Submission #8046: TaoTao's NES Vice: Project Doom in 11:49.50

(Link to video)
Nintendo Entertainment System
baseline
BizHawk 2.8.0
42640 (Cycle Count 3809514633)
60.098923177630745
52596
PowerOn
Vice - Project Doom (U).nes
Submitted by TaoTao on 2/19/2023 1:21:27 AM
Submission Comments
This submission improves my previous run by 1012 frames.

Game objectives

  • Emulator used: BizHawk 2.8.0 (NesHawk core)
  • Aims for fastest time
  • Takes damage to save time

Comments

Improvements are mainly a new wallzip glitch, lag management, and micro-optimizations.
The new wallzip glitch was found by Poahr (see his tweet).
This game becomes laggy in proportion to the number of objects. So, it is sometimes faster to stop and kill some enemies.
In driving stages, scrolling stops earlier if you take damage just before killing a boss. I know this from NESexpert's post.
Rail shooter stages sometimes take an extra frame to complete for some reason.
This game seems to be more slightly laggy on BizHawk than on FCEUX.
I wrote a HUD script. It displays information such as hitboxes and coordinates.
Here are improvements (by frame) of each segment:
SegmentOldNewDiffNote
1-136373569-68Driving stage.
2-1-A694692-2
2-1-B4704700
2-1-C575549-26
2-1-D329333+4RNG manipulation for 2-2.
2-25835830
3-1-A11841182-2
3-1-B664656-8
3-1-C4434430
3-2601602+1Emulator difference?
4-112661255-11
4-226372638+1Rail shooter stage.
5-1-A16821382-300
5-1-B550521-29
5-2-A13131229-84
5-2-B740725-15
5-3666660-6
6-1-A5185180
6-1-B381380-1
6-1-C770767-3
6-2-A14351425-10
6-2-B332273-59
6-3646629-17
7-116391637-2
7-2-A630616-14
7-2-B570572+2Bad RNG.
7-2-C271272+1Bad RNG.
7-2-D507491-16
7-3650630-20
8-1-A899893-6
8-1-B406404-2
8-1-C5705700
8-2-A684673-11
8-2-B413411-2
8-36196190
9-1-A11421034-108
9-1-B407404-3
9-1-C257220-37
9-218711866-5
9-3568565-3
10-132743215-59Driving stage.
11-126142613-1Rail shooter stage.
11-2-A10461021-25
11-2-B3843840
11-2-C875877+2Bad RNG.
11-35455450
11-4695627-68
Total4365242640-1012

Stage by stage comments

1-1

I used backfire to take damage just before killing the boss.
This stage can be improved 1 frame further. But I wasted a few frames in 2-1-D to manipulate the RNG, so I didn't use it this time.

5-1-A

This segment can be significantly improved with the new wallzip.
I paused the game just for a moment to manipulate the RNG. It is difficult to manipulate random movements of hopping enemies.

11-1

This stage might be improvable by 1 frame further (my WIP is faster by 1 frame until the boss, but I could not reproduce it in this run).

nymx: Claiming for judging.

nymx: Tighter optimization and the new "Wallzip" glitch have made for a great showing. Excellent work on furthering the optimization of this movie!

despoa: Processing...
Last Edited by despoa on 3/7/2023 8:43 PM
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