Game objectives
- Emulator used: desmume-0.9.11 with Advanced Bus Timing OFF
- Manipulates luck
- Hard mode
- Uses death to save time
- Starts from a saved state
Sorry, when I copied the sign-name at the movie's end, I chose the wrong file. So this nico encode is 4 frames slower. But it's very hard to distinguish how different. Only the end of boss fight is very little different.
About this run
I used 0.9.11 version with Advanced Bus Timing OFF. It causes the more lag in screen scrolling and transitions, but it can reduce much more lag where the many enemies on the screen.
This run used death with Eri and Tarma, just like my first Eri/Tarma run. And saved zk547's deathless run by 4074 frames, 68 seconds. Though the emulator reduced much lag, this run still improved in-game time 40 seconds. zk547 14:53, mine 14:13.
It's not to say that the emulator help me save 28 seconds, because the last jump trick used, the fewer prisoners counted, Eri walking before the boss fight of mission1, and so on, can't save the in-game-time. In some boss fight, I didn't kill boss at first time because of some reason what the action of them die. It cost some in-game-time, but save the emulator's time.
It's not to say that the emulator help me save 28 seconds, because the last jump trick used, the fewer prisoners counted, Eri walking before the boss fight of mission1, and so on, can't save the in-game-time. In some boss fight, I didn't kill boss at first time because of some reason what the action of them die. It cost some in-game-time, but save the emulator's time.
Warning! Desync Problem.
There is a save file bug in the 0.9.11 version. If you want to sync it, you have to use this save state.
New trick
Super change for shot down.
Press R and A or Y together.
Press R and A or Y together.
Back Jump.
Only used for taking weapons or manipulating luck. When turning round, you can get 3 x pixels forward. But it's not used for the beginning of screen scroll, I only show it for fun. I found it on Metal Slug 1.
Only used for taking weapons or manipulating luck. When turning round, you can get 3 x pixels forward. But it's not used for the beginning of screen scroll, I only show it for fun. I found it on Metal Slug 1.
Last Jump.
Retains max speed jumping into the end of screen, the screen will fade earlier.
Retains max speed jumping into the end of screen, the screen will fade earlier.
Perfect Jump on Up slope.
When jumping from an up slope, it would be like a standing jump or walking jump. But there is very little chance it will let you retain max speed on an up slope, like a continuous jump. I found it on Metal Slug Advance.
When jumping from an up slope, it would be like a standing jump or walking jump. But there is very little chance it will let you retain max speed on an up slope, like a continuous jump. I found it on Metal Slug Advance.
Jump on Enemy Machine.
Press back, and you will obtain more forward speed.
Press back, and you will obtain more forward speed.
Shoot Soldiers off-Screen.
It's based on the bullets' hitbox. i.e. When using the handgun, you should stand on the right (correct) x pixel. X2poet used it first on Metal Slug Advance.
It's based on the bullets' hitbox. i.e. When using the handgun, you should stand on the right (correct) x pixel. X2poet used it first on Metal Slug Advance.
Knife trick.
When using the knife in the air, you can find Eri/Fio (only girls); they uses the knife first and the axe second. When squatting, it's the opposite(the axe first and the knife second). When using the axe, soldiers will disappear with a blood crack what make them disappear quickly. It can reduce lag sometimes. Others (men) always use knives and always make soldiers crack.
When using the knife in the air, you can find Eri/Fio (only girls); they uses the knife first and the axe second. When squatting, it's the opposite(the axe first and the knife second). When using the axe, soldiers will disappear with a blood crack what make them disappear quickly. It can reduce lag sometimes. Others (men) always use knives and always make soldiers crack.
Faster Handgun.
Only used in the air, press YY--YY--RR--RRYY. The handgun can fire a little faster. (only good for Marco)
Only used in the air, press YY--YY--RR--RRYY. The handgun can fire a little faster. (only good for Marco)
Memory address
address | byte | notes |
---|---|---|
02242630 | 2 | screenX |
02242646 | 2 | screenY |
022410CC | 2 | pixelX |
022410CE | 2 | pixelY |
023FFC3C | 2 | system clock |
020F4B20 | 2 | in-game time |
0223F558 | 2 | time 2 (used to find lag) |
02347AEC step 0xC4 step number <200 | 2 | All HP memory addresses |
Compared to zk547's deathless run
MISSION | Save | Fade | All | Info |
---|---|---|---|---|
Title | 23 | 23 | different emulator (trans-fade includes prisoners' count time) | |
1_part1 | 58 | -8 | 73 | Use bombs to hit both machine and soldiers together. And I use R less, because it causes more lag. |
1_part2 | 60 | -7 | 126 | Manipulates luck to let the last soldier appear quickly. |
1_part3 | 167 | -1 | 292 | I give up the metal slug, and die once. This death cost me 60 frames, but I can move faster without the slug. At the end, I manipulated luck to make R appear from the second part of the boss, and H appeared at a nice place too, which didn't cause more lag. |
1_boss | 567 | -5 | 854 | Boss1HP 12000, 1_1 HP1200, 1_2 to 1_7 HP600 With enough power, I can beat the boss faster. Because there is no slug, Eri walked faster at the beginning. |
2_part1 | 26 | -6 | 874 | I saved 20 frames because of better luck when 1st GO appeared. By the same reason, I lost 10 frames when 2nd GO appeared. Killed some soldiers to reduce lag. |
2_part2 | 24 | -6 | 892 | Used some jump tricks. Maybe I should cost 12 frames to save 3bombs for boss fight. |
2_part3 | 423 | -7 | 1308 | For higher movement speed, I didn't take more machines. Don't use machine's vulcan too much, it will cause more lag. |
2_boss | 28 | 0 | 1336 | Boss2HP 8000 Very few frames slower in-game time, but the less machine use, the less lag. |
3_part1 | 90 | -8 | 1418 | Killing some soldiers would cost more lag, but some soldiers must be killed to reduce lag. |
3_part2 | 91 | -9 | 1500 | I'm a little amazed this death helped me save 60 frames than I don't use death, the screen scroll earlier. |
3_part3 | 38 | 5 | 1543 | Reduced some lag and used the all jump trick. When I tried to manipulate the first action of the boss, for some unknown reason it makes Eri always move later than this tas shows before I can hit the boss, so I give up on manipulating luck. Though there are 7 fade frames lost, I got another 12 frames that help Eri move earlier. |
3_boss | 38 | 4 | 1597 | Boss3top 4000, boss3body 4000, 3_top_lefthand 700, 3_top_righthand 700 It should have saved 30 more frames, but when I destroyed the boss, it always moved faster and cost more frames to stop, after it dies. It seemed if I doom boss head HP so quickly, boss will then choose a faster way, not like my first eri/tarma run, but just like zk547's. So I chose another way and wait for the boss to touch the said to slow down its action. |
4_part1 | 136 | -10 | 1723 | Most lag saved here due to different emulator setting. |
4_part2 | 94 | -10 | 1807 | Destroyed the first falling tank, and saved some bombs. Got better luck, and the screen scrolled earlier. |
4_part3 | 44 | -14 | 1837 | All frames saved is from machine being damaged and losing one arm. I think it reduces lag. Maybe I should try to lose both arms. |
4_boss | 112 | 7 | 1956 | Boss4HP 8000 Used a new super change, but I'm a little disappointed that the boss moved too long after he died. When I manipulated the boss's actions, even if he is not crazy, he still fired the death ray at the same time, even if I kill him a little slower. So I chose the less for in-game time. |
5_part1 | 6 | -11 | 1951 | Used knife trick to reduce lag. |
5_part2 | 40 | -7 | 1984 | I used a bomb to kill the tank soldier at the first opportunity. |
5_part3 | 39 | -8 | 2015 | Jump trick and used big S to kill a soldier before another soldier died. |
5_part4 | 23 | -10 | 2028 | Jump trick. |
5_boss | 18 | 12 | 2058 | Boss5tank HP2000, Boss5head HP2000, Boss5air HP1600 Stood on a high place to hit the boss. |
6_part1 | 196 | -5 | 2249 | Eri died to change to Tarma, it only lost 46 frames this time. Tarma needed to destroy Launcher at first time, the screen would scroll early, but there is no time. Tarma's death didn't cost any frames, and saved 10 lag frames. I think the reason is there are less soldiers on-screen. |
6_part2 | -10 | -8 | 2231 | I have to take about 30 frames for S. I used bomb's smoke to kill the flying soldier, which helped me save some frames. |
6_part3 | 90 | -16 | 2305 | Very lucky when destroying the 2 helicopters, the screen scrolled earlier and saved near 60 frames. I don't know how many frames Tarma's death cost, but I saved 35 frames, total. I suggested that zk547 used G to kill the soldiers, I don't know why he didn't use it. If he used 2 G to kill the last 2 soldiers, he would have saved more than 40 frames. Go back to my first Eir/Tarma's run. I still didn't understand why these deaths cost so many frames. Why did the soldiers appear later? It didn't happen this time, maybe I changed the emulator? |
6_part4 | 64 | -8 | 2361 | Was mindful of coins and reduced lag. Maybe I should thank the emulator, too. |
6_boss | 587 | 10 | 2958 | Boss6HP 5000 Thanks Tarma, first. Don't get hit. Because Mr. Allen can be damaged only once in every 4 frames. So being hit and then moving back would reduce damage. But Gundam's cannon can be added to it. |
7_part1 | 102 | -8 | 3052 | I have no choice, Tarma must die. Changed back to Eri, this death cost about 100 frames. I used one bomb to kill the flying soldier and make him disappear quickly, it help me saved a lot of frames. |
7_part2 | 423 | 3474 | I have enough power, let me use more bombs. | |
7_mirror | 143 | -9 | 3609 | Boss7mirror HP3500 Bombs are powerful, too. I didn't kill the boss at the first opportunity. It seems Morden's actions control something after the mirror break. |
7_part3 | 139 | -10 | 3738 | Reduced lag and used S kill on the last soldier. |
7_boss | 270 | 4008 | Boss7final HP10000, every tentacle HP2000, 6 tentacles in all 137 frames saved in tentacles fight. 92 frames saved in head fight. 41 frames saved in prisoners' time. I choose boss's second attack falling down, though near 30 frames slower in-game time, the boss moved toward the middle faster after he was destroyed. | |
End | 66 | ? | 4074 | sign the name. |
Power data
AMMO: Ralf×0.5, Fio×1.5, Fio not includes grenades; Eri grenades×2
GUN | MANE | POWER | AMMO | info |
---|---|---|---|---|
handgun | 10 | ∞ | Marco 20 | |
knife & kick | 30 | ∞ | Ralf's knife can hit machine | |
Spring punch | 30 | ∞ | Ralf's punch 30, superpunch 45*9 | |
H | heavy machine gun | 10 | 200 | |
H | Big H | 15 | 200 | |
2H | Twin machine gun | 10 | 300 | every 4frames 2shot |
L | laser shot | 8x2 | 200 | every 2frames 8dmg, 4frames 1shot |
S | shotgun | 200 | 30 | |
S | Big S | 300 | 30 | |
F | flame shot | 20x13 | 30 | Flame shot includes main flame and range flame. Main flame 20, range flame 1~5, maxpower 314 |
R | rocket launcher | 30 | 30 | |
R's smoke | 10 | can't damage machine | ||
I | iron lizard | 30 | 30 | |
I's smoke | 10 | can't damage machine | ||
C | enemy chaser | 30 | 40 | |
C's smoke | 10 | can't damage machine | ||
D | drop shot | 30 | 30 | |
D's smoke | 1 | can't damage machine | ||
G | super grenade | 100 | 20 | |
G's smoke | 50 | can't damage machine | ||
T | thunder shot | 10×n/2f | 20 | n is thunder's effective length |
Z | zantetsu sword | 100*3 | 10 | |
bomb | 100 | 10 | ||
bomb's smoke | 1x2 | can't damage machine | ||
fire bottle | 80 | 10 | ||
fire bottle's smoke | 15 | throw on the ground | ||
Hayakutaro's energy blast | 10 | ∞ | ||
vulcan | 10 | ∞ | Tarma 15 | |
Thrown machine | 400 | |||
Mission1 slug cannon | 200 | 10 | ||
Mission1 cannon's smoke | 50 | can't damage machine | ||
Mission1 danger detonator | ∞ | |||
Mission2 artillery's cannon | 200 | ∞ | ||
Mission2 boss battle's missile | 100 | ∞ | ||
Mission3 small robot’s hand | 30 | ∞ | ||
Mission3&4 armor's cannon | 200 | 10 | ||
Mission4 cannon’s flame | 15 | throw on the ground, every flame 15 | ||
Mission4 falling tank | 1000/2f | |||
Mission4 blast machine | 10 | after thrown, range: all screen, can't damage machine | ||
Mission6 robot's cannon | 10/2f | 10 | ||
robot's hands | 250/2f | ∞ | ||
robot's legs | 3000/2f | ∞ | jump and trample, but can’t damage boss | |
Mission1&7 falling stone | 16/2f | use it to beat mission 7's robots | ||
Mission7 plane's missile | 200 | 10 | ||
Falling helicopter & plane | 10/2f | can't damage machine | ||
big R, L, F | null | null | Isn't in this game, but using cheat allows to see their picture. |
ars4326: (made grammatical edits to submission text, for better readability) Claimed for judging!
ars4326: Hello, mtvf1. Very nice improvements made here! As mentioned in the thread, the savings made during the first and final bosses were especially noticeable. Viewed side-by-side, it was also obvious how using the new tricks saved time throughout the game's stages. The detailed submission comments were also helpful. Overall, outstanding job!
Accepting as an improvement over the published run!
feos: enCODE. and PUBlishate.