TAS Submissions
http://tasvideos.org/5849S.html (Completion time 8:03)
http://tasvideos.org/5869S.html (Completion time 6:58)
http://tasvideos.org/5957S.html (Completion time 6:17)
Basic Attack Damage
=====================
Punch: 2
Uppercut: 6
Knee Smash: 2
Kick: 3
Roundhouse: 4
Headbutt: 3
Spinning Back Kick: 3
Throw: 4
Elbow: 5
Combos
Kick, Uppercut: 9
Punch, Punch, Uppercut: 10:
Kick, Knee, Knee, Throw: 11
Kick, Knee, Knee, Grapple-Release, Elbow: 12
Punch, Punch, Knee, Knee, Throw: 12
Punch, Punch, Knee, Knee, Release-Grapple, Elbow: 13
Punch, Punch, Knee, Knee, Release-Grapple, Punch, Elbow: 15
Punch, Punch, Knee, Knee, Release-Grapple, Punch, Uppercut: 16
Infinite Series:
Punch, Punch, Knee, Knee, Release-Grapple, [Punch, Knee, Knee, Release-Grapple, repeat...]
This can be repeated forever, or ended with an elbow, punch/Uppercut or kick/Uppercut finisher - totally up to you.
Weapon Damage
==========
Whip: 5
Bat: 5
Barrel: 6
Box: 5. 10 or 11 damage
Kicked Box: 5, 10 or 11 damage
Kicked Barrel: 6
Boulder: 6
Kicked Boulder: 6
Knife: 16
Dynamite: Instant Death (Dmg > 53)
Dynamite (Glancing Blow): 34
Environmental Hazard Damage
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Stage 4 Cinderblock Wall: 30 or 40
Gargoyle Spears: 32 damage or Instant death (Dmg > 53)
RAM Addresses Of Interest
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000003C1: Player 1 Health
0000041F: Player 2 Health
0000047D: Enemy 1 Health
000004D2: Enemy 2 Health
00000527: Enemy 3 Health
0000057C: Enemy 4 Health
000005D1: Enemy 5 Health
00000626: Enemy 6 Health
0000067B: Enemy 7 Health
000006D0: Enemy 8 Health
00000725: Boss Health
000003DC: Player 1 Y-Offset
Full Breakdown of Enemy HP - for all 4 Stages
=================================
Enemies gain an extra 4 HP of Health per difficulty level, as you go from Easy to Extra Hard.
Please see Google Spreadsheet for HP amounts for every enemy in game:
https://docs.google.com/spreadsheets/d/1rrCgVNUCvbQ-CbDxKYcOKLS3B7h4YxN6liTRHngzw10/edit#gid=0
Memory Quirks
==============
When an enemy is thrown off a ledge, the value is not cleared from memory immediately - unlike a normal kill
Common Desync Spots
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Stage 1: Start of level as Billy and Jimmy exit garage
Stage 1: Transition from Adobo fight to Bolo fight
Stage 3: Bridge Gap (Where Adobo is on left side of bridge, and Bolo is on the right)
Stage 4: Sequence between girlfriend falling off rope and kissing the victor (happened several times)
TAS Environment
===============
Windows 10 64-bit
MAME-RR 0.139-v.0.1-beta
Is a sub 6 minute run possible?
I'm gonna go out on a limb here and say no. It's impossible unless someone finds a way to realize the savings I think are blocked by some built-in game mechanics
That being said - here are some theoretical areas where time could be saved
Stage 3 Bridge area - throwing mobs into pit with elbow
if someone figures out how to get all enemies to fall immediately into pit with single elbow in both fights,
7 seconds of time could be saved
Stage 3 - Double Bolo fight
If the glitch I discovered in 6:17 run can be used on both Bolos at same time,
8 seconds could be saved. Again - not sure if possible. The game would have to allow both Bolo's to try and throw Player at exact time time, AND prevent that second Bolo from trying to pick up a boulder.
Stage 3 - Green Bolo fight
If someone figures out how to guide him off cliff immediately -
4 seconds of savings could be possible
Stage 4 - Double Bolo fight
If someone figures how to immediately knock Bolos off bottom edge with elbow -
16 seconds of savings could be realized. This alone would make a sub 6 minute run possible.
This would require someone to work-around the game's built in edge detection. These two mobs have a built in protection to not hit the Y-coordinate necessary to knock them into the pit with an elbow.
This video from demonstrates the built-in protection
https://www.youtube.com/watch?v=LQu8zlqi0SY
The other way to make this happen would be to trigger the Double Bolo fight while still leaving room to fight in bottom left chunk of walkway. This is also impossible (even if you use 2P as well). The X-width of screen prevents you from hitting battle activation point - even when 1p sits back and 2p attempts to reach battle activation point
That's discouraging! Do you really want someone else to hit sub 6 run?
Hells Ya! I would love to see someone hit sub 6 - hence the notes I captured above. I don't think it's possible, but I would love to see it done (I'm still trying myself), and those are the areas that could make a sub-6 a reality