All Bosses + 100% TAS will happen after Any%, I'm actually really happy to try it out and see how I can abuse some of the glitches I know of that aren't represented very well in Any% or normal play. IE; more drop manipulations and super optimized money management. It also gives me an excuse to try out the multiple weapon pickup glitch I've been meaning to test. Can't wait... but first Any% needs to get done. Routing the AB100% TAS will probably take a week or so to do it properly.
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Progression:
http://bombch.us/MB0
Made the new progression tracker last night, this one has notes you can read as well as a better layout/breakdown of each area.
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New Stuff:
I'm just going to put new stuff here instead of making new posts because I don't like clutter and I don't think the mods do either. :)
-Act 1 dog vertical movement is better straight-lined only move diagonal where needed/beneficial.
-ANY character switch trigger bypass that is not a leash or camera clip is frame perfect. Saturn Skip, Horace Skip, Blimp Skip, Screen Character Switch, as well as most buttons in various areas can have a character switch as they're activated.
-The 1 crystal > 3 clay route is inferior to the newest route I made for the TAS, possibly better for real-time as well.
-The non-player controlled character can cause significant delays if not manipulated correctly when they auto-walk. In Quicksand Area you can lose up to 240 frames here just based off the boy does as you close the text screen. The only way to fix this is the hit select as the text ends to delay the auto-walk, swap back and manipulate a better AI set. You do this by reloading a state that is in the Jaguar Tooth Ring Cave and exiting. If this fails, do the same thing but when you enter the whirlpool as the dog, hit R to sniff before getting sucked in.
-Seems to optimal path for ingredient pickups to have 10 Hardball at Thraxx is:
7 clay from eastern forest 1st wimpy flower (ingredient glitch)
4 crystals from quicksand area container (too good to pass up)
3 crystals from dead-end path left of Hardball Cave (93 frames, duplication glitch)
1 clay from hardball cave container (17 frames)
2 crystals from container near hardball cave (required)
1 crystal from small inlet before Big Bug (~100 frames)
2 clay from big bug 2 middle (15 frames, duplication glitch)
Route is outdated and some parts didn't work. Newest route is faster as well.
7 clay from eastern forest 1st wimpy flower (item drop glitch)
1 clay from easter forest exit flower (perfect pick up here)
4 crystal container in quicksand area (new method of pickup is super fast)
3 crystal from dead-end path in bugmuck (ingredient flag glitch)
1 clay from HB cave container (-16 frames, perfect pick up + dog control)
2 crystal container near HB cave (better dog control saved quite a bit here)
1 crystal from small inlet before Big Bug (found a way to drop 2 frames here)
1 clay in Big Bug 2 Middle (probably one of the fastest pick ups in the game)
-Ingredient Flag Glitch
--Basically it's simply pressing B to activate the ingredient flag, select to switch to dog, (1 "Free" frame here to do whatever with), select to switch to boy, B to pick up ingredient again. This isn't that impressive until you factor in the ingredient manipulations to increase the amount you get. The 3 crystals in the revised route above stem from a 1 crystal pick up that makes the next item you pick up have +2 of whatever it is, resulting in 3 crystals with the ingredient duplication glitch.
Doing this has removed the raptor attack area and 2 screen transitions from the route, which is OVER 200 frames!! On top of this, it's also removed another couple of things that will save even more. So I massively underestimated how big of a skip this is, we're 700+ frames up now on the previous version of the TAS. This is a massive find and will probably see more use as the TAS progresses. It will likely be used extensively in the upcoming AB100% TAS as well.
-revised sprint sequence for the dog
--Sprint until at 0%, then ()aaa()aaa()aaa()aaa(), the ()'s are free frames, usually they'll just be directional input while on rare occasion select or attack can be used to save some frames/perform glitches.
-How Thraxx lag works:
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Seems that if you do everything how you'd normally wish to in real-time (bunched together for faster damage output) you get tons of lag when the heart dies. I've been toying with this a while now from the previous version of the TAS and on this one and finally figured it out (mostly). Basically you want to get shot out of the cage to the bottom of the map and have 2 maggots visible on your screen which means the other 2 are up near the heart. In doing this, even briefly, the heart will despawn and "skip" it's death animation, which leaves only the explosion lag to deal with since there's no cut scene trigger issues or anything of that nature. The comparison for the best results I've gotten for either method:
---29054, maybe 3 frames of improvement possible here, was a very optimized and polished fight.
---29017, probably 1-2 frames of improvement had the maggots cooperated a little better, but other than that, this is what this fight should look like in a TAS.
Apparently this is wrong after the most recent kill on Thraxx. I have no idea how this fight works after exhaustively testing every possible options I come up with. Very bad for my motivation to finish this TAS because I'm not sure whether I can be happy with the thraxx kill time or not without fully understanding how it works. Granted, the most recent kill is 50+ frames ahead of the previous re-work of the TAS, or 1052 frames ahead of the route test TAS. Sort of in a shitty position at the moment... The process below is still the proper/fastest way to do the fight.
--Process for setting up this optimal method is to run around with the dog as maggots are being dropped from the ceiling after the 2x cast to get optimal pattern(s). Next run top-right for shorter distance to cage. Manipulate high damage (Anything 65+ will work). Use the spamming attack glitch on the cage as dog and then immediately 8x cast to get the sprites in the air. Time the next attack on the heart with the dog to have the damage show up just after the hardball casts hit the heart, this stacks the damage and the amplifier to give you the 500+ damage you need.
--Apparently switching characters changes the RNG rolls, this is very useful since it gives me more to work with.
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That's all for now, I'm sure there will be more to come.