Movie for GBA Dragon Ball: Advanced Adventure

#18292313353133529 - Dragon Ball GBA Watch File


Uploaded 10/24/2014 6:45 PM by dekutony (2 files)

For Dragon Ball: Advanced Adventure (GBA)

10338 views, 1096 downloads

dunno if they are useful.

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


Uploaded 12/27/2017 12:23 AM by dekutony (2 files)

For Dragon Ball: Advanced Adventure (GBA)

6591 views, 841 downloads

Random stuff that does stuff

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#46603996585587557 - DBAA - scaling Pilaf bottom route

scaling pilaf lower.bk2

Uploaded 4/21/2018 7:21 PM by xy2_ (1 files)

For Dragon Ball: Advanced Adventure (GBA)

In 04:19.49 (15499 frames), 49781 rerecords

5679 views, 689 downloads

Inside the Pilaf bottom route, there is a huge pit (see, 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.

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#52705118511615245 - Extras + More

Dragon Ball - Advanced Adventure Published.bk2

Uploaded 1/21/2019 1:44 PM by WarHippy (5 files)

For Dragon Ball: Advanced Adventure (GBA)

In 33:31.87 (120164 frames), 182936 rerecords

4017 views, 607 downloads

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#58010431267703640 - DBAA Improvement WIP 1

Dragon Ball - Advanced Adventure 3.bk2

Uploaded 9/17/2019 11:58 AM by WarHippy (5 files)

For Dragon Ball: Advanced Adventure (GBA)

In 33:17.63 (119314 frames), 202422 rerecords

3147 views, 494 downloads

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

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#62163113052166693 - DBAA new improvement wip 2

Dragon Ball (1).bk2

Uploaded 3/22/2020 12:23 PM by WarHippy (5 files)

For Dragon Ball: Advanced Adventure (GBA)

In 33:11.04 (118920 frames), 36939 rerecords

2563 views, 407 downloads

Muscle Tower completed
Check out the game thread for details.

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#62319122330886504 - DBAA new improvement wip 3

Dragon Ball (1).bk2

Uploaded 3/29/2020 1:00 PM by WarHippy (5 files)

For Dragon Ball: Advanced Adventure (GBA)

In 33:10.40 (118882 frames), 40557 rerecords

2517 views, 412 downloads

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#64584041677908083 - DBAA updated submission

Dragon Ball (7).bk2

Uploaded 7/9/2020 1:02 PM by WarHippy (5 files)

For Dragon Ball: Advanced Adventure (GBA)

In 32:27.56 (116323 frames), 64900 rerecords

2079 views, 340 downloads

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

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