Post subject: SpongeBob SquarePants - Revenge of The Flying Dutchman
melvinh
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Joined: 8/2/2015
Posts: 10
Location: Netherlands
Sorry, I did not see any topic for this game in this section of the forum, if I did anything wrong in submitting this please delete it. Currently working on this game as my 2nd TAS after joining this community during the streemerz competition, pulled it out of the listofideas section. Things I have found that might be helpful for others: * animations of grabbing keys can be canceled by taking damage or standing on a bubble * Spongebob will often teleport up a few pixels to end up on a ledge or bubble saving you a few frames (this also sometimes cancels any upward momentum) * All but one of the gary sections in the first level can be avoided by jumps, the trigger is only on the ground Current progress: * Intro Lv1 - Done * Krabs Lv1 - Done * Krabs Lv2 - Done (most likely not optimal route yet) Bk2 file Link to video
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Holy crap, that looks so smooth for a 100% run. Anyways, welcome to TASVideos! Hope you can finish this run, looks good so far!
Here, my YouTube channel: http://www.youtube.com/user/dekutony
melvinh
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Joined: 8/2/2015
Posts: 10
Location: Netherlands
Ah sorry I forgot to mention that I am aiming to collect all coins in all levels. Thanks alot for the positive reaction!
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Joined: 4/18/2015
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Location: Canada
I got interested in this game and did a little trick finding to help you out! :) So, my discoveries are:
    -Whenever there is more than 1 textbox in a conversation, pressing start one frame before the first textbox pops up will close it right away and prevent the other ones from appearing. -Jumping for only 1 frame into a bounce bubble will make you bounce quicker. -You can stop the damage knockback from an enemy by crouching just before you get hit. -You can open each coin chest earlier by crawling into them. This works because when spongebob crawls, his hitbox gets extended greatly. It saves at least 11 frames per chest.
Well, I hope these help you! Keep up the good work :)
melvinh
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Joined: 8/2/2015
Posts: 10
Location: Netherlands
Thanks alot for the tricks you found, the one with start is really nice. Just having some trouble trying to put it in the first levels as it desyncs the rest of the levels I did so far :(
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Oh really? Like, does it mess with enemies placement or something?
melvinh
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Joined: 8/2/2015
Posts: 10
Location: Netherlands
It seems to put all the lagframes on entirely different places, no clue why, entirely new to making a TAS. But directly copying the input from the first level of Krusty Krab does not work even tough the level start frame is always the same it desyncs a bit later in the level, syncing that makes other parts desynced again. spend quiet some time on it but haven't finished remaking the entire level run yet.
Joined: 12/10/2006
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Maybe still early enough to start over if you have lost much time because of that. Also, why are the differences on hard? Hardest is difficulty prefered.
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Location: Canada
I found another new technique, so as thommy3 said, it might just be a good idea to start over. The technique allows you to move for a short amount of time during spongebob's bubble blowing. It also allows spongebob to hover in air for a bit then jump after the hover duration has ended. What happens is, when you press a direction and B at the same time, it propels Spongebob forward while he blows a bubble. This alone can save time when blowing bubbles. If you want to do it while already walking, you have to stop walking for 5 frames, and on the 5th frame press direction+B. But it can also be done when near an edge to make Spongebob hover in air. Once Spongebob has finished blowing the bubble and he starts returning to his normal stance, hold a direction and downwards. Spongebob will eventually crouch in air just before falling back down. BUT, if you jump just before his crouch animation begins, you'll be able to jump in mid-air. This probably could be used in multiple places throughout the run. ------- I also made a quick comparison of quick bouncing vs normal bouncing when jumping into bounce bubbles.
melvinh
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Joined: 8/2/2015
Posts: 10
Location: Netherlands
As far as I know hard only starts you on 3 hitpoints rather than 5 hitpoints on entering a level. I guess I could redo the entire two levels on hard with the new things you guys found out.
melvinh
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Joined: 8/2/2015
Posts: 10
Location: Netherlands
With the difficulity on Hard now went from 10308 to 9467 frames for game start to level select after lv1. Used the tricks you gave me, also used the crawling hitbox to reach the end of screens a few frames earlier by pressing down near the end (the hitbox extends before the animation so you won't see it in the video) Also used the crawling jump you used at the end of shooting bubbles to gain a weird double jump on the two vertical platforms with breakable block roof. bk2 file Link to video
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Looking really good! I never thought there'd be so many little tricks in this game.
Former player
Joined: 4/18/2015
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Location: Canada
The new WIP looks really good :) I know you put a lot of work into it, but I discovered a new technique. A VERY useful one that'll shorten the run considerably. Yes, you can now hover anywhere!! It technically makes all bubble powers but Strong skippable. But I imagine it will still be faster to use Bounce in some instances, especially in 100%. It'll speed up all sections in the game to some extent and especially something like Rock Bottom. It's a little hard to describe, but I'll try to do my best. So, while standing still, start pressing up every other frame. As soon as you start doing that, wait until the 9th frame then press and hold A. Then every 9th frame after that let go of A for 1 frame then press and hold it again and repeat. This makes Spongebob continuously jump upwards! You can even jump out of it similar to the bubble hovering technique from earlier. Just press direction and downwards like last time and make sure to jump just before his crouching animation begins. Also, you can shoot bubbles upwards while doing this hovering technique. As long as you hold A and keep pressing up, Spongebob will not fall while hovering and you can press B to shoot bubbles. I also discovered a method to simply double jump but it seems to be a bit useless now. All you do is look up, then jump one frame and press B the next. Spongebob will jump and blow a bubble upwards at the same time. Then as soon as the bubble blowing animation ends, press A to gain another jump.
melvinh
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Joined: 8/2/2015
Posts: 10
Location: Netherlands
Making life difficult huh Weegeechan15! Those new tricks you found are awesome! I'll try to redo Lv1 as soon as I can and see how much faster it is.
Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
Haha sorry man! :P It's just really fun finding glitches in this game! Idk if you had a plan for it but, would you not mind if I started an any% TAS of this game? It would look a lot different than 100% and each would provide their own kind of entertainment. That way we could also help each other out with findings that could benefit each others category! But if you want to complete the 100% run first or you think an any% would be pointless than I understand. After all, you are the one who started a TAS for this game in the first place.
NitroGenesis
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Does that infinte jump trick work in the GBA Battle for Bikini Bottom? They appear to have the same engine.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Former player
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Location: Canada
NitroGenesis wrote:
Does that infinte jump trick work in the GBA Battle for Bikini Bottom? They appear to have the same engine.
No. :( Unfortunately most, if not all of the glitches in RotFD, have been fixed in Battle for Bikini Bottom. The physics seem to be different in BfBB preventing these from working.
melvinh
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Joined: 8/2/2015
Posts: 10
Location: Netherlands
Weegeechan15 wrote:
Haha sorry man! :P It's just really fun finding glitches in this game! Idk if you had a plan for it but, would you not mind if I started an any% TAS of this game? It would look a lot different than 100% and each would provide their own kind of entertainment. That way we could also help each other out with findings that could benefit each others category! But if you want to complete the 100% run first or you think an any% would be pointless than I understand. After all, you are the one who started a TAS for this game in the first place.
Oh no don't worry about it, I'm just doing this to get experience I honestly woudn't care even if you did a 100% run, just having fun.
Former player
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Ok, awesome! Btw, have you found the X and Y coords memory addresses by any chance? I tried finding them earlier but couldn't manage to pinpoint them. Usually, it's pretty standard but for some reason they won't show up in the memory search
melvinh
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Joined: 8/2/2015
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Location: Netherlands
Sorry, I have tried to look for them in the past but was not able to find them. So I went and tried to get some experience with BizHawk in general before diving deep into the whole RAMsearch/watch thing.
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Weegeechan15 wrote:
Ok, awesome! Btw, have you found the X and Y coords memory addresses by any chance? I tried finding them earlier but couldn't manage to pinpoint them. Usually, it's pretty standard but for some reason they won't show up in the memory search
Just a tip, I made the mistake on Bizhawk of not setting the memory domain to "Combined Wram" under settings. It seemed a number of addresses related to the game are located there.
finap13
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Joined: 6/22/2015
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Location: USA
I am working on a TAS of this game. The current level one TAS is 20 seconds faster than that of the previous TASer. However, to further improve on my TAS, does anybody have the optimal frames for full jumps / spongebob blowing up?
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finap13 wrote:
I am working on a TAS of this game. The current level one TAS is 20 seconds faster than that of the previous TASer. However, to further improve on my TAS, does anybody have the optimal frames for full jumps / spongebob blowing up?
Nice to see somebody actually working on a TAS of this game! :P I'm sorry, but I actually don't remember anymore what the optimal frames are. If you want, you could always post a WIP and I could try to help as best I can.
melvinh
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Joined: 8/2/2015
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Location: Netherlands
A while ago someone asked for the RAM adresses for X&Y, after some downtime I did do some work on finding this, this is what I found so far: Camera X: 7D54 Camera X: 7D64 Camera Y: 7D58 Camera Y: 7D68 Camera X & Y? 7D00 I haven't found the character position yet, but I hope this little progress could atleast help you.
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