User Files for Dragon Ball: Advanced Adventure

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#64584041677908083 - DBAA updated submission

Dragon Ball (7).bk2
In 32:27.56 (116323 frames), 64900 rerecords
2136 views, 375 downloads
Uploaded 7/9/2020 1:02 PM by WarHippy (6 files)
Red Ribbon Army Base Pt 2 - During a fight in the middle of the level I kick a blue robot onto the top ledge next to a Sergeant Metallic instead of spending time fighting it. I also reflect back two missiles on Metallic and then take out the blue robot to finish the fight.
The boss saw an improvement, too. Due to new rng the boss spit out 5 missiles per barrage for me to reflect back instead of 3. I also used an L+R rush to break the boss's stance before the second barrage of missiles hit him. This let the second set of missiles do full damage instead of half damage. The L+R rushes at the end are for syncing up the rng.
With the new global timer, though, I had to redo the last half of Chow Castle (the last level) due to the properties of the purple turtle shell item. But here we saved time, too. New rng allowed for a faster Piccolo fight.
180 Frames saved overall

#62319122330886504 - DBAA new improvement wip 3

Dragon Ball (1).bk2
In 33:10.40 (118882 frames), 40557 rerecords
2564 views, 449 downloads
Uploaded 3/29/2020 1:00 PM by WarHippy (6 files)

#62163113052166693 - DBAA new improvement wip 2

Dragon Ball (1).bk2
In 33:11.04 (118920 frames), 36939 rerecords
2607 views, 448 downloads
Uploaded 3/22/2020 12:23 PM by WarHippy (6 files)
Muscle Tower completed
Check out the game thread for details.

#58010431267703640 - DBAA Improvement WIP 1

Dragon Ball - Advanced Adventure 3.bk2
In 33:17.63 (119314 frames), 202422 rerecords
3182 views, 532 downloads
Uploaded 9/17/2019 11:58 AM by WarHippy (6 files)
Pilaf's Castle - Changed the end of the boss fight by finishing with a ki blast. 15 frames saved
Find the stone in the Jungle - the 15 frames saved let me get ahead of the cycle of pikes. 9 frames saved. 1 frame saved in krillin fight due to lag reduction
Break the Boulder mini-game - Made better use of being able to attack again right after getting hit. 12 frames saved
1v1 Tutorial (Block 3 attacks) - Better RNG made Krillin attack sooner. 20 Frames saved
1v1 Tutorial (Perform a Combo Finisher) - Broke the Guard Gauge faster using Sweeper instead of 3 punches. 5 Frames saved
First Fight (Giran) - Different RNG allowed for more efficient fight. 10 frames saved
Second Fight (Nam) - Better fight. 16 frames saved
Third Fight (Juckie-Chun) - RNG finally failed me on this fight. 9 frames lost, and it took me about a month just to ge it to that point
Muscle Tower - 7 frames lost in first fight due to bad rng? Multiple gains throughout the rest of the level
In total - 129 frames ahead at this point

#52705118511615245 - Extras + More

Dragon Ball - Advanced Adventure Published.bk2
In 33:31.87 (120164 frames), 182936 rerecords
4060 views, 644 downloads
Uploaded 1/21/2019 1:44 PM by WarHippy (6 files)

#46603996585587557 - DBAA - scaling Pilaf bottom route

scaling pilaf lower.bk2
In 04:19.49 (15499 frames), 49781 rerecords
5736 views, 728 downloads
Uploaded 4/21/2018 7:21 PM by xy2_ (7 files)
Inside the Pilaf bottom route, there is a huge pit (see https://gamefaqs.gamespot.com/gba/924062-dragon-ball-advanced-adventure/faqs/46730, bottom right) with falling boulders. We are supposed to maneuver by going back and forth. However, the much shorter route would be to scale the pit upwards, as that avoids having to do the normal route.
Thankfully, we have four independant tricks that let us gain more height than normal (three of which are useful here):
  • reverse wall jumping, which allows us to walljump in reverse - instead of the knockback going away from the wall, it goes to the wall instead. Needs to be done from a standstill, not useful here.
  • damage canceling; we can cancel out of Goku's taking damage state if we do any action during the first few frames.
  • walljumping → LR rush. Walljumping pushes us away from the wall. However, in the first frame that we exit the walljumping state, LR rush and we're back on it, allowing infinite scaling assuming a perpendicular flat surface.
  • walljumping knockback cancel. Holding the direction going to the wall after jumping away from it "cancels" most of our knockback by putting Goku to a much lower speed.
Combining this, we can scale the pit in its entirety. The first wall is flat and high enough to reach with a jump, so we scale it with walljumping → LR rush.
The second wall is much trickier: it's out of our reach by a normal jump. Thankfully, since we're in the pit that drops boulders, we can take damage off those. By jumping, divekicking "in reverse" at peak height to use the initial divekick phase (gaining us a further vertical advantage and pushing Goku to the left as well) then taking damage at the peak of our height, we get a bunch of height in the middle of the pit, enough to reach the wall. The only thing left to do is reach the wall with an LR rush and walljump → LR rush again.
The third wall is easier. The only tricky part is the reversed triangle celling at the start, which we can clear with normal walljumps with largely gimped knockback, using the knockback "cancel" trick. Then clear the rest with walljumping → LR rush.
Saves around ~500 frames over the normal route approx.

#44113140486002433 - dbaa 1749

1749.bk2
In 00:30.07 (1796 frames), 12503 rerecords
11563 views, 546 downloads
Uploaded 12/30/2017 3:07 PM by xy2_ (7 files)
frame: saved

#44092720449096006 - dbaa - 32 extra subpixels by Y optimisation

1750.bk2.bk2
In 00:30.00 (1792 frames), 12194 rerecords
11483 views, 444 downloads
Uploaded 12/29/2017 5:03 PM by xy2_ (7 files)

#44092704218140697 - dbaa lua script

dbaatrue.lua
11442 views, 594 downloads
Uploaded 12/29/2017 5:02 PM by xy2_ (7 files)
Should use git for this

#44090784436908544 - dbaa 1750 - optimised divekicks

1750.bk2.bk2
In 00:29.88 (1785 frames), 11892 rerecords
11420 views, 445 downloads
Uploaded 12/29/2017 2:57 PM by xy2_ (7 files)

#44085396793600579 - dragonball advance adventure J - 2nd exclamation at frame 1750

1750.bk2
In 00:29.88 (1785 frames), 11744 rerecords
11060 views, 605 downloads
Uploaded 12/29/2017 9:08 AM by MUGG (2 files)
dragonball advance adventure J - 2nd exclamation at frame 1750
bizhawk 2.x
J ROM

#44067894425415590 - dbaa 1009, 128 subpx

Dragon Ball - Advanced Adventure (Japan) (2).bk2 (2).bk2
In 00:16.92 (1011 frames), 9360 rerecords
11510 views, 438 downloads
Uploaded 12/28/2017 2:13 PM by xy2_ (7 files)
exclamation point draws more on first frame

#44066904840703641 - dbaa 1009

Dragon Ball - Advanced Adventure (Japan) (2).bk2 (2).bk2
In 00:17.14 (1024 frames), 9140 rerecords
11476 views, 438 downloads
Uploaded 12/28/2017 1:09 PM by xy2_ (7 files)
divekicks
rom J, 2.x bizhawk

#44066406842318028 - dragonball advance adventure J - first exclamation at frame 1009

dbaa 1009.bk2
In 00:16.89 (1009 frames), 9216 rerecords
11107 views, 639 downloads
Uploaded 12/28/2017 12:36 PM by MUGG (2 files)
dragonball advance adventure J - first exclamation at frame 1009
bizhawk 2.x
J ROM

#44032886960887730 - Dragon Ball Advance Adventure watch or something for bizhawk

dragonballs.wch
6631 views, 878 downloads
Uploaded 12/27/2017 12:23 AM by dekutony (2 files)
Random stuff that does stuff

#44030952697828135 - Dragon Ball Advanced Adventure 1-1

Dragon Ball - Advanced Adventure (Japan) (2).bk2
In 00:54.93 (3281 frames), 8780 rerecords
10944 views, 505 downloads
Uploaded 12/26/2017 10:17 PM by WarHippy (6 files)
These are the first two fights so far (section 1 of the first level), but we're still figuring out some game mechanics before we move on (specifically movement optimization and a little bit of rng).

#18292313353133529 - Dragon Ball GBA Watch File

db-aa.wch
10380 views, 1138 downloads
Uploaded 10/24/2014 6:45 PM by dekutony (2 files)
dunno if they are useful.