saw a thread about a potential ending/credit warp on r/speedrun and I managed to replicate it. I never played this game until now but to my understanding this effectively skips half of the game. Link to video
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Joined: 2/11/2015
Posts: 41
Location: Pennsylvania, USA
We knew about that and may or may not have used it already ;) Also for an update we literally haven't touched this in 2 months because of more grinding that's even worse because Piccolo does like no damage. It was only the other day we decided we we're gonna try to pick it up. It still would be super useful to understand RNG cause he's already getting bad level ups (no strength)
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A small update since it's been a while. Amphorce has started helping me again with this TAS and we've made a decent amount of progress. Also to point out with this particular strat we plan on skipping Gohan's charge attack to stay as Trunk for his faster Super Saiyan movement. It doesn't take very long to get but we have no idea whether it will matter and we can't test until WAY later in the run. I mention this because the RTA gets it. EDIT: Finished up the grinding. I deleted the stuff about strats from the post since the next day I immediately realized one was way better so it didn't matter anymore. Link to video
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Champloo wrote:
I'd be interested in collaborating if you're still working on the run. I just really suck at reverse engineering RNG, unfortunately, and it's the main thing that the tas needs to destroy the game. It's definitely worth it to get max strength boosts and manipulate starting stats (as those are random except for Gohan's stats; future Trunks stats have no effect on him later in the game from the tutorial areas). Also there's a European version or something that has objectively better sprites (uses the same as JP version) Quick Edit: Thought I'd mention this but if you press start on the first frame of gameplay in the tutorial area right before Gohan's text boxes appear you can softlock or crash the game by scrolling through menus. Also you get to see weird stats on characters you don't have yet.
I'm down for any help I can get in case I run out of motivation again. idk how TASers do it lol. I recently picked this back up after the RTA community reached out to me. I finished up to the dinosaur eggs part but I'm not happy with the 3rd one. Here's the 2 short WIPs of those sections which I forgot to share on here. Link to video Link to video EDIT: I believe I found addresses related to RNG but I also don't have any idea on how to reverse engineer them. 03003890-03003897 They seem to change based on various actions including inputs, and other things like when the screen shakes. Pausing and when an enemy is really close to you they change every frame. I forgot to respond to this part before but I chose the US version simply because it was what I had. I haven't bothered looking to see if there are any differences between the PAL/JP version but I've been told the US version is the slowest lol.
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Location: Pennsylvania, USA
MUGG wrote:
I will watch your video. http://dehacked.2y.net/microstorage.php/info/1009141117/DBZ2.vbm VBA19-23 This is a WIP I made in 2010 but I didn't get very far. I think there are some possible improvements e.g. if Trunks didn't shoot before flying to the next map to chase Gohan, you might save a few frames. And I ran right of the stump, you ran left of it (which I think may be slower). But those are only nitpicks. I'm glad you made a long WIP. I only now see you mentioned "Testrun".
Comparing your WIP to ours, we were 30 frames slower so far. The ki blast before flying didn't waste any time but I made a quick TAS fixing the flight pad and your suggestion about the tree stump and saved 3/13 frames respectively. I added that to the notable improvements. Thanks :)
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I've been working on a WIP Testrun of this game with one of my friends and finally decided to upload our WIP. Link to video Be sure the read the description of the video, it has various comments/notes and the VBM. Also if anyone could help me with finding the coordinates and RNG addresses it would help immensely. Thanks :)
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I always forget to post stuff here lol. After the improved strat for getting Sushie glitch in Mt Lavalava was found, we never got around to TASing it until now and SPOILERS it's still slower Link to video This may eventually have a use if we find a way to skip Parakarry.
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Link to video r0bd0g, Exylophone, Stryder7x, and I found a new trick today. We aren't sure on the exact time save yet but, it's somewhere from 30s-1:00. More importantly this is one step closer to skipping Parakarry entirely. Sub 1:30:00 is for sure possible now.
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Link to video Part 2 of the comparison, this time with glitches! -2:48.43 Kooper Skip. +? Even though the Power Bounce clips are equal in the video, Kagemitsu didn't use Spin Cancels so we lost a small, unknown amount of time. -2.50 Different letter route because of Kooper Skip. We expected to lose time here but gained some since there was no LZS to the top letter. Unfortunately, it looks like we lost some frames in the first room woops. -8.90 Ultra Hammer skip. I feel like this is lower than it should be because Mupen lags a lot less than Bizhawk in the volcano. -42.30 Stair clip and new flood room glitches. -4.20 Goombario glitch at final bowser. The clip cuts out the part after the first phase, it's actually saves slightly more. Total time saved from new glitches = 3:46.33 (give or take a few seconds :p)
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Link to video Someone on Nico made a comparison of Kagemitsu's and Malleo's strategies. Here is a text version to save you 12 minutes of watching it or if you don't have a Nico account. +21.26s getting Jump Charge over S Jump Charge. -9.69s on Blooper -33.33s on Lakilester +1.53s on Koopatrols time loss here was because of needing to kill them for XP instead of using Up Up & Away -25.23s on Duplighosts -8.26s on Jr Troopa -2.76s on Hallway Bowser (includes getting Power Rush) -4.73s on Final Bowser Total time saved was 1:01.13 We estimated Jump Charge to cost 30 seconds vs S. Jump Charge. It's surprising to see it was actually 9 seconds less.
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Location: Pennsylvania, USA
It's incredible seeing how low Paper Mario has been pushed as it was fairly glitch-less a little over 2 years ago and a TAS would've been slightly under 4 hours at that point. It was really awesome working with you Malleo. You are an extremely dedicated worker and even having to redo parts due to the route didn't slow you down. Looking forward to helping with the All Cards TAS at some point in the future. Alaktorn: Malleo did almost all of the TASing but Exylophone, r0bd0g, and I were telling him what to do in each room over a Skype call. Fortranm: The main difference in the 2 runs, is the Nico one was started before Kooper Skip was found and they chose not to restart since we had started. There is a completely different route outside of Kooper Skip, changing all the fights. Also spin cancels weren't known until late into the Nico run so you can see how different movement would be without them. niamek: If you do 99 damage in phase 1 of the Bowser fight, he gets to 0 HP and doesn't die. He'll start phase 2 with 1 HP.
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You can dupe forever. The count on the pause screen only goes to 255 then it resets to 0. After that, the game will think you don't have any star pieces. The one on the chalkboard will keep going up until 65535 then reset to 0.
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Yeah I agree with that. I don't think the current definition would be too boring because the Recipes/Quizmo will be throughout the entire run instead of grinded at the end (even though they take around 30 minutes total >_>)
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In regards to 100%, there is the option of duping Star Pieces to skip Quizmo. It was significantly faster for RTA because it removed the RNG but it was later banned because of the fortune teller person at Shooting Star Summit not saying you have all the Star Pieces. Either way, with RNG manipulating Quizmo to always be there, it might not even be faster. The old 100% definition was all badges, star pieces, and partner upgrades. The record for it wasn't highlighted because of the definition change shortly after it was set by AnatomyZ. It was a lot faster than the run TheDKX7 linked but I don't remember the time. The new definition is all star pieces, recipes, quizmo, and badges. No one runs it really so it's not very optimized but you can see the only completed attempt here Link to video