Player (71)
Joined: 3/31/2013
Posts: 18
that's an interesting find. i haven't been able to reproduce that in any other version except for 1.1 pal. i guess it's probably due to the difference in physics again.
Expert player (2467)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
New WIP; http://tasvideos.org/userfiles/info/17563258034585828 More differences/improvements; 1) Ghostly Grove; rolling off of a ledge onto a platform below will shorten your roll distance. 2) Parrot Chute Panic; it's easier to avoid some bees due to Diddy's increased speed. 3) Web Woods; shooting a web downwards is a lot easier, also, Squitter's speed allowed me to make one less web platform. 4) Kreepy Krow; the Mini Neckys spawned way too high for Dixie to stomp/roll under them, a weird strategy was used. About Kreepy Krow, his behavior is not like it is on USA v1.1 as I thought before. It's also different from v1.0, so, I'm not sure that the strategy used here was the best, but it's a lot faster than any other version. Link to video edit; Enguarde charges in just 19 frames, instead of 22 like in US v1.1, so Arctic Abyss will have a lot more charges. It moves vertically and horizontally faster also, but its max charge speed, pretty much like Rambi, is exactly the same as in US v1.1. (It's 1792 on both versions for Rambi and Enguarde.) edit2: Oh, shi... Arctic Abyss was terrible! There are more charges for sure, but I was forced to. Now it is 15243 frames ahead up to Windy Well. :( edit3: Windy Well is complete, but some tricks didn't work. Luckily, other tricks that were impossible on v1.1 worked pretty well and I'm now 16065 frames ahead. edit4: Um... Castle Crush, the glitch to bring the target down uses the entrance to the first bonus, not the floor as I thought. edit5: Clapper's Cavern, 17018 frames ahead, but again lots of things won't work so it will take a while to finish. edit6: Chain Link Chamber, 17401 frames ahead and I hope to find no surprises here... edit7: Toxic Tower, 17568 frames ahead. Nothing different on Chain Link Chamber, luckily for me. edit8: Oh, oh... Rattly jumps kinda lower than on v1.1. Lot's of shortcuts won't work in Toxic Tower. :( edit9: Silly me, I was doing it wrong; by releasing the "A" button at the right moment it's possible to use the same route. edit10: Well, not everything. I can't reach the barrel so I'll have to find another way around. edit11: I'm stuck in Toxic Tower, so it will be on hold for a while. No, it's not impossible to get to the top of Toxic Tower, but I don't want it to be so slow. edit12: Well, not the way I wanted, but Rattly section's done. 17752 frames ahead now up to this point.
I am old enough to know better, but not enough to do it.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
With all those edits, I never know when there’s new content. How far have you gotten now?
Tompa
Any
Editor, Expert player (2215)
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
He has finished the Rattly part of the level Toxic Tower, about halfway through. Toxic Tower is the second to last level before the final boss.
Expert player (2467)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Yeah, exactly what Tompa said. I just finished Toxic Tower so here's the latest/last WIP; http://tasvideos.org/userfiles/info/18029505240946394 Link to video There's just one stage and the final battle to do and I'll start working on the submission. (I know I said something about not submitting it, but it won't hurt to try it anyway) Now, for the submission, I'm thinking about something new. It will just take some time as I don't know how well I can make it. It's something never seen before in any of my submissions, so I'll make sure to take my time to make it as enjoyable for the viewers as I possibly can.
I am old enough to know better, but not enough to do it.
TheKDX7
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Player (118)
Joined: 7/9/2011
Posts: 392
Location: Switzerland
King K. Rool is the boss the most amusing that I have never seen in a TAS. Make that the fight is also entertaining as in the previous version. Good luck Dooty :D
Player (71)
Joined: 3/31/2013
Posts: 18
it's nice to see more progress. w5 had looked pretty darn good. i have a few of questions about w6: starting out in arctic and clappers, would it be faster to start with a jump rather than immediately rolling? and for clappers was it slower to try to roll through the bug after midpoint instead of just rolling under it? in windy well, was it not faster to just goalswap instead of swapping mid route? the rattly section of toxic tower i don't think should have to change that much. as far as i can tell, i can reach all the same heights as all the other versions. i can still make it into that up barrel near the dk coin. it's a shame how slow engaurde is in pal, but it looks like you were able to make the best outta it.
Expert player (2467)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
TheKDX7 wrote:
Good luck Dooty :D
Well thank you, TheKDX7. K. Rool's fight is kinda long, so it's hard to keep it entertaining throughout, but I'll try my best.
Newpants87 wrote:
i have a few of questions about w6: 1) would it be faster to start with a jump rather than immediately rolling? 2) was it slower to try to roll through the bug after midpoint instead of just rolling under it? 3) was it not faster to just goalswap instead of swapping mid route?
1) The speed of the first roll and a jump (after one frame of rolling) is the same, so I don't think it will. 2) By avoiding the dragonfly, Diddy will be one pixel ahead when he gets the "N" letter. So, yes, it's a little slower. 3) Dixie can't pass under the horizontal line of bees like Diddy, so the goal target strat ended up being slower.
Newpants87 wrote:
i can still make it into that up barrel near the dk coin.
Oh man... I even put the run on hold because of that barrel. Can you show me how you did it, please? The higher I can get here just makes Rattly's head barely touch the bottom of the barrel, but not enough to enter it.
I am old enough to know better, but not enough to do it.
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Awesome work so far. Looking forward to the last world!
Player (71)
Joined: 3/31/2013
Posts: 18
you have to try to maximize the height before the 2nd jump. the timing does feel a bit tighter or strange compared to the other versions. anyways, before the 2nd jump, have a+b held down, and then you need to hold b much longer before the 2nd jump. i was wondering about the jump at the start of the 2 ice levels because the tas did them before. i thought it was faster to start with jump because the rolling start up on ice is slower?
Expert player (2467)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Um... well, I tried a lot of A+B combinations to reach that barrel, but I was wrong about the bees of Bramble Blast, so I'll give it another go. (But if you by any means have a .bk2 or .smv file with that route, please send it to me.) About the ice levels (Clapper's and Arctic), yes, you're right; the ice is a lot more slippery, and I'm fixing it right now. Even though the speed is the same, Dixie moves faster in the air. (???) Thank you, Newpants87, for pointing these mistakes out.
I am old enough to know better, but not enough to do it.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Dooty wrote:
Even though the speed is the same, Dixie moves faster in the air. (???)
Wut. Are you sure you’re looking at speed? MKDasher found a way to calculate speed based on XYZ position using lua, and it seems much more precise in most games than the game’s RAM speed addresses seem to be. Maybe this is another case where that would help…?
Expert player (2467)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Well, too much memory addresses to look at, I guess. So yeah, I don't know why I saw the same speed, but on icy stages it's slightly faster to jump. Here's the fixed Clapper's/Arctic, 15 frames faster with those jumps; http://tasvideos.org/userfiles/info/18054233522153360 The file ends with my best attempt so far at Toxic Tower's barrel, still not enough though. :(
I am old enough to know better, but not enough to do it.
Experienced player (690)
Joined: 11/23/2013
Posts: 2232
Location: Guatemala
OMG, this movie is going to be amazing. One question... It is really faster to take damage in Toxic Tower or its just my imagination?
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Expert player (2467)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Um... good question. I'll try to poke Rattly's Y position to enter the barrel so we can have at least something to compare. I'll be back soon... edit; Yes, it is 12 frames faster to use the barrel and take damage. But I'm 3 pixels away to get into the barrel, so I'm all out of luck here.
I am old enough to know better, but not enough to do it.
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Are you using a Lua script? RAM watch is damn annoying.
Expert player (2467)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Yes, I'm using a Lua script from Cronikeys.com (our Cronikeys?), but adapted for BizHawk; http://pastebin.com/1SBe4LrR
I am old enough to know better, but not enough to do it.
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Hum... I guess you have to play without fullscreen, do you?
Expert player (2467)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
You guessed it right, the addresses for the sprites won't work correctly with BizHawk in full screen. But I have basically no coding experience, so there may be a fix for it. In any case, I have to work with two or three emulators opened at a time, so I'm okay with all of them windowed.
I am old enough to know better, but not enough to do it.
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
I had the same problem. The workaround is to use another function that looks ugly in the screen. I will try to see if this will look good in DK2. Another question, is there any subpixel adress?
Expert player (2467)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Amaraticando wrote:
is there any subpixel adress?
I'm not sure, but I do know that all positions/speed addresses are set at the beginning of a stage, so I think it won't matter that much. Now, the real reason I'm still awake; I was trying to reach the Toxic Tower's barrel with v1.1 on Snes9x. And guess what? If I jump straight to the barrel like I was trying to do on pal v1.0, it's also impossible to reach the barrel! So, the trick to make Rattly jump so high is the constant left-right movement. Now I'm feeling completely dumb, but I'm happy. :) But it's kinda late now, so I'll have to implement the new Toxic Tower route tomorrow, I mean tonight.
I am old enough to know better, but not enough to do it.
Amaraticando
It/Its
Editor, Player (159)
Joined: 1/10/2012
Posts: 673
Location: Brazil
Now, you can play in fullscreen or with maximized window. http://tasvideos.org/userfiles/info/18056860788839309
Expert player (2467)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Well, thank you, Amaraticando. That's a nice addition to the script. Oh, and here's the file that reaches the barrel; http://tasvideos.org/userfiles/info/18057012650644625 Now it's time to catch some Z's... edit: With the release of BizHawk 1.8.4 I'm upgrading to this version. Also, after those mistakes I'll post one more WIP, with the game completed. edit2: Hey, wait a minute, the other Rattly stage seems improvable now. I'll see what I can do. edit3: Not really, those double jumps are only useful for vertical stages (Rattly's speed drops to zero doing these), oh well... edit4: Toxic Tower's complete, and I'm again at Screech's Sprint 38 frames faster than before. edit5: Almost there, K. Rool Duel, 18741 frames ahead. edit6; Um... too bad it's a 50 hertz game, other wise my final time would have busted the published run by 05:16.33! oh, well...
I am old enough to know better, but not enough to do it.
Joined: 2/19/2010
Posts: 37
ALAKTORN wrote:
With all those edits, I never know when there’s new content. How far have you gotten now?
I have to agree with ALAKTORN again. I check the SNES forum mainly for this game at the moment. I clicked this thread to find an old WIP, but saw that your last post had many updates as edits. I'm not sure if you do so because of forum rules or something, but I would find it much more convenient if you just made new posts instead! Also good job on saving 38 frames! Can't wait for the final result. :)
Joined: 3/8/2014
Posts: 36
eagerly anticipating the tas being complete. I still disagree w/ using pal, but we have picked up a couple framesavers from the wips and it looks cool so :):):):)