Joined: 4/29/2005
Posts: 1212
I thought this here thread was long dead. Probably cause I hadn't checked the Gameboy thread in a while. I rather enjoyed the 100% DKL2 TAS. I'm hoping DKL and DKL 3 will get 100% TASes soon.
Tompa
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Joined: 8/15/2005
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Location: Mullsjö, Sweden
Could just as well use this topic I guess... I started TASing DKL again just because The Minish Cap is currently being a pain. Here's a WIP of the first two levels at least: VBM Should I continue with this? Chance and make it 100% instead?
Joined: 4/29/2005
Posts: 1212
Personally, I enjoy all 100% runs, unless the game itself is completely boring to watch. I had all three of these games as a child. So 100% is a real high nostalgia factor for me. xD I think it's really up to you, though.
Tompa
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I decided to do the first levels 100% as well, being 650 frames slower and looks like this.
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Joined: 10/23/2004
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Donkey Kong Land 100% is my most anticipated run (for which no current run exists)! DKL is the only game boy game that is an entirely unique adventure.
Current Project: - Mario Kart 64
Joined: 4/29/2005
Posts: 1212
Well, DKL2 was done 100% already. I figure DKL and DKL3 should get them too. Fortunately, the first game may get one soon by the looks of it. :3 Edit: And I just got around to watching the wip. And it's surprisingly fast for how slow paced this game is compared to the rest of them. :3
Tompa
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So I decided to work some more with this run, even though The Minish Cap is my main focus Here's a WIP that finishes the first four levels, 100%. VBM Youtube
Experienced player (601)
Joined: 10/23/2004
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It's great to see you begin this TAS :) I have a couple (possibly ignorant) questions: 1. Why did you roll so infrequently? Is it not as beneficial as the DKC games? 2. Would switching to Diddy be faster?
Current Project: - Mario Kart 64
Tompa
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I'm 100% stupid and should be shot. *redoing the run when I care* When I first tried the rolling I noticed that it was slower than just running. But if you roll a second time, it will be just as fast as running, which I never cared to test... I noticed that it was faster in the ice level to roll at the beginning and then I noticed it was faster to do when rolling down cliffs, but that was only because I rolled at the start of the level. Also, Diddy is just as fast.
Joined: 8/26/2007
Posts: 7
What you said about rolling is partially correct. More specifically, the first time that you roll in any screen (i.e. entering a level, or just entering or exiting a bonus stage), it is slower than normal, then all subsequent rolls are faster. But, if you roll right after landing from a jump, Donkey/Diddy will roll quickly instead of slowly, even if it's the first roll. A fairly good example of this is in this video, at around 1:34. Notice that after jumping across the pit, I roll, and it's at full speed, even though it's the first roll that I did after doing one of the bonuses. Then all subsequent rolls are fast too. This happens elsewhere in the video, although I jump as soon as I start rolling (1:03, right before the midpoint, and 0:21, right after the oil drum), so it's hard to see in those cases. But you can see after those points that all rolls are fast as well. Sorry if my explanation is complicated. DKL's physics are weird.
Joined: 2/10/2012
Posts: 17
If I provide a 100% and Any% run of DKL1 and report all of my findings would someone be willing to make a TAS of any of the categories?
Joined: 2/10/2012
Posts: 17
Well here are some runs. Both can easily be improved but I hope this generates some interest for a TAS. 100% - http://www.youtube.com/watch?v=eVprgB_mrZ8 Any% - http://www.youtube.com/watch?v=Py_uyJGnpzU My 100% run is more thought out than my Any% run and I'm positive my Any% run can use several bonus areas to speed up.
Tompa
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I did start an any% (Which later turned into 100%) TAS awhile ago afterall, as mentioned in the topic. I have thought about going back to it recently, as my main TAS project is currently on hold. I'll have a look at the runs and see what I can do about the TAS =).
Joined: 2/10/2012
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All right. Tomorrow I'll post info about tricks and odd things I've found.
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I'm interested in a DKL1 TAS, but don't have the time or ability to make one myself. (I might be able to help with routeplanning, but am not even sure if my DKL1 cartridge still works.)
Joined: 2/10/2012
Posts: 17
The biggest improvement that can be made to my 100% run is dying in 2 levels that have early warps in them after I get the bonuses. Wall jumps are possible but I have only done them in world 2. I don't know if it has anything to do with the walls but I never really understood them. I have gotten a double jump off tires (I think I mashed A and I got it) and I think I have gotten it off of enemies. I know you can jump in midair after some barrels shoot you. I don't really know what triggers this but I believe all midair jumps are timer based. I'm certain I'm wrong at this but I sometimes delay when I do things to avoid double jumps. I found this a few days ago http://www.twitch.tv/wawlconut/c/1922258 I think I hit B and A on the same frame I hit the Krusha but I really have no idea how it happened. Ropes have weird physics. I'm not sure if I entirely understand them but I feel like they retain my speed so it's always important to approach a rope while going fast. Having this fast speed allows a pixel perfect (I believe it is pixel perfect) skip in the boat levels. If a video needs to be provided to explain in further detail what I mean I can easily do so since this is hard for me to describe.
Joined: 2/10/2012
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Does anyone know the code or whatever I can put in to make my Kongs invincible? There's something I want to research and being invincible would be the fastest way for me.
Tompa
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Alright, my previous TAS project is finished so I'll get on with some DKL again. Restarting from scractch using a newer VBA version than before, which will greatly add the amount of frames from loading time. As the emulator was paused before and now you get the pause time to the frame counter instead. Fellow: Add in 3E0-81B-4CA as a GameGenie code and you can run through enemies without being hurt. Edit: First level done: http://dehacked.2y.net/microstorage.php/info/1801379541/DKLTAS.vbm Forgot I was supposed to use Bizhawk for GB/GBC games from now on. So I'll redo that WIP on Bizhawk, which will also save a couple of seconds because of bad VBA emulation, yay.
Joined: 2/10/2012
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Thank you for the code. It helped me find hidden walls which 1 may be faster to take. Also the code crashed my game and I think at one point gave me glitched credits without music. Here are the walls I found: http://www.twitch.tv/wawlconut/b/376266528 40s in http://www.twitch.tv/wawlconut/b/376274674 12m 50s in, 15m 40s in (bonus rope skip I was talking about a page back at 19m) The code causes the game to get weird when barrels are entered. I'm happy I found something but I didn't find what I wanted which was a warp in the water levels for world 2. Each world has a warp except for world 2 but I think world 2 just has it hidden really well.
Tompa
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Now remade using Bizhawk. First three levels done: http://www.mediafire.com/?1icgavefx7c7bf0
Joined: 2/10/2012
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That glitch in 1-3 was really cool! Am I right in thinking it has something to do with the DK barrel in the beginning? Also in 1-3 I had the idea that you could skip the rope before the O if you rolled off the top of the tree.
Tompa
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First World done. BizHawk YouTube
GoddessMaria
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Lovely work Tompa! I can hardly wait for the next progress~
Current projects: failing at life
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Fantastic to see some solid progress on this, Tompa!
Current Project: - Mario Kart 64
Tompa
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Location: Mullsjö, Sweden
Second world: YouTube BizHawk