so if you hit braford into a certain animation he loses all i-frames and the horse has the capability to hit multiple times. what's happened is when you hit him into that animation and release the horse it one shots him sort of because i assume the horse will deal damage every frame or at least in enough of a frame window for him to die instantly...i'm not very savvy with the technical side of TASing, i'm purely an input man and speedrunner. i've ran the game for a number of years and was the one to discover this glitch?...this glitch however does not seem to exist in the arcade version. but all of the bosses have this same specific animation where their i-frames don't exist, the only issue is we don't have more horse's in boss battles xD
i really should put out an explanation video on it. it's really easy to do though...just hit, get the animation and release.
https://youtu.be/uczngBgTnvo i should've posted this a lot sooner but i didn't think i could just upload it as a user file, always thought it had to be published xD anyway, here's the latest tas i made for this game...i still don't feel like it's optimal but it's the best i've done so far as an input man.
https://tasvideos.org/userFiles/Info/638178657007530861
so i've been working on a game called knights of the round which is an arcade game that was also ported to the SNES.
https://youtu.be/9ceTsDFuLu0 1.0 tas
https://youtu.be/uczngBgTnvo 2.0 tas
i've made some big improvement's and it could probably still go lower but that's not really why i'm here.
i need help from somebody who can look at the code and help me understand what makes the enemy despawn tricks in level 5 and 6 work. it is incredibly inconsistent and annoying when trying to run the game and i would just really appreciate any help.
https://youtu.be/uczngBgTnvo?t=513 level 5 enemy despawn
https://youtu.be/4MHtfwnqT6g?t=659 level 5 without the enemy despawn
https://youtu.be/uczngBgTnvo?t=639 level 6 enemy despawn
https://youtu.be/qlx-Sut2ngk?t=842 level 6 without the enemy despawn
we have theorized that maybe it has something to do with spawn lines or the screen scroll but neither are 100% consistent. if anybody at all could tell me how to make this work better that would be awesome =)