That's SGB mode. It's an emulator option.
Check the FAQs if you have any more questions, that question and others are answered therein.
The link is at the top of the page.
Build a man a fire, warm him for a day,
Set a man on fire, warm him for the rest of his life.
I hope it wasn't TAS:
SDA Run
He does it 4 seconds faster than you.
And I've done it 2 seconds faster than him...
I've posted WIPs, you should watch them.
Build a man a fire, warm him for a day,
Set a man on fire, warm him for the rest of his life.
Indeed. And don't get me wrong, I'm not trying to discourage you.
The trick you posted is a combination of the Fall Reset listed under "About Falling," and a less useful version of Wild Key Riding, which is listed under "About the Key." On the Donkey Kong Tricks page.
If you know any other useful tricks, just let me know.
Build a man a fire, warm him for a day,
Set a man on fire, warm him for the rest of his life.
I don't know if you care, but I decided to start a TAS for this game yesterday. That was before I realized that you had already started one. I only did 0-1 to 0-3 and after watching your run I noticed that I'm 3 frames faster on 0-1 and 2 frames on 0-2.
I gain one frame in both by doing the first jump one frame earlier. I gain a second frame on 0-1 by doing the third jump earlier and a third by using a slightly different route, I guess. I gain the second frame in 0-2 by starting the second jump earlier.
I know five frames isn't much, but this might help you in later worlds, so I decided to post it anyways.
http://www.keepmyfile.com/download/1c28971136517
*nod* I'm aware of these improvements actually. :3 Thanks though. I didn't figure out the mechanics of the turnaround jump perfectly until around my second time through 0-4.
I've pretty much lost my motivation for this project for the time being. Until I can figure out exactly how the RNG works I won't be personally satisfied with how this run will turn out.
Build a man a fire, warm him for a day,
Set a man on fire, warm him for the rest of his life.
I was able to improve some levels and also found a really weird glitch that doesn't seem to serve any purpose (you'll see what I mean if you watch it). I don't remember seeing any of these things in this topic already, so here goes.
Here is the really weird glitch. I did it in 2-2, don't know if it would work other places too. It includes misbehaving sprites and objects, and a misbehaving game. After I beat the level it auto-joins the next level and then auto-resets. Also my extra life count jumps from 21 to ~53 or something like that in the bonus game. If you die due to timeout the time-out message is broken (not shown) and then it will auto-join the level and auto-reset. After the level is completed, if you press any buttons before it auto-resets, it will reset. Again, this serves no purpose that I could see besides being nifty.
Here is level 0-3 improved by something like 44 frames (based on when the next level is entered so it accounts for less good placement on the finish stand).
Here is 5-10 (tall pyramid level) strategy unoptimized. It would probably be better to place the girder one spot higher so there is only one key grab needed in the end. This demo is mostly just to show a backflip off the wall, which might save some frames in many levels.
Edit: I just saw that Omni did the backflip off the wall in his old wip on the first Kong fight in the Plane.
Here is an improved strategy for 2-6. I think it's something like ~5 seconds faster, but not entirely sure.
Also good to know, when going to a door exit, jumping at the door can be one frame faster if you jump at the correct frame. This is not shown in any of my demos.
EDIT: It turns out this applies to jumping in general (anywhere) rather than just when approaching exit doors, although with exit doors it seems to me like it can be more than one frame faster.
Ok, I am finally(!) in a position to get started on this run again.
Some thoughts on watching jimsfriend's examples.
2-2 that *is* weird... do you have any idea why it happens? It seems to allow full mobility while holding the key if we can keep it from resetting the game.
0-3 Now I feel like an idiot. :D Very noice.
5-10 I knew the key ejection thinger would come in handy.
2-6 So those extra 4 pixels were useful. :X Shows me for not trying a triple jump.
EDIT: Could you explain a bit more about jumping saving frames?
Build a man a fire, warm him for a day,
Set a man on fire, warm him for the rest of his life.
This jumping demo and this not jumping demo start at the same savestate, but the jumping demo enters the next level sooner. The first jump saves one frame, the jump at the door saves the rest.
Edit: About 2-2. I think it might just be a glitchy level, because I easily got some misbehaving backflip sprites in real time when trying to wall jump under the key.
Is it just me, or is Pauline's scream not being emulated? If it's not being emulated, this has to be fixed, cause that's one of the cool things about using SGB for DK '94.
I remember hearing that the SGB actually used one (maybe more?) of the SNES's sound channels for such enhanced sound effects, and that no one wants to bother emulating the SNES's sound system along with the Game Boy... :p
Progress report: Currently finding memory addresses.
// Donkey Kong (U)
[DONKEY KONG]
C207,1u,XPos
C208,1u,XPos(SubPixel)
C203,1u,YPos
C204,1u,YPos(SubPixel)
C205,1s,YSpeed
C206,1s,YSpeed
C209,1s,XSpeed
C20A,1s,XSpeed
//XSpeed is Mario's speed disregarding moving platforms, wind, etc.
C21F,1u,IsJumping
//And a bitmask for some other things
//C200,1u,???
//C007,1u,A Bitmask of some sort reflecting the way mario is facing.
//C005,1u,XPos Inaccurate When Holding Hammer
//C001,1u,XPos Inaccurate When Holding Hammer
//C000,1u,YPos Inaccurate When Holding Hammer
//C002,1u,MarioAnimation
//C202,1u,Phase of Mario's Walk?
//C21C,1u,HammerUpOrDown
Still looking for ingame frames, timer, hammer timer, anything to do with luck manipulation and a way to display big endian numbers in gocha's memory watch. (If someone wants to lend a hand or already knows)
Also, with the discovery of jumping at the door is faster than running, should I go for in game time, or real time?
Discoveries thus far from jimsfriend:
Walljump with a normal jump (requires height be a few pixels lower than ground,)
Walljump with a triple jump (ZOMG,)
Turnaround jump key grab (ZOMG Mk 2,)
Turnaround jump on the last jump without wind,
Jumping is *slightly* faster than running
If that's the case it's Randil's discovery, I didn't know about it.
Build a man a fire, warm him for a day,
Set a man on fire, warm him for the rest of his life.
0-1: I saved 3 frames in 0-1 by using the turnaround jump correctly, and another 2 frames by landing my second jump on the second elevation from the left instead of the third. This resulted in longer second jump, but a shorter third jump. I also mysteriously saved an extra 3 frames on transition, probably because of a frame rule. So 8 frames ahead on the first level.
0-2: Saved 1 frame during the intro, mysteriously. 2 Frames by turnaround jumping correctly, and 2 frames during the outro for whatever reason. Total of 13 frames ahead.
0-3: Lost a frame during the intro. Saved 55 frames (and one timeunit!) during the level (thanks jimsfriend.) Lost 5 frames from slightly worse position on the finish and an extra 2 frames counting down that extra timeunit. Total of 60 frames ahead.
0-4: Working on it, doesn't look like I'm going to get a much better time though. Will release a WIP when I'm done.
Build a man a fire, warm him for a day,
Set a man on fire, warm him for the rest of his life.
Status update, there is no status update because of real life screwing with me again. As soon as I get settled in and fix my computer I have to decide if I want to spend 2 frames of ingame time* to save 8 frames outside of the level on 1-1.
*This will also lose me one microtimeunit on this stage compared to my last run. A microtimeunit being one 1/15 of a time unit or a set of four frames. For some reason the game doesn't keep track of ingame times less granularly than that than that.
Build a man a fire, warm him for a day,
Set a man on fire, warm him for the rest of his life.
d feel free to tell me how to improve it. feel freer to improve it yourself. or do the kong fight for me. etc.
at one point i had a bunch of omnis wips, i don't know where they went.
this goes through 1-7. the first 4 levels were done by omni.
the rom name is Donkey Kong (JU) (V1.0) [S][!].gb