Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Up to Lottery in Level 2
After all I used Japanese ROM. I'll port the run to USA version manually if it will be rejected.
My run is 404 frames shorter than zidanax's run, but actually it's faster only about 30 frames or less.
Thousands of rerecords taught me that getting sandals first seems to be somewhat slower.
I changed the route in level 2. I tested all 3 routes and find that the route which current published run used is the slowest.
I noticed that unfortunately lottery glitch cannot be used in USA version. So I'm wondering if I may use the glitch in the run.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
So... Can I use Japanese version, everyone? (I haven't made any WIPs yet. I'm currently testing various things) If a Japanese run is not allowed, I'll make the run with USA version. But if it is allowed, I'll definitely make the run with Japanese version. I'd like to hear opinions more.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Hmm, I wish I were a first person to try the TAS of this game. I think their differences are not so big (conversation length, and visual change, as far as I know), and current record will be beaten clearly... (´・ω・`)
I will try 2-player run if it will save time.
Edit: Ok, I am very disappointed, but I decided using USA version. Because it seems to bring a lot of complicate problems... sad :'(
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I'd prefer to play with Japanese ROM, and let judges and voters judge whether the Japanese run should obsolete a USA record. Please forgive my obstinateness... However I'm still wavering. I haven't decided which version I use yet.
Btw, I'm thinking of 2-player run, I have to examine whether it is faster than 1-player run. Does zidanax have any idea about 2-player run?
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Now we have 3 Mystical Ninja topics...
Legend of the Mystical NinjaLegend of the Mystic Ninja, 2 player run.Legend of the Mystical Ninja WIP
Fortunately, I just made a testrun yesterday.
My TestRun (I used Japanese ROM v1.2)
It may be faster than your run (note that I didn't compare both runs seriously). Anyway, I have to think of various way of optimization.
P.S. If I make the run of Mystical Ninja, I'll use Japanese ROM for this very Japanese game.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Nice improvement, and cool input animation lol. Obvious YES vote.
By the way, if you want to use my memory watcher utility with bug-fixed Snes9x, put the following line (for rev.9).
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
IMPORTANT NOTE: This tool is no longer supported. The latest VBA-rr has nice built-in watch, use it instead.
Download: conf -> wch converter - a lua script which might help you, an old user of my crappy watch.
?9yapuddmnyp
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I am (personally, at least) interested in the minimum clear time, though the glitch cannot be used in USA version. So, I tested the glitch but it didn't work (on VBA).
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Actually, LuckyStar was making Kirby And The Amazing Mirror TAS, I think. He is now working on Ganbare Goemon 2 (Japanese SNES game). Does he have a plan to optimize the run more? I'm not sure.
Anyway, I have encoded videos of LuckyStar's run and zefiris's WIP for reference:
kam-luckystar-3922.avikam-zefiris-wip-3744.avi
I have no idea about optimization of this game, also I don't know what was discussed here. I'm looking forward to the submission of more optimized run.
btw, BisqwitさんもBocoさんも日本語がお上手でうらやましいです。
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
1. Start the game
2. Obtain two items, きずぐすり (potion) and おとどけもの (Oak's parcel)
3. Open どうぐ (item screen), then point the second item and press Select, B, B
4. Encounter with a wild pokemon, then open ポケモン (PKMN) screen and press A (selected pokemon will be garbled)
5. Cancel PKMN screen and beat the wild pokemon
6. Walk N steps (and stand in front of Gary's house), and enter the house (to emulate the video above, N=83~87)
7. Ash warps to somewhere (but nothing happened on VBA)
Sorry for my poor description...
You mean a real GBx console?
I dug up my gameboy pocket and Pokemon Green (probably V1.1). The warp glitch happened.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
http://www.youtube.com/watch?v=SKmcDPtjx1Ihttp://pokemonbug.oh.land.to/
I watched this video several days ago, and learned how to use the glitch. I tested the glitch on the latest VBA (rerecording), but I cannot use the glitch. However I can use the glitch on other emulators (TGB Dual, for instance).
How come?
The Factor:
Fixed at vba rerecording v20.0, thanks.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
The glitch I'm pulling off
Right, as far as I know, it must be only possible while playing with two players, because hyoutan (LR+A) is used to use this glitch.
1. take a damage (from enemy) -> damage boost
2. use hyoutan (LR+A) when the character bounce on the floor
This glitch allows to:
* avoid gravity -> floating
* pass through most objects -> zipping
I wish I had a better explanation...
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I'll do my best, thank you for all.
Sure ;) Edit: expired
I can understand you, since I also love Impact and manzai (comic dialogues) in the game very much! Why I skipped them is just what you guessed.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
About 1 month has passed, and I got only 1 reply. I guess that most people don't know the game :( anyway...
Reached The First Boss Room
Yes, I discovered a glitch which allows to pass through objects :)
# Luck manipulation is difficult for me...
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Welcome to TAS world, UNKNOWNFILE.
You apparently should use frame advance. I recorded a video experimentally. Though it is still sloppy, it is 1407 frames (over 20sec) faster than your movie (to enter the first door).
stafi3-tastest-gocha.vbm
I have no plan to make the run, but I'm interested in the length of the run. I'm looking forward to your beautiful fast run.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I am glad that the run was accepted. Thank you, audiences and judge.
By the way, I made the following video before for my youtube upload. You may use the video for the AVI of the run, if you like.
kirbysdreamcourse-movieinfo.avi (removed)
I may improve the run in the future (I'm now working on other game :P). If you have great idea to improve, write them in Topic:Kirby's Dream Course or here, and let me know, please.