Post subject: Ikari Warriors II
Active player (251)
Joined: 8/10/2008
Posts: 116
This is a game I have done a console speedrun of and it should be a short and straight-forward TAS. While I know it's going to be pretty unspectacular and very close to the real-time speedrun., I'd still like there to be a TAS of it, so I plan on making one. Current knowledge about the routes and game mechanics that I will base the TAS on are found here: https://kb.speeddemosarchive.com/Ikari_warriors_2 If anyone should be sitting on any useful information not mentioned in the guide above, please share. (The guide doesn't yet explain the game mechanics behind the "Galango tunnels" at the end of each level, but I have figured that out and will update the guide) For now, I have completed the first level: http://tasvideos.org/userfiles/info/64873528446356604 Finally, probably not the right place to ask, but if anyone knows how to make TAStudio display lag frames in this game, that would be very helpful. I'm using Bizhawk 2.3.1 and all frames are shown as valid, despite the game running at 20 fps and lag being a thing in this game. (and no, I don't have "hide lag frames" selected in the menu)
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Editor, Reviewer, Player (169)
Joined: 8/8/2019
Posts: 152
Any reason you're using 2.3.1 instead of a newer version like 2.4.2? I might try and take a look.
Active player (251)
Joined: 8/10/2008
Posts: 116
No reason really. It's just the latest version I had on my computer. But I'll change to 2.4.2 and I have already checked that the movie syncs. 2.4.2 still doesn't show the lag frames though, so I assume it's the game that deals with lag different from many other games so Bizhawk can't recognize them.
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Any
Editor, Reviewer, Player (169)
Joined: 8/8/2019
Posts: 152
Basically, the way lag marking in BizHawk works is it indicates whether input is polled by the game. However, the game can still poll input but do nothing with the input, so it's not a perfect metric. And I'm having a look now, and you're right, it does seem to be 20 FPS (only every third frame is used), though there's sometimes a bit of extra lag. And the enemies and the player seem to move on separate frames, but each one moves periodically only every three.