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I'm not even sure I'm done with that track, I want to revisit the start at some point now that I'm more experienced.
Hey the one lap that broke sub '20"XX was the the only lap that got mines! Seriously though mines are basically guaranteed 640km/h whereas CPUs may vary a fair bit. In some cases having a CPU bump instead of a mine boost isn't a big deal but they work differently. This track is kind of annoying in that some sections of track are skipped and others are just really wide and cpus and mines could spawn way out of your way.
Also here's my first run of the first lap of the next track:
Link to video
I plan on improving it further but it's already a decent bit ahead of the corresponding human best opener.
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Lap 3 20"36
Link to video
Lap 4 19"71
Link to video
Just got started on lap 4, that is my first finished run. As you can see I no longer get 20"36 on lap 3 but get a good amount more speed entering lap 4. I wasn't expecting to get this low of a time so quickly.
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Link to video
Getting that bump after the dirt patch is very important so I'm basically unable to change the beginning much anymore. I'll probably move on to lap 3 soon.
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Progress on lap 2:
bk2Link to video
Not done working on it yet, but I've beaten the training mode record's lap 2 by a fair margin AND I got an insane +56km/h bump towards the end off a yellow car.
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I have discovered that this is actually not the case. If you hold right AND r prior to pressing Left + Right and l+r you will do a left side attack. You can hold right for multiple frames or only one frame and multiple frames of left + right doesn't matter. You just need to have initially started holding right and r on the same frame otherwise you don't side attack at all.
The following are sets of inputs that all generate left side-attacks
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I definitely do believe there are either fixed locations or at least patterns to the spawns. In a previous post I mentioned that a CPU would spawn in one of two different spots depending on what frame it spawned in. It alternated between those two spots after every frame of delay before the spawn.
EDIT: Check out frame 2756 of my first lap. CPU spawn overlapping occurred there too. My bump probably wouldn't have worked as well without it.
From talking with someone on the FZC discord, I think SNES and the GBA games share some code, apparently SNES has the same floating glitch that this game does and a bunch of other mechanics are surprisingly similar. They had to say the following about CPUs:
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Damn just as I was starting to get some momentum on TAS progress too. Might want to put progress on hold until CPU spawns get figured out.
Here's my best lap 1 of P1 btw if you want to take a quick look at it to see if I missed anything obvious: User movie #40691377891651341
EDIT: If I had to take a guess though I'd bet it's at least partially based on hitting certain positions and when you do so from my limited testing so far.
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Got a 23"46 by tweaking the end a fair amount. I'll investigate the movement immediately after the last bump a fair bit and then I'll move on.
If you want to, then sure go ahead!
Not sure which they could mean yet and honestly I'm still not sure if I'll bother trying to figure them out.
EDIT: Forgot to mention, this game's ingame timer seems to record subframe differences in times, and it does so fairly accurately. Despite triggering the lap time popup on the same frame, I got two different times recorded through some slight differences in speed. This means that the ingame timer is very much ideal to be optimizing for since it is actually more precise than frame count!
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Got a 594km/h or so bump in the conveyor belt section with a new strategy and got a 23"55:
bk2Link to video
I plan to continue to mess around for a little bit longer but I'm happy to have found a decent improvement.
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I've been testing out getting a second bump that gets you to about 600km/h in the segment with the conveyor belts but so far it doesn't seem worth the setup. I'll mess around for a bit longer but it doesn't seem to look good so far.
EDIT: This 23"63 is basically the best I got with mostly the same strategies so far. I'll continue to mess around with the conveyor section, maybe I need to take a far more different approach.
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After some initial testing, it might be better to focus on ships with great Spd2 stats rather than Spd3 stats. If you decide to do side attack cancel chains at the start of the track, you're going to be already losing speed after the rocket start so you're probably going to be mostly in Spd2 rather than Spd3. If that is the case, one of the best candidates would probably be Sonic Phantom. Nothing else particularly stands out to me.
EDIT: I might also just be losing more speed than I should by doing it less than optimally.
EDIT2: I'll probably return to MV for a while and tackle this again later.
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If you managed to do the one glitch I found without softlocking upon screen transitions I will love you forever.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
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TASVideoAgent wrote:
Thanks to PekopanTAS, turtle, and Memory for having documented a large number of the skips and glitches used in this TAS.
Wait since when did I find something useful in this game?
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
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When I was looking into black bull's turning tolerance I took another look at the list because the difference between facing and momentum was constantly shrinking and saw that. It can basically only drift on ice and that's also the only place where blast turns would come into play probably.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
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FatRatKnight wrote:
Well, I think I found the turning tolerance stat (edited script post). Let me know how well you agree with the guess. We still have a few unknowns in that list to work through.
I've taken a look at the jump stat, and I think the internal value is the best one to use. It appears to be the initial upward velocity you get from jump plates, which is probably the best thing to be using.
I do like the table. Think I should get some stats transferred into the Game Resources?
That definitely appears to be the turning tolerance stat, nice find! Looks like black bull's was slightly off in my table but it was kind of hard to tell anyways.
Sure go ahead when it comes to putting stats in Game Resources.
EDIT: Added all remaining turning allowances and fixed black bull's.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero