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Ok, that's understandable. It's really unfortunate when things fail because emulators suck.
http://nerdybynerds.ch/ Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
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Well even if it doesn’t get published, it’s still an amazing run and I thank you for making it, Dooty.
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Dooty wrote:
I'm still a little confused about the timings, but even if I have messed something up during the creation of this run, it wouldn't be a minute slower. So, the problem seems to be BSNES not emulating the game properly, and that's why it'll not be submitted.
If that's true, probably should report it to the BSNES bugtracker/forum/whatever and hope it gets addressed.
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I don't know if it can be something on my end, but here's the bonus fanfare; Link to video anyway, I'll try to send this video to BSNES bugtracker. Thank you, all of you, for the support. edit; looks like there's a bug on the bug tracker; http://board.byuu.org/viewtopic.php?f=3&t=458
I am old enough to know better, but not enough to do it.
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For the record, the error doesn't appear in the current version of bsnes (higan v094). EDIT: Working version of the link above: https://web.archive.org/web/20100714043941/http://board.byuu.org/viewtopic.php?f=3&t=458
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ALAKTORN wrote:
^Uhm, you can easily change your height by jumping if that’s the problem.
Both Kongs jump the same height, but at maximum jump altitude Dixie's barrel will be higher up than Diddy's.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Dooty wrote:
I don't know if it can be something on my end, but here's the bonus fanfare;
I just tested it in BizHawk and lsnes, both with Compatibility core. Lsnes doesn't have this error, so BSNES is not the problem here. The issue might be Bizhawk's implementation.
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Yep, BSNES is not the culprit. I got higan v094, 32 and 64bit, and all three cores, accuracy, balanced and compatibility play the fanfare at the expected speed. Sadly, I never managed to make Lsnes work correctly here. Or it plays really choppy or it won't run at all. I'm getting this error with Lsnes rr1 delta 18 and DKC2 pal 1.0; Can't reload ROM: Unknown ROM file type edit: I was trying to load it on "lsnesgb-wxwidgets.exe"... my bad. But it's still horribly slow and choppy, so I can't use it to TAS.
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I’ve just watched the AGDQ DKC2 race and saw 2 tricks that I think I’ve never seen in a TAS. The first one was a camera-scrolling trick to get super speed in one of those honey-filled levels, you sacrife the spider in some way and then you team up and somehow the scrolling gets weird and you run to the right super fast. The other one was a double KO against the ghost parrot, which still counts as beating it. Were they ever done in a TAS? It’s 3AM so I’m going to sleep, no time to check myself right now.
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The camera glitch in Hornet Hole I actually did test back in the day, and it's roughly 20 frames slower, and also you have to get hit and lose a Kong to deactivate the camera glitch, since you have to start going up then left to continue. It's one of those cases where the time wasted setting up the glitch and then deactivating it and going back to normal is not worth it, especially since with tools we're navigating the sticky honey areas at max speed/precision The Double KO hit with Kreepy Krow I am not familiar with. Do you have a link to it? It could be an any% time saver if i ever get a new laptop to get bizhawk working. To clarify an earlier question, if you are shot from a barrel at the goal target, Dixie is preferred because her guitar riff is ~3 seconds long, and Diddy's boombox dancing is ~7 seconds long. The Kong management in world 1 and 2 is designed to flow most naturally between the two kongs, using the select trick to activate the Target earlier in some places, and to avoid having to hit select during the level (which wastes around 66 frames switching the kongs) and also using Dixie in levels so short that her slower speed wont be a detriment.
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Comicalflop wrote:
The Double KO hit with Kreepy Krow I am not familiar with. Do you have a link to it?
Link to video
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I didnt see anything out of the ordinary. What's the timestamp for when it happens, and which of the four screens?
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^It’s at 30:17, top-right screen by the way. I wasn’t really thinking it could be faster, but it could be a way to add entertainment. Does anyone know who that girl commentating is, btw? Also how the fuck did Krauser crash the game at 32:46? lol
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Yea looks like entertainment only. Depending on how many frames it freezes for upon being hit, as well as changing animation it might even waste 2-3 frames.
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Link to video Warpless for first two worlds.
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My girlfriend and i were playing this game last weekend. She did this trick, without realizing what she had found. Thought it would be worth the mention. https://www.youtube.com/watch?v=qInS6HObpJM&feature=youtu.be By ducking right before dropping in water, the animation is kept so the game does not know you are in water. This gives much more vertical speed going down.
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jaysmad wrote:
My girlfriend and i were playing this game last weekend. She did this trick, without realizing what she had found. Thought it would be worth the mention. https://www.youtube.com/watch?v=qInS6HObpJM&feature=youtu.be By ducking right before dropping in water, the animation is kept so the game does not know you are in water. This gives much more vertical speed going down.
This trick is very well known and is used in the published TASes.
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DKC2 has always been some of my favourite games and it's been a while since I started playing again. Now I'm really in love with it! I created a Lua script that shows the hitbox of the kongs and sprites and I'm working in an utility script, similar to my SMW-TAS. As there're many improvements for the any% and 102 exits, I'm definitely going to TAS DKC2. Of course, the help from the veterans who are still around is welcome.
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That hitbox stuff looks really useful. Do you have a tutorial on how to make it? How do you even find the hitbox data? I tried one time in Mega Man ZX and it didn’t go too well.
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ALAKTORN wrote:
That hitbox stuff looks really useful. Do you have a tutorial on how to make it? How do you even find the hitbox data? I tried one time in Mega Man ZX and it didn’t go too well.
There isn't a formula. If you can debug the game's code with a trace logger, that'll facilitate the task. Every game can do the collision detection in different ways... If you try it experimentally, you'll be in big trouble. In a future post, I can try to explain the general steps, but that requires some basic assembly knowledge.
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Link to video It's interesting that the author mentioned Dooty's PAL version TAS in the notes.
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^That looks pretty cool. Weird Beetle glitch… what’s fast doors?
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Link to video Frame war, I guess. https://dkcspeedruns.com/DKC2_102%25 BTW, should the branch name of current 102% run be changed to "102%, all DK coins/video game hero" since DK coins are not counted into game completion rate?
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https://en.wikipedia.org/wiki/Virtual_Console#PAL_issues
A select few games were already optimized in the original release to begin with, and are thus just as fast as their 60 Hz counterparts this time around (the most obvious examples being Donkey Kong Country and Donkey Kong Country 2: Diddy's Kong Quest).
Does this mean the PAL VC version of this game runs at 60 Hz?
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Not sure if this is well known right now but I found this on twitter. They were able to move the rambi sign to the other side to prevent rambi from going away, making 2-4 faster in 102%. https://mobile.twitter.com/_X_XXX_X_XXX_X_/status/1107996867025989633
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing