#46332766305389526 - Street Fighter 2010 v18
Added all faster portals (nesrocks' trick) to my latest WIP.
- Some levels had a few gains and losses because of this, nothing special or new thing apart from this
#46105828434592688 - Street Fighter 2010 v16
Added Challenger's all improvements (no lag for P1 boss, replicated P5L1 through encode)
Should be 24891 frames long (bizhawk is 1 frame faster at 0th frame)
#46089418810177679 - Street Fighter 2010 v14
- P2 boss 7 frames faster with jumping start (first frame)
- p4l1 dropping from first platform is 2 frames faster than instead of dropping from first frame and dropping again, but no time save (whatever frame rule)
Need to check P4L1 and debug that frame rule
#46084629646941337 - Street Fighter 2010 v11
Changed movement a lil bit.
- 1 frame faster P1L1 (sub x optimal) but doesn't matter, probably there is a frame rule (
which would also explain the manual "insert 1 frame and remove 1 frame before and after a section" this isn't the reason as that one depends on lag frames)
- 16 frames faster P2 boss by climbing the wall on the left and jumping off to get to the green goo earlier
edit: this movie includes the P3 boss 2 lag frames improvement
#46050206845626622 - Street Fighter 2010 v7
Nearly 100% optimized but didn't checked subpixels
Note
- there can be random 2 frames of saving or loss between levels (and cinematics)
- edit2: you can also insert 1 frame before sections and delete 1 frame after. not sure if this has any potential use or why is it works in the first place...
- planet 1 level 1 - only final dmg taken matters
- planet 3 level 1 - not sure if it's fastest on last enemy
- all lag frames eliminated except for...
- planet 3 level 3 - jumping asap triggers enemy earlier, so this is faster than jumping later
- planet 3 boss - 9 lag frames is best for me
- planet 5 level 1 - mixing vertical and horizontal optimization but 1 lag frame is still there
So need to check subposes, p3l3, p3boss, p5l1.
edit: p3boss can be 2 frames faster with lag optimization (removing R at specific frames)
#46029177311336504 - Street Fighter 2010 v4
Completes the game using the pause glitch.
Not fully optimized but enough to be useful for comparison.
#13195247401590845 - Street Fighter 2010 WIP
Emulator: fceux-2.2.2-win32
Fixes a minor flaw at the end