Stuff!

  • SNES9X 1.51.
  • Uses warps.
  • Aims for fastest time.
  • Takes damage to save time.
  • Uses death to save time.
  • Abuses programming errors in the game.
This run is 29335 (8 minutes, 8 seconds and 55 frames) frames faster than the previous run by myself.
The run finishes with an in game time of 7 minutes, 13 seconds and 3 frames.

New Warp explained

Arne_the_great here, I will write a small novel about how I found the trick and how it works.

History

When Tompa and I first found the original Warp (Hold the bonus one), I started to try understand the trick and checked every possible exit and eventually found that warping to Torchlight was the best warp.
However I did see that there were many other exits that simply crashed even though it should warp to other stages (one that would be possible if it didn't crash was Necky's Revenge., the last boss before the last boss). I discussed and got some help from Deign and he found a certain adress that changed to 255 causing the game to crash.
I tried a long time getting the Necky's Revenge exit without the crash value but I later found out that the value that changed the bonus exit is actually supposed the X-position of the barrel you're holding relative to Donkey/Diddy and is a signed 2-byte and the second byte was the one which made it crash so I eventually gave up on that.
Later on, I experimented around and manually poking in what object I was holding and tried warping on the first bonus in Temple Tempest and did this glitch that allows you to die twice in the same bonus (by getting hit at a certain frame, making the fade out delayed) and warps you to the first stage. But however, when I did the bonus warp glitch, I got warped to other exits than normally. I tried a long time finding an adress that pointed to those exits but none existed and it took a long time until I realized that somehow the game interpreted the exit value as a signed value and took -15 as 15 and allowing for warps to many other stages. One of those stages were Manic Mincers. I was very excited and tried very hard and a long time trying to find a way to hold air on that stage by having two active characters at once and bringing different animals to the stage but had no luck. So I looked through every bonus in the game to see what other bonuses one can get hit on early and the only other one was the second bonus on Temple Tempest which you can't even warp on. So I got pretty depressed that it wouldn't work but didn't give up and later found out that the glitch works by exiting a bonus twice, so I immediately checked through every bonus with a DK-barrel and only found one on Orang-Utan-Gang (there is one in Millstone Mayhem and one in Vulture Culture, none of them work for the warp though). My idea was to do the split-up trick inside the bonus and exiting the bonus the same time. I tested it and it worked. But I later found out that Donkey didn't jump long enough to be able to get to that bonus while at the same time holding air and I tried a long time trying to come up with some good idea but wasn't able to. I eventually came up with the idea to try to hold a barrel with an animal and eventually found a way (a very difficult way by having barrel with exact position and grabbing it and mounting an animal the same time) but later Tompa and I found an easier way by just rolling on a steel keg and jump off it while under an animal.
(More text than I expected, sorry for that)

Warp glitch explained

The original bonus warp glitch is done by first doing the hold air glitch which will make your game believe you are holding Sprite ID#x even though it has already been destroyed, allowing you to 'hold' the bonus. Whenever you will throw your object, certain values these objects have will be changed. When you are holding a bonus opening, the adress that is supposed to be the X-position of the barrel relative to your character is instead the exit ID value which will allow you to warp to different other exits. However, as the X-position value is a 2-byte signed value, it will crash on negative values (due to second adress will be 255).
However, when you exit a warp with two characters at once (either by doing the Delayed fade out death or doing split-up in a bonus with a DK-barrel) it will then (I have no idea why) interpret the exit value as a signed value and interpret 250, for example, as 5. This allows us to warp to many other exits otherwise not possible. The only place where this is possible, is that specific bonus on Orang-utan-gang and the only way for Donkey to get there while holding air, is with expresso.
For a full list of exits and what action is needed to warp there, please see: http://www.scribd.com/doc/52062294/Exits

New tricks and glitches

All of the glitches from the previous run returns to this one, as well as a few new. I'll only list the new stuff here though, if you want to know the rest, go to my old submission.

Split up

Enter an already finished level, throw a DK barrel (Must have one Kong only) and press start+select before it hits the ground. Then you enter a level, get hit and have the monkey fall down a pit. If you die above solid ground, Donkey/Diddy will freeze and you have to reset the game. when you have done that correctly, enter any level and break a DK barrel. You'll now be able to control both monkeys simultaneously, instead of one following the other. The game will focus on the monkey that came out from the barrel and it's only him that can die from enemies, enter/exit bonuses/levels etc.

Riding an animal with a barrel.

A pretty simple glitch to perfom. Throw a steel barrel and jump on. Make sure that you have put the animal in the path where the barrel is going. When you reach the animal, press B+Y. You'll pick up the barrel and land on the animal at the same time. Keep holding Y the whole time afterwards. If you release Y, the animal will turn into the monkey you are riding with. The effect will go out when the animal gets hit, you jump or enter a bonus. When you are riding with a barrel, you can activate the invis barrel glitch and then reach the bonus with the DK-barrel in it.

Level comments

Jungle Hijinxs

As I must have Donkey alone to throw the DK-barrel, it will be much faster to play the level as him. Nothing more to say.

Ropey Rampage

It was tested to die in Orang-utan Gang as well. But then you are forced to play the whole level from the beginning, and that was slower than to backtrack.
Pretty simple to do. Roll down the edge and jump to get killed.

Orang-utan Gang

This level became quite tricky. First off is the Manky Kongs. I'm delaying to spawn and then unspawn the barrel that Manky throws. I'm moving faster than the rolling barrels so I would have been killed by it otherwise.
The next part is Expresso. You are unable to activate the glitch on the second platform because of the bouncing from the steel barrel. The Klap Trap was also annoying. If you are any further to the right, you'll have the Klap Trap killed by the barrel when I'm picking it up, which would have ruined the glitch.
I had to delay a little in order to "hold" the bonus. Once I'm approaching it, I release Y and the bonus opens up. If you are too close to the bonus you'll get the wrong value. While inside you just have to get the barrel to appear as soon as possible, pick it up and throw. You have a 1-2 frames (Don't ermember) to exit the bonus. If you do it too early, Diddy won't be able to exit and too late, Donkey won't be able to exit.
28821 frames ahead at the start of Manic Mincers.

Manic Mincers

A nice side-effect of this warp was that Diddy had Expresso at the start of the level. This happens if you've done the split up glitch and the inactive character is riding the animal. There also has to be an animal box somewhere in the level you warp to for this to work.
This level become very easy to do with Expresso. No need to slow down anywhere and no hard parts! I'm jumping off Expresso near the end to roll into the enemies. As rolling throwing enemies speeds you up more than Expresso's running.
440 frames saved.

Misty Mine

By not having two monkeys, I'm able to save about 10 frames between each stage, yay. It also saves time in many of the levels to only have one monkey with you, as it often reduces the lag. For this level, I came up with several faster strategies that saved a few frames here and there. Good stuff
10 frames saved.

Loopy Lights

Again, some time saved from small optimising as well as having no Donkey Kong. When I did the Jumproll this time, I managed to be higher up in the air. Meaning I wouldn't stop at the smallest platform as I did in my previous run, this saved some time.
44 frames saved.

Platform Perils

This was probably the most annoying one to work with. The beginning with the Klumps is very hard to get perfected. One reason is that you often get lag when killing enemies, so being slightly slower may result in you hitting the enemy a frame later, but as you don't get any lag you may be ahead afterwards. I knew it would be possible to avoid the lag with the klumps, so I tried many many combinations of rolling before until I managed to do it.
The rest is basically the same with a few changes to save time. In the middle of the jumproll, I pass a lot of Gnawties on platforms. In the old run I got 11 frames of lag there, because of Donkey Kong, and this time I got it down to only one, yay.
16 frames saved.

Necky's Revenge

Stupid bird. As I have to break the DK-barrel. Time was actually lost here. Not counting that, I think I saved one frame because of less lag or something
32 frames lost.

Gang-plank Galleon

Just wasting time doing "nothing" during this 2 minutes long fight. I even managed to save a frame, yay!
1 frame saved.

THANKS TO ARNE


Nach: Didn't we just have a DKC run which beat the previous by many minutes? Nice going pushing that even further. Accepting.

Aktan: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #3075: Tompa's SNES Donkey Kong Country "any%" in 08:13.72
Post subject: Re: #3075: Tompa's SNES Donkey Kong Country "Glitched" in 08:13.72
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TASVideoAgent wrote:
Did you know that the Latin name for badger is Meles meles? Neither did I until I looked it up 30 seconds ago. It's nice that you can say "Meles meles meles meles meles meles" instead of "Badger badger badger badger badger". Snakes are killed in this movie, but there are no mushrooms around. Too bad :(.
Not sure what you were talking about, so I thought this was a joke. On the contrary, this is a serious and very nice glitched run! Nice work! I hope someone makes an encode soon. Yes vote!
Post subject: Re: #3075: Tompa's SNES Donkey Kong Country "Glitched" in 08:13.72
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CoolKirby wrote:
Not sure what you were talking about, so I thought this was a joke.
http://www.badgerbadgerbadger.com/
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Tompa, could you maybe detail the glitch in the submission text? I haven't been following the DKC thread. Also, I expect this submission will have to either obsolete the any% or be published as a glitched (any%) category.
Synahel
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Wow that's a very good speedrun. Can't wait to read about the glitches. Did I really see Donkey turn into Diddy at some point?
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I liked the part when the emulator didn't support the movie file.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Synahel
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Use snes9x 1.51 Worked well for me
Post subject: Weird Warp
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
It works with 1.51 svn147. And I can't believe it's a real submission. DKC has a list of objects in memory: enemies, barrels, doors, movable objects, etc. Everything that's not terrain basically. Many glitches are done by corrupting that list. The easiest way to corrupt the list is to destroy an object in a weird way. (Castle Crush, or the glitch with an ant waking up and flipping over, for example.) The setup for this is really long. I don't know what it's doing. 1. Throw a DK barrel with only one Kong, but cancel the level before it breaks. 2. Die off-screen, but not by falling off the screen. I'd imagine that this is what makes Diddy appear out of nowhere later. But maybe not. Next, the warp to Orangutan Gang is normal. Then: 3. Stack a steel barrel and Ostro so that you're carrying the barrel while riding Ostro. I guess that works like carrying a key while riding Yoshi in SMW? Just get them on top of each other and press Y? I've never seen it before. 4. When Ostro collides with the save barrel he drops the steel barrel. That's not supposed to happen since animal buddies can't carry objects. The barrel falls away and probably corrupts memory somewhere since it isn't destroyed properly. 5. Enter the bonus room. Exit by the bonus room in Maniac Mincers. (fine) The weird part, I mean the even weirder part, is 4b. Right before leaving the bonus room Tompa breaks a DK barrel. Now he finally truly has both Kongs rather than "almost having Diddy" like he did in step 2. But when he enters Manic Mincers he has just Diddy! I know why Ostro is still there, but where'd Donkey go? Maybe using the weird warp normally erases Donkey? Yes vote. And since no one mentioned it, yes vote for Tompa's choice of when to end input. In this case it's funny.
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Wow, that was awesome. Good timing - thinking it is a joke submission, and it turns out to be a crazy new legit warp run.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Post subject: Re: Weird Warp
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Catastrophe wrote:
It works with 1.51 svn147. And I can't believe it's a real submission. DKC has a list of objects in memory: enemies, barrels, doors, movable objects, etc. Everything that's not terrain basically. Many glitches are done by corrupting that list. The easiest way to corrupt the list is to destroy an object in a weird way. (Castle Crush, or the glitch with an ant waking up and flipping over, for example.) The setup for this is really long. I don't know what it's doing. 1. Throw a DK barrel with only one Kong, but cancel the level before it breaks. 2. Die off-screen, but not by falling off the screen. I'd imagine that this is what makes Diddy appear out of nowhere later. But maybe not. Next, the warp to Orangutan Gang is normal. Then: 3. Stack a steel barrel and Ostro so that you're carrying the barrel while riding Ostro. I guess that works like carrying a key while riding Yoshi in SMW? Just get them on top of each other and press Y? I've never seen it before. 4. When Ostro collides with the save barrel he drops the steel barrel. That's not supposed to happen since animal buddies can't carry objects. The barrel falls away and probably corrupts memory somewhere since it isn't destroyed properly. 5. Enter the bonus room. Exit by the bonus room in Maniac Mincers. (fine) The weird part, I mean the even weirder part, is 4b. Right before leaving the bonus room Tompa breaks a DK barrel. Now he finally truly has both Kongs rather than "almost having Diddy" like he did in step 2. But when he enters Manic Mincers he has just Diddy! I know why Ostro is still there, but where'd Donkey go? Maybe using the weird warp normally erases Donkey? Yes vote. And since no one mentioned it, yes vote for Tompa's choice of when to end input. In this case it's funny.
This glitch will have an explanation coming up whenever the submission text is updated. But simply enough, it involves first to set up Split-up, a trick to make the game use two active characters at once when breaking a DK-barrel, changing the bonus exit value and then exiting the bonus twice and the game somehow interprets the exit value as a signed 1-byte value. April Fools aside, this is a very impressive TAS which I've been following it's whole progress. It was meant that I was supposed to do it too but I'm too lazy. Congratulations Tompa! Full list of possible warps through the bonus glitch. http://www.scribd.com/doc/52062294/Exits
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I love real glitchruns disguised as April Fool's submissions.
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WTF? Wow.. I seriously was expecting this to be a joke.. but this just redefined GLITCHY in the DKC world. Too bad there's 4 digits in the timer, or this coulda been the 0:07 run. Wow.. definite yes vote! Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
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Cookin' up HD and SD encodes. Awesome run, Tompa!
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What just happened? I'll give this a yes, but I'm still confused. :)
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Yes vote.
My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(
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In Misty Mine, is it possible to jump above the screen when holding the rope, like in the 101% run in the woods levels? Yes vote for reducing the old warp run in half. Btw, screenshot should be Expresso running in the caves
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I thought this would be an April Fool's Day submission where "any %" = 0% of the game.
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Comicalflop wrote:
In Misty Mine, is it possible to jump above the screen when holding the rope, like in the 101% run in the woods levels?
It's possible on all ropes but you can't gain any height on those ropes while they're moving as they move faster than you and you will fall to your very very gruesome death.
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I thought this was a joke at first, but then....I watched it. Yes Vote. Do I really need to say anything else?
Warepire
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Voting NO because you submitted a real TAS on April Fools day. (Kidding, Yes vote from me)
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Interesting, you break through the wall into a different cavern. Will be interested in learning what all those steps are for. Voting yes.
NitroGenesis
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Claimed SD and 512 kb, I have this dumped, fact.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
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The time lost from breaking the DK barrel is saved several times over by the abuse of the hit-jump to land the final hit on K.Rool, though, yes?
Tompa
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The early input end was used in my old run too so. You save about 10 frames on the map screen if you have one Kong instead of two. So that actually saved more than I lost from breaking the barrel. A lot of lag was reduced from only having Diddy on some of the stages, so that's another gain from it. Thanks for the comments guys! I have changed my movie description to actually explain what's going on in the run. So hopefully less confusing parts now!
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If you had switched to Diddy in the first level, would you have been forced to take DK for Maniac Miners?
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.