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#638590180254552816 - please send help

LEGO Indiana Jones 2 - The Adventure Continues_1.bk2
In 06:05.63 (21874 frames), 4596 rerecords
2 comments, 22 downloads
Uploaded 8/12/2024 12:07 AM by MamaLuigiMomsLotsaSpaghetti (see all 15)
To be honest, I could talk about a few of the tweaks and techniques I implemented since the last version, but I'm just gonna cut to the chase: this is a cry for help. For starters, it's worth mentioning that for an alarmingly long period at the start of the first proper level, tagging to your partner crashes the game. I don't know why, but that's the case. If I am not able to switch characters, this would be the case up until frame 11817.
However, the real dilemma, the one that could very much kill this project, is a series of precise skips in the third room of Act 1-1. Switching between characters at a specific point of your jump will, in theory, boost your height just enough to clip onto a higher ledge to scale the wall. The problem is... I can't do it. I have been beating my head against my keyboard for the past few days just to make one of these glitch jumps. And not only has my efforts been completely fruitless, but even though it seems some agree it's extremely difficult anyways, a few (at least one) people have done it basically first try, RTA: https://youtu.be/FnhXzzGO9e4 which means even thinking of just moving on and going the normal route will be a one-way ticket to a rejection for "optimization".
So, basically, I need either an exemption from moderators for this, to give up altogether, or most likely just assistance with these skips.
For anyone willing to help, the route used in the level speedrun listed above performs this glitch three times to reach the alien box with only one player. Indy, Mac, and Dovchenko have to all be available the whole time; Indy to whip down the box, Dovchenko to break open the warehouse crate, and Mac to pry open the inner box. Frame 16330 is around when this sequence starts.

#638586494921132366 - LEGO Indiana Jones 2 (DS) [TAS, prologue%] (ver2)

LEGO Indiana Jones 2 - The Adventure Continues.bk2
In 02:57.28 (10606 frames), 2163 rerecords
28 downloads
Uploaded 8/7/2024 5:44 PM by MamaLuigiMomsLotsaSpaghetti (see all 15)
This is an update to the first draft, which saves about 500 frames by finding an earlier skip input for the first cutscene (skipping it entirely), and having Indy stay on the ground at the second ladder to tag Marion sooner.
Yeah, this game for some reason makes it annoying to skip the one FMV most people will get to see in this game, since the input to skip it seems to have specific windows that the game will accept it. One very interesting thing I found was that trying to skip the cutscene pauses the game, and here, Indy and Marion are standing at the game's usual spawn point, which is much further ahead than in a new save file. Unpausing the game here just immediately starts the cutscene and drops you where you're supposed to spawn at, anyways. However, this could be a theoretical time save in the making if there is a way to stop the game from forcing you back into the tutorial area.
EDIT: 500. 400 was a bit of an undersell, actually. Also, I found out that tagging your partner will skip the animation of you picking up a special item (journal page, red brick, artifact, etc.), which is useful immediately after this TAS, since it allows you to enter the story a few frames earlier.

#638585051516433787 - LEGO Indiana Jones 2 (DS) [TAS, prologue%]

LEGO Indiana Jones 2 - The Adventure Continues.bk2
In 03:04.50 (11038 frames), 1843 rerecords
29 downloads
Uploaded 8/6/2024 1:39 AM by MamaLuigiMomsLotsaSpaghetti (see all 15)
Indy and Marion just wanted a frickin' vacation trip. Was that SO hard to understand? Well in any case, now it's up to Indy to spam his new jump punch to get around this new island slightly faster than normal, manipulating Marion's AI (and even turning into her) to collect a single page torn from his journal so he can revisit his now second worst adventure. Thanks, Dial of Destiny. I kid, I did like most of them a little bit, but that's beside the point. In a nutshell, things work a little different here than in LEGO Indy 1's DS version.
In terms of this TAS, it's meant to go through the opening sections before we enter the main levels proper (hence prologue%). I wasn't very sure where to draw the line on this part being considered complete, so here's the frame number for each possible "final input" that could be considered completion: 11037 (what I went with): The frame we pick up the page and unlock the story. 11097 (not seen): This would be the first frame the game would allow us to open the book and select the story menu.
You're dumped in a tutorial section, where you can now swim. Right away, there is a technique where wiggling (choosing my terms very carefully, considering who we're talking about) from side to side pushes your character forward with every stride, making him go faster than just swimming forward. You cannot jump out of the water, which is why I'm not doing so in this TAS. Also, this technique seems to work better in specific directions than others (namely sideways rather than north or south). Of course, either way, swimming is slower than running, so you need to stay on land as long as possible.
Once you get on land, you find out you can now dive down with an attack from the air. Each weapon seems to have a different arc, with unarmed punches sending you all the way to the ground, while characters using a bottle don't quite hit the ground. If a jump attack doesn't cause you to land before its animation finishes, the game holds you in the air for a bit, stopping your forward momentum, and losing some time. However, some weapons that lunge you further forward may allow you to cross gaps that are otherwise a bit too far. Although not available during the prologue, shovels are a good example of this. It's worth noting that while punches can be used without lag, they do not appear to be much faster than just running. In fact, I actually found that when I got to the big gate, spamming jump punches all the way through caused me to reach the cutscene slightly later than in the final TAS. The jump punch tends to be more useful to cancel your upward momentum when jumping, useful since the jump height is basically all or nothing.
The lighthouse-type building in the second area was rather annoying to save time on, since it contains a lot of mechanics that require both characters to operate. As a result, you're essentially throttled by your AI partner during this section, which, by the way, happens to contain bounce pads and ladders, both of which this game's AI struggles with more than anything.
For starters, ladders. You can jump up and cling onto the ladder midway through, but you cannot jump again on the ladder; you'll just let go of it. Your AI partner will not even do this technique. It will start at the very base of the ladder and climb up its entire slow, sluggish length. Worse is that if your partner gets close and you want to tag out, your old character will just jump off the ladder, as seen in the TAS. Sometimes it may even just yeet itself off the cliff while you're trying to get your partner up there. Fortunately, I found out that the partner AI won't move if you had made it jump, so I used that in a few spots to buy me some time before the partner tries to walk off the edge.
As for bounce pads, it seems that when the AI needs to use a bounce pad to reach something, it will not try to make the gap unless it is absolutely sure it will make it, so it will waste time to build up its momentum first.
When you reach the big gates on the island and go through them, you'll enter the mainland. This mode operates in freeplay, which in LEGO speak means you form a team of characters you've unlocked throughout the game in order to use their various abilities to collect things. This is where you collect red bricks, and, for the purposes of this TAS, journal pages. Well, for any% playthroughs of any kind, it's only the first page we need to bother ourselves with. 16 of the 17 pages are minigames to be played for 100% completion, but the first page is special in that it unlocks the main story. As for the island itself, because this operates in freeplay mode, Indy and Marion can transform into each other to complete our mission here faster. One technique shown here in terms of switching characters with L and R is that when you do so, you'll drop whatever you're carrying. When you carry part boxes to their spots and put them down, that's an animation that can be skipped with this very technique. A problem, however, with LR switching is that the game freezes for a few moments to load in the character, so you have to weigh whether it's faster to switch than to do whatever you're doing normally.