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http://www.mediafire.com/?7p1e8wxo9p08y54 Here's a wip I started early January along with metal slug 3. I stopped at the mission 1 boss because I'm suspecting that the boss may take damage from only one weapon (bombs or vulcan, I'm not sure) at a time (similar to the final boss in Metal slug 4 where it doesn't take any more damage if a player is shooting at it with L). Which leads me to ask: x2poet, how did you manage to watch the bosses' hp? I should also point out that the knife canceling technique can also be applied to shooting and using bombs (much like Metal slug 3 and onward).
Currently Working on: Metal Slug X - Mission 1 (On hold)
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zk547 wrote:
http://www.mediafire.com/?7p1e8wxo9p08y54 Here's a wip I started early January along with metal slug 3. I stopped at the mission 1 boss because I'm suspecting that the boss may take damage from only one weapon (bombs or vulcan, I'm not sure) at a time (similar to the final boss in Metal slug 4 where it doesn't take any more damage if a player is shooting at it with L). Which leads me to ask: x2poet, how did you manage to watch the bosses' hp? I should also point out that the knife canceling technique can also be applied to shooting and using bombs (much like Metal slug 3 and onward).
My TAS has used it. Bosses' HP address is random,I found it in a lua.
Do the work.
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Bosses' HP address is random,I found it in a lua.
Yeah, I suspected as much. Whenever I used ram search in mame-rr (the test version), it would always give me a different address.
Currently Working on: Metal Slug X - Mission 1 (On hold)
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Hi, I think I discovered many ways to improve the current record, expecially with bosses. Shooting R, C, and G while crouched I'm not sure why this is used in the others Metal Slug games TASes, but not in MSX. Maybe it wasn't yet discovered at the time? Invincibility bug I'm not sure this is going to be helpful, since it has many conditions to trigger it. You need to exit from vehicle, in any wat you want, and keep down pressed. You will stay stay invicible until you stand again. You can use it only the first time you exit from a vehicle in a mission. Also works in MS1. Metal Slug long jump The Metal Slug can travel quick for a moment if it jumps in the moment it lands on the end of a descent. This can be used to save moments in the first Mission. I discovered it by jumping right after landing in front of the distroyed truck. I will publish a movie to show it. Outdistancing before starting firing with H I've noticed how x2poet jumps at 0:46 in order to approach to the enemy target. This saves some time since the H bullets take some time to travel, as opposed to L. The same strategy can be used when starting firing. When x2poet reaches the first boss, it approaches before starting firing. Since the boss can't be damaged after some moments after it appears, this time should be used to walk away, in order to start shooting earlier and THEN approaching, in order to make more damage in less time. This can probably be applied to other situations and other Metal Slug games, like MS3. Camel kamikaze attack on first boss I noticed that after the boss has raised from the ground, the Camel kamikaze attack will hit it 46 times (scoring 4600 points). I wonder how much damage does. Quick pistol picking up When a weapon ammos are out, you can swich to the pistol istantly if you are jumping or crouched. This is also unused for the current MS3 TAS. Running out of ammo in the right moment (It combines well with the previous trick) Since some weapons, expecially S and F, have low fire rate, it would save some moments if the weapon runs out of ammo when the boss or other enemy has a very low HP, wich would be quicker to defeat. This would sometime need to voluntarily waste ammo. Using Slugnoid aganist the second mission boss The Slugnoid can shot all its cannon ammo in a blink of eye if it's close enough. This would also comine well with the invincibility bug, since would also allow to quickly throw the granades from inside the boss hitbox. Standing on the fifth mission mid-boss cannon It it possible to stand on the front part of the mid-boss. It would allow to fire R or C while crouched without the risk of being killed crushed by the mid-boss approaching. Avoid the last prisoner in the fifth mission Since the prisoner weapon is useless, make him walk away before the boss appearing. This would spare some frames during the prisoner report on end mission. Hit and run jump The situation in wich this is the most useful is during the first boss in the sixth mission. In the current TAS, the player 2 (Fio) fires F from the roof of that sort of little house. It is possible to inflict more damage if before firing, you jump to approach to the enemy and coming back before landing on the same spot. This will also increase the speed rate of granade throwed. Plains in third mission before the boss I'm not sure about this, but I was wondering if using the Slug Flyer missiles is possible to destroy the enemy planes quicker. And that's all for now. By the way, can someone tell me all the known tricks and important Metal Slug TASing stuff? Can also you provide me lua scripts please?
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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This game can be improved more than 1 minute, there are too much trick can't be used. But this game's desynth like the hell, and x2poet or I don't have enough time to improved it.
Shooting R, C, and G while crouched I'm not sure why this is used in the others Metal Slug games TASes, but not in MSX. Maybe it wasn't yet discovered at the time?
You are right, didn't discovered at that time.
Invincibility bug I'm not sure this is going to be helpful, since it has many conditions to trigger it. You need to exit from vehicle, in any wat you want, and keep down pressed. You will stay stay invicible until you stand again. You can use it only the first time you exit from a vehicle in a mission. Also works in MS1.
Of coures, useless trick. You need pick up weapon when jump into the machine.
Metal Slug long jump The Metal Slug can travel quick for a moment if it jumps in the moment it lands on the end of a descent. This can be used to save moments in the first Mission. I discovered it by jumping right after landing in front of the distroyed truck. I will publish a movie to show it.
very useful in 1 player run in mission 4.
Outdistancing before starting firing with H I've noticed how x2poet jumps at 0:46 in order to approach to the enemy target. This saves some time since the H bullets take some time to travel, as opposed to L. The same strategy can be used when starting firing. When x2poet reaches the first boss, it approaches before starting firing. Since the boss can't be damaged after some moments after it appears, this time should be used to walk away, in order to start shooting earlier and THEN approaching, in order to make more damage in less time. This can probably be applied to other situations and other Metal Slug games, like MS3.
No, vulcan's power is very low, as the same as hand gun. And it can cause the large lag.
Camel kamikaze attack on first boss I noticed that after the boss has raised from the ground, the Camel kamikaze attack will hit it 46 times (scoring 4600 points). I wonder how much damage does.
The lua you needed. http://tasvideos.org/forum/viewtopic.php?p=377603#377603
Quick pistol picking up When a weapon ammos are out, you can swich to the pistol istantly if you are jumping or crouched. This is also unused for the current MS3 TAS.
It could be quicker when turn around, just like my ms7 run.
Running out of ammo in the right moment (It combines well with the previous trick) Since some weapons, expecially S and F, have low fire rate, it would save some moments if the weapon runs out of ammo when the boss or other enemy has a very low HP, wich would be quicker to defeat. This would sometime need to voluntarily waste ammo.
If you use F shot out the screen when stand on the side, you can find the interesting things.
Using Slugnoid aganist the second mission boss The Slugnoid can shot all its cannon ammo in a blink of eye if it's close enough. This would also comine well with the invincibility bug, since would also allow to quickly throw the granades from inside the boss hitbox.
If you want to use bug, you have to get H.
Standing on the fifth mission mid-boss cannon It it possible to stand on the front part of the mid-boss. It would allow to fire R or C while crouched without the risk of being killed crushed by the mid-boss approaching.
Do you know the bug of L? One of players keeping L is the best choise.
Avoid the last prisoner in the fifth mission Since the prisoner weapon is useless, make him walk away before the boss appearing. This would spare some frames during the prisoner report on end mission.
The biggest improvement is beating with boss5. You should save them at the first time, not avoid them, and keep the useless weapon in side. For what? Reduce the lag!
Hit and run jump The situation in wich this is the most useful is during the first boss in the sixth mission. In the current TAS, the player 2 (Fio) fires F from the roof of that sort of little house. It is possible to inflict more damage if before firing, you jump to approach to the enemy and coming back before landing on the same spot. This will also increase the speed rate of granade throwed.
Why not press down to increase the speed of granade?
Plains in third mission before the boss I'm not sure about this, but I was wondering if using the Slug Flyer missiles is possible to destroy the enemy planes quicker.
Yes, missile+S.
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So I'm thinking of working on this game next. I think there are enough improvements to push this run into the 16 min range. mtvf1, did you make a new lua script for this game too by any chance? (similar to the new one you made for ms3?)
Currently Working on: Metal Slug X - Mission 1 (On hold)
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mtvf1 wrote:
Camel kamikaze attack on first boss I noticed that after the boss has raised from the ground, the Camel kamikaze attack will hit it 46 times (scoring 4600 points). I wonder how much damage does.
The lua you needed. http://tasvideos.org/forum/viewtopic.php?p=377603#377603
It scored exactly 81 damage. Looks useless.
mtvf1 wrote:
Hit and run jump The situation in wich this is the most useful is during the first boss in the sixth mission. In the current TAS, the player 2 (Fio) fires F from the roof of that sort of little house. It is possible to inflict more damage if before firing, you jump to approach to the enemy and coming back before landing on the same spot. This will also increase the speed rate of granade throwed.
Why not press down to increase the speed of granade?
Because grandes won't hit the boss if you're crouched.
zk547 wrote:
So I'm thinking of working on this game next. I think there are enough improvements to push this run into the 16 min range.
That's great! I hope my ideas will be useful. Good luck! Edit: please post WIPs, so that I can help if I will find possible improvements.
my personal page - my YouTube channel - my GitHub - my Discord: thunderaxe31 <Masterjun> if you look at the "NES" in a weird angle, it actually clearly says "GBA"
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zk547 wrote:
So I'm thinking of working on this game next. I think there are enough improvements to push this run into the 16 min range. mtvf1, did you make a new lua script for this game too by any chance? (similar to the new one you made for ms3?)
Did it. http://tasvideos.org/userfiles/info/37141778941291944
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For anyone that's wondering about progress, I'm currently still in Mission 1. Progress has been slow because I've been busy and I keep finding improvements in previous sections, making me have to re-do them.
ThunderAxe31 wrote:
mtvf1 wrote:
Camel kamikaze attack on first boss I noticed that after the boss has raised from the ground, the Camel kamikaze attack will hit it 46 times (scoring 4600 points). I wonder how much damage does.
The lua you needed. http://tasvideos.org/forum/viewtopic.php?p=377603#377603
It scored exactly 81 damage. Looks useless.
Well, that's more than what I was expecting, I thought it only did around 40~50 damage. It might still be useful for the beginning of Mission 2 for destroying the danger barrel.
ThunderAxe31 wrote:
zk547 wrote:
So I'm thinking of working on this game next. I think there are enough improvements to push this run into the 16 min range.
That's great! I hope my ideas will be useful. Good luck! Edit: please post WIPs, so that I can help if I will find possible improvements.
Thanks! I'm planning on posting WIPs whenever I complete a mission (maybe multiple segments for Mission 5 and 6).
mtvf1 wrote:
Did it. http://tasvideos.org/userfiles/info/37141778941291944
Thanks for the lua script, mtvf1. I also found that the user who uploaded the 26:46 Metal Slug 3 TAS, 面-点, also has a few TASes of Metal Slug X, which were made by a player named OGC. 1-player level 4 in 16:35.62 2-player level 4 in 17:11 Both of the runs abuse death (the 2-player one uses continues), but I think they still have some ideas that can be used in a 2-player level 8 run.
Currently Working on: Metal Slug X - Mission 1 (On hold)
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I forget to say that you should use marco and tarma. Because of the knife trick, eri and fio will make more lag. http://tasvideos.org/4804S.html
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mtvf1 wrote:
I forget to say that you should use marco and tarma. Because of the knife trick, eri and fio will make more lag. http://tasvideos.org/4804S.html
Shoot. I already picked Eri and Fio. Is it the way the soldiers die that's the problem? Or is it the sprite of the weapon that causes the lag? I don't want to have to re-do my run from the beginning again...
ThunderAxe31 wrote:
Metal Slug long jump The Metal Slug can travel quick for a moment if it jumps in the moment it lands on the end of a descent. This can be used to save moments in the first Mission. I discovered it by jumping right after landing in front of the distroyed truck. I will publish a movie to show it.
How does this trick actually work? I know about it, but I don't know the conditions of making it work. Do I just jump on the first frame possible?
Currently Working on: Metal Slug X - Mission 1 (On hold)
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zk547 wrote:
Shoot. I already picked Eri and Fio. Is it the way the soldiers die that's the problem? Or is it the sprite of the weapon that causes the lag? I don't want to have to re-do my run from the beginning again...
Yes, the soldier's die.
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I used to redo it with the argument about using continue,dealing with the desync and between 4&8 difficulty. So redoing it is really painful.But what else?
Do the work.
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Hi, zk547, anything news?
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Hey mtvf1. The run never really took off unfortunately, I got really busy again after finishing MS 3 :( Only managed to get half-way through mission 1 (after the 3 missile towers) in March and haven't been able to work on it since then. Not sure when I'll be able to work on the run again... :/
Currently Working on: Metal Slug X - Mission 1 (On hold)
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That's sad news... By the way, I was hoping that FBA-rr would somehow upgrade, or BizHawk would somehow support Arcade games, so that making Metal Slug TASes would bring fewer headaches. Probably won't happen anytime soon, but I'd still hope that it's just a matter of time that someone kindly rescues Arcade TASers.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
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HappyLee wrote:
That's sad news... By the way, I was hoping that FBA-rr would somehow upgrade, or BizHawk would somehow support Arcade games, so that making Metal Slug TASes would bring fewer headaches. Probably won't happen anytime soon, but I'd still hope that it's just a matter of time that someone kindly rescues Arcade TASers.
There's mame-rr. http://tasvideos.org/Movies-TypeMA.html
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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HappyLee wrote:
By the way, I was hoping that FBA-rr would somehow upgrade, or BizHawk would somehow support Arcade games, so that making Metal Slug TASes would bring fewer headaches. Probably won't happen anytime soon, but I'd still hope that it's just a matter of time that someone kindly rescues Arcade TASers.
That would be amazing, if BizHawk was developed to support Arcade games.
feos wrote:
There's mame-rr. http://tasvideos.org/Movies-TypeMA.html
Is Mame-rr better than FBA-rr? Never tried it out myself...
Currently Working on: Metal Slug X - Mission 1 (On hold)
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mame-rr was a fork of 2010's mame, so it's not as powerful as current mame, but in many games it is way better than FBA, and emulates a lot of games the version of FBA we're using doesn't. But Sonia reported that even mame-rr has issues with some games that FBA hasn't, so you'll just have to check for yourself.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Thanks for your advice, feos. Tested simple Metal Slug 3 TASes on mame-rr. The first TAS desynced at the middle of Mission 2. I didn't remember if I had saved a savestate while pausing, so I decided to not pause or frame advance at all during the second TAS, and it desynced at the middle of Mission 1. The good news is it didn't crash, or had any sound issues.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
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that was my experience with fatal fury too,desyncs all the time but doesn't crash at all
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general