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ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
Hetfield90 wrote:
The fastest way to defeat a lot of bosses in X1-3 is to alternate between charged and uncharged shots while using the travel time of uncharged shots to gain a head start on the charge time of the succeeding charged shot. This is because you can't start a charge while another charged shot is on screen, but you can while an uncharged shot is. So the idea is to fire charged shots from point blank range so they hit the boss as quickly as possible after you become fully charged, then create as much distance as possible between you and the boss and fire the uncharged shot so that it connects when the boss's immunity frames expire. The more distance you can get, the earlier you can fire the shot and start your next charge.
Thank you for the thorough explanation.
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Link to video 60fps Version Here's progress up to and including Spark Mandrill. 1384f(~23s) ahead of the published run. @Parrot14green I watched your movies on the Kuwanger skip and was messing around with it a little bit myself, but didnt spend too much time on it. Judging by your first 3 movies, it seems like the only requirements to get the skip are to first phantom grab the door, then release the camera lock either by grabbing the ladder at the bottom of the climb or touching the right side of the left door leading to Kuwanger's room (by zipping inbetween them with a sled and enemy damage). If that is the case, do you think something like this would be a possible way to get the skip? If so, I think this skip could save a lot of time, and I think the Penguin, Octopus, and Mammoth refights could be potentially skipped as well.
Joined: 2/15/2009
Posts: 329
Does entering the Dr. Light capsule early save time?
Working on: Legend of Legaia, Vagrant Story
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A little over 2 seconds.
Joined: 11/26/2010
Posts: 454
Location: New York, US
Wow!!! Hetfield, just Wow!!! Watching this TAS and I know its early in the year and all but, it seems like a very good candidate for TAS of the year. Keep up the great work man!!! I'm actually pissed last year and the year before Saturn's Super Metroid RBO and Cpadolf's Super Metroid 100% weren't even nominated because people forgot about them because they were done so early in the year. I would have nominated them but, I thought they would be no brainers. Lets not forget about this one guys.
My name is Forensics.
Joined: 2/15/2009
Posts: 329
I didn't watch the rest of the run, but Storm Eagle looks neat.
Working on: Legend of Legaia, Vagrant Story
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Posts: 155
Location: Taiwan
Hetfield90 wrote:
@Parrot14green I watched your movies on the Kuwanger skip and was messing around with it a little bit myself, but didnt spend too much time on it. Judging by your first 3 movies, it seems like the only requirements to get the skip are to first phantom grab the door, then release the camera lock either by grabbing the ladder at the bottom of the climb or touching the right side of the left door leading to Kuwanger's room (by zipping inbetween them with a sled and enemy damage). If that is the case, do you think something like this would be a possible way to get the skip? If so, I think this skip could save a lot of time, and I think the Penguin, Octopus, and Mammoth refights could be potentially skipped as well.
Grabbing the gate is for possible trigger the location where they can allow to let the boss appear. This is the first requirement. This step set all Misc. data to 0 while you touching the grabbing gate. And then set the first gate's slot(it could be 7E1628 or 7E1658.Each item is given 48 bytes) to 1,it is important to this step. You skip this step,so the first gate can't touch. You need to zip down and then go up for set the Misc. data of gate to 1 in your wip. Briefly boss appear and then Misc. data of first gate is 1. =Phantom grab trick to Penguin,Octopus, and Mammoth= Penguin:http://dehacked.2y.net/microstorage.php/info/494570403/Mega%20Man%20X%20%28U%29%20%28V1.1%29-SF2_Phantomgrab1-CPgate.smv I think the distance between phantom grab gate and first gate too far is the reason why boss not appear. Octopus:http://dehacked.2y.net/microstorage.php/info/924158613/Mega%20Man%20X%20%28U%29%20%28V1.1%29-SF3-LO_PTbossgate.smv The same reason as Penguin. Mammoth:http://dehacked.2y.net/microstorage.php/info/1108934763/Mega%20Man%20X%20%28U%29%20%28V1.1%29-SF3-FM_PTbossgate.smv Same reason Mandrill:http://dehacked.2y.net/microstorage.php/info/1081766703/Mega%20Man%20X%20%28U%29%20%28V1.1%29-SF3-MS_PTbossgate2.smv Same
ALAKTORN
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Posts: 2527
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Those phantom grabs are ridiculous, lol. For Mandrill’s stage, did you hack the game to be bright or did you TAS in darkness? I’m not sure about TAS of the year but I think he’ll get rookie of the year.
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@Parrot14green Oh I see. I hope this can still save time because it looks really interesting. I'm almost there in the run (currently on octopus) so I'll start working on optimizing it soon. @Alaktorn You can make the stage permanently bright by disabling transparency effects in some emulators, but I'm not sure if Bizhawk has this feature so I just TASed in the dark. There was really only one spot in the stage where this was problematic though (the first ice sled zip after the e-tank grab).
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This is so far I improving the Kuwanger. http://dehacked.2y.net/microstorage.php/info/531049337/Mega%20Man%20X%20%28U%29%20%28V1.1%29-SF1_Phantomgrab1-BKskip5.smv Sometime it falling at the bottom below the ladder,sometime above the ladder.I didn't get it. http://dehacked.2y.net/microstorage.php/info/880740916/Mega%20Man%20X%20%28U%29%20%28V1.1%29-SF1_Phantomgrab1-BKskip6.smv This may save time. You can do double jump while boss health meter is fill up. This trick is also apply to megaman x2.
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How did you scroll so that you can fall down? Every time I do the door, the screen scrolls right and I cannot fall down.
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FractalFusion wrote:
How did you scroll so that you can fall down? Every time I do the door, the screen scrolls right and I cannot fall down.
I explain where to touch the grabbing door in the wip. http://dehacked.2y.net/microstorage.php/info/709474062/Mega%20Man%20X%20%28U%29%20%28V1.1%29-SF1_Phantomgrab1-BKskip6-scrollposition.smv Maybe you touch the grabbing door too close right side. I think you should know camera will scroll to where you touch the grabbing item location,not boonerang cutter location.
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Here's the WIP of everything up to obtaining the hadouken. 1573 frames(26.2s) had been saved over the published run up to that point, and an additional 270 frames(4.5s) were saved from the beginning of Sigma 1 up to and including the Vile encounter. @Parrot14green In your 5th smv, how do you manage to fall through the floor with the ladder during the boss hp fill sequence? Also for the strat in your 6th smv, is there a way to quickly spawn the flying enemy to make this strat viable? It seems like I either have to wait a long time for him to spawn, or go down so far that I can't spawn Kuwanger before he despawns left of the screen.
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Hetfield90 wrote:
@Parrot14green In your 5th smv, how do you manage to fall through the floor with the ladder during the boss hp fill sequence? Also for the strat in your 6th smv, is there a way to quickly spawn the flying enemy to make this strat viable? It seems like I either have to wait a long time for him to spawn, or go down so far that I can't spawn Kuwanger before he despawns left of the screen.
How to fall through the floor I don't know.Someting megaman is able to fall through the floor sometime not.
Hetfield90 wrote:
go down so far that I can't spawn Kuwanger before he despawns left of the screen.
This sentence I don't understand what do you meaning. Even if the grabbing door trick occur and the door spawn in the same place,but someting the boss doesn't spawn. success example , fail example And success example is the fast way to spawn the enemy as I can.
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parrot14gree wrote:
Hetfield90 wrote:
@Parrot14green In your 5th smv, how do you manage to fall through the floor with the ladder during the boss hp fill sequence? Also for the strat in your 6th smv, is there a way to quickly spawn the flying enemy to make this strat viable? It seems like I either have to wait a long time for him to spawn, or go down so far that I can't spawn Kuwanger before he despawns left of the screen.
How to fall through the floor I don't know.Someting megaman is able to fall through the floor sometime not.
Hetfield90 wrote:
go down so far that I can't spawn Kuwanger before he despawns left of the screen.
This sentence I don't understand what do you meaning. Even if the grabbing door trick occur and the door spawn in the same place,but someting the boss doesn't spawn. success example , fail example And success example is the fast way to spawn the enemy as I can.
Is it possible to skip vile entirely?
My name is Forensics.
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Here is my attempt to improve bkskip1 method: http://tasvideos.org/userfiles/info/20924232140952311 Even at fastest, I think it is still slower than both no skip (hadoken) and parrot14green's bkskip6_earlyenemy example.
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@lxx4xNx6xxl I try it but no success.
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parrot14gree wrote:
@lxx4xNx6xxl I try it but no success.
That's unfortunate and also probably great for Hetfield because he just finished that part in the TAS.
My name is Forensics.
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parrot14gree wrote:
Hetfield90 wrote:
go down so far that I can't spawn Kuwanger before he despawns left of the screen.
This sentence I don't understand what do you meaning.
I meant that if I wanted to spawn the flying enemy quickly, I would have to spawn him so low that he would fly off screen before I could spawn Kuwanger and take damage from him. But after seeing your new smv it looks like using the red turret instead of the flying enemy will be fastest anyway.
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Beautiful optimizations so far. Good job! Out of curiosity, how off was I about ascending to the Mammoth capsule?
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Ty. The block breaks before the mammoth capsule just require very precise sub-pixel positioning.
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Here's Sigma 1 (and a little bit of Sigma 2). This will probably be the last WIP before the final submission since there isn't anything too game-breaking in the remainder of the run. v2 is currently 32s ahead of the published run. I was able to save 63 frames with the Kuwanger skip. I think I may hold off on getting further in the TAS for a bit in case FractalFusion or Parrot14green find another way to optimize the skip even further.
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At the Kuwanger refight, if it was possible to fall right away after grabbing a door, or somehow do what Fractal did and grab the door by the lower ladder, and still be able to do it like you did afterward, without needing the ice to go into the room... Idk, I don't fully understand that skip. Also, it would be nice if Bospider came straight down. I wonder if it's possible to manipulate the boss into doing that reliably.
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The nearest straight-down Bospider pattern was something like 20 frames away when I got there in the run. Considering how I had already killed every possible enemy after Vile and created the max number of dust sprites during down time, it would've been impossible to get it without waiting around for an amount of time larger than what the pattern would have saved. Not much is known about the skip at this point, but this seems to be the fastest method thus far. The basic concept is to grab the door, respawn the turret, spawn Kuwanger, take damage to regain control of X, grab the lower ladder to release the camera lock, then after entering Kuwanger's room then game performs a check to see that 1: you have control of X, and 2: Kuwanger is nowhere in sight and destroys the exit gate. I did something on accident in my stream yesterday where I scrolled the screen a very small amount after grabbing the door which FractalFusion thought might be able to yield a quicker skip, so maybe a faster method will arise from that.
ALAKTORN
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Hetfield90 wrote:
Considering how I had already killed every possible enemy after Vile and created the max number of dust sprites during down time, it would've been impossible to get it without waiting around for an amount of time larger than what the pattern would have saved.
I’m not sure why you’re equating “maximum advancements” with “the correct amount to manipulate a pattern”? Did you like test every iteration of killing and not killing every enemy etc. and still didn’t get the pattern? Are you watching the RNG address in RAM and have you reverse-engineered its basic 1-step formula?
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