Posts for Ighalli

Post subject: Resumed progress on Flying Dragon TAS
Ighalli
He/Him
Experienced Forum User
Joined: 4/23/2016
Posts: 4
A decade later and I'm back working on the TAS for Flying Dragon. This time I've learned 6502 and have figured out how the timed and fixed enemy spawns work, which targets will appear in the fights, and how to find the enemy AI code that triggers ⭐️ hits in the fights that have them. I've done a lot of working optimizing the side scrolling sections based on where it's most efficient to get the 5 normal enemies to spawn per boss, but I imagine there are still a few frames to pick up in the first two stages. The third stage adds the ability to fire your "Cosmic Saucers" while jumping which helps avoid ~11 frames of punching animation each time, but the majority of the stage has pits which interfere with enemy and boss spawning so I have to be especially stingy with moving to the right until I unlock that ability from the third boss. I believe the martial arts sections are very well optimized; if it looks like I do something silly it's usually because enemies will dodge or block certain attacks and you can't change those outcomes by waiting for the next frame or anything else simple. Many of the Hiryu-No-Ken hits are actually being dodged, but frame perfect input sometimes allows you to connect with the attack anyway: if an enemy is jumping, they should not be hit when they land in ordinary game play. One difficulty with this game is that the martial arts fights carry some state into the next fight, even across side scrolling levels, so if I improve an early fight I have to fix up all of the subsequent fights. I've been playing on
Hiryuu no Ken - Ougi no Sho (Japan).nes
because that's what the world-record speedrun uses (see https://www.speedrun.com/flying_dragon_the_secret_scroll), it has better SFX, and I believe the training sequence is faster. The WR up to this point takes ~32,000 frames and the TAS is up to 23,856 frames. The WR in total is ~62,700 frames, but there are more martial arts fights in the second half of the game, so I expect to be able to come in well under the 47,000 frames that I'm on track for. FCEUX inputs for the first half of the game: User file #https://tasvideos.org/UserFiles/Info/639199335019967706
Ighalli
He/Him
Experienced Forum User
Joined: 4/23/2016
Posts: 4
In the original attempt I did move towards the enemies, but that caused the final throwing star lady to spawn near the gate, so I had to move to the left to enter it. There are some sections of the level where enemy locations are fixed and some that they spawn periodically. Only in the periodic spawning sections will the minibosses appear, so I can't beat the level faster than the spawn timer of the goons, so moving towards them is only helpful to change the areas I fight the bosses. I just noticed that I made a big mistake in letting one of the goons move by me though. I didn't know that the excess killed for a given boss will count towards summoning the next boss, so for sure I'll redo the first journey to fix that. I'll see if I can space out the movement a little better so I'm not standing still for so long while I'm at it.
Ighalli
He/Him
Experienced Forum User
Joined: 4/23/2016
Posts: 4
In the journey sections, you have to kill 5 mooks to get a boss to spawn and you have to kill 5 bosses to go into the final door. Also the screen won't scroll to the left, so you must wait around or do laps. The other thing that probably doesn't look impressive is that most of the time when you attack an opponent in the fighting section, they block or dodge. I've picked the earliest frames to attack that result in hits, but it might look like I'm just standing around.
Post subject: Start of a TAS for this
Ighalli
He/Him
Experienced Forum User
Joined: 4/23/2016
Posts: 4
I've started on a TAS of this game, but I'd like to get some feedback before I continue working on it. I'm not sure if the video is interesting enough to keep at it. I've done a lot of luck manipulation to land all of my attacks as fast as allowed, but I haven't been able to modify the move sequences yet. I was hoping to be able to get the game to only generate attacks on the enemies, but it appears that won't be possible. http://tasvideos.org/userfiles/info/30437738788673903#Comment240 https://www.youtube.com/watch?v=pshe86gXSs8&feature=youtu.be