Joined: 10/12/2011
Posts: 6438
Location: The land down under.
Having an attempt at 1-1. I have played the whole game before and it was a good one.
Link to video
Unless Bizhawk makes an update for wonderswan in 2 months I'll be using mednafen to do this.
The reason why I want bizhawk to get wonderswan done is that I can get exact frames rather than those random lag parts.
Disables Comments and Ratings for the YouTube account.Something better for yourself and also others.
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
Welp, it's on.
Link to video
If you have a good eye you would notice that the Namco logo didn't show up.
At the start Start B & A were pressed, this will always jump to the main screen (including in a level).
Need to actually verify with myself too before I really go crazy into it.
Disables Comments and Ratings for the YouTube account.Something better for yourself and also others.
Stopping here for now, goes through 1-4. would've done the entire world 1 but got bored of the game pretty quick
jeez, these levels are soo much longer than the GBA games. at 5:48 in EoD 100% we're in 1-6 already 🥴
For some speed info, you don't want Klonoa to be airborne for too long (as his speed in the air is slower than on the ground).
Randomly after landing, Klonoa does something similar to a displacement in PS1 (he gains a tiny speed boost either to the left/right). Idk why, or how this could be gamed to always get the boost, but usually you can just delay your jump by 1 frame and it either won't happen, or boost you in the direction you want. (it can push you to the right when you wanna go left and vice versa)
The wind bullet slows your momentum somewhat, so you want it to be out for as little time as possible (and for it to not affect your momentum past -242 going right, or 498 going left). This point I didn't really realize until 1-2 so 1-1 could see some improvement.
Many of the tricks used in the GBA games (damage boosts, air steps, hops, etc.) don't work here. sad.
lua file for OSD info: https://tasvideos.org/UserFiles/Info/638290218259858296
bk2: https://tasvideos.org/UserFiles/Info/638290216957159448Link to video
Some optimizations brought 1-1 to 1-4 335 frames (~4.43 seconds) faster. I also did 1-5 for funsies.
Link to video
bk2: https://tasvideos.org/UserFiles/Info/638606676238917329
Earlier I talked about the "displacements" you get from landing on the ground, i'll go into more detail about that
Whenever you land on the ground, you have the chance of going between positive/negative 73 units to the right/left. Not sure why but it means every jump has to be checked to make sure you get the best boost out of it. You can lose 1-7 frames with a bad jump (which is very bad)
There are 8(?) different boosts you get with jumps to the right, left have their own speeds. from top left to bottom right: 73, 57, 41, 25, 9, -7, -23, -39
All of these jump at the same spot but get different boosts, and looking at the difference from the first/last pic you see how much that affects it. To get a different boost just jump a frame earlier/later
Also i noticed i was getting desyncs in places where i reasonably shouldn't have, and that's because some screen transitions are longer than others. the fastest one is the horizontal stripe across the screen (51f), next is the diagonal swipe (60f), then vertical stripe (62f), and the slowest is the checkerboard (82f). So in addition to getting perfect boosts you need perfect screen transitions as well. but these can also be changed by entering 1 frame earlier/faster. Comparison: Link to video
Except in vertical stages, here the fastest is vertical stripe (69f), diagonal swipe (77f), horizontal (79f), then checkerboard (99f). Comparison: Link to video