Posts for ThunderAxe31


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Link to video Edit: Yes vote. This is a great run done on a great game. Also, I like how brutal is Haggar fighting style.
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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FatRatKnight wrote:
Although it implies we should be jumping at more doors, not dashing at them...
Oh no... I remember Stage 3 is at 4/8... How many frames can you save on that boss door? Edit: looks like there really are no improvements available for prior stages. 8 frames saved in Stage 11 thanks to not caring about ammo drops anymore. Now we only need to double check Stage 14 for possible improvements and save 4 frames in Stage 15 by not caring about ammo drops again. Edit 2: Zook Man ZX4 - Stage 12 in 68487. Boss fight is cool but needs polishes. Edit 3: Stage 12 resync. Now needs to remove the ammo tank usage from Stage 13... Though I'm having some troubles because frame rules. Edit 4: Stage 14 resync. Managed the same time and grabbing a 5 laser refill in the meantime. Edit 5: Zook Man ZX4 - END in 73545. We're here yet again. I've saved 4 frames in s15 and I've replaced one of the two bubble uses in s9 fight, in order to save enough ammo for barrier in s16. Edit 6: I've done some minor entertaining improvements to s4 and s3 boss fights, and I'm trying to revive the incomplete s6 boss entertaining improvement by FatRatKnight. Have this .tasproj if you want to contribute: https://filebin.net/v1cmag4nok40cb2h/ZM_s6_boss_entertain_resume.tasproj Then we will have to polish s9 and s11 boss fights and... We'll be done making the run... Edit 7: I'm having huge problems pasting FRK movie. Here is the current progress: https://filebin.net/4utv46j6xoj05l8l/ZM_s6_boss_entertain_resume_3.tasproj And I didn't touch s9 and s11 boss fights yet. Any help is very appreciated.
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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Yo guys! I know I promised to not ask again help with resyncing the run but... I need help for just *one* drop so... https://filebin.net/moqbv9bq9pgtu9i8/ZM_s6in56128_9.bk2.tasproj Every time an improvement is found, RNG gets harder to fix. Fate surely has a dire sense of humor. I wonder if it is even possible to make it this time... I've already tried some new approaches, but there is really little that can be done in Stage 2 segment 0 and 1. But if we happen to fix this, then there is a chance we would be able to save an animation frame rule in Stage 15... By the way, after my last improvement I had to come up with a new strategy for triggering the shot counter glitch for boss fight in Stage 6, so here you go: https://filebin.net/moqbv9bq9pgtu9i8/ZM_s6_boss_shotcounterglitch.tasproj Edit: Thanks to lapogne36, the ammo situation improved but it's still not solved. We got empty again in segment 6. By the way, I've tried *any* possible alternative route up to frame 57150 and found absolutely nothing. I'm sure no frames can be saved there. Edit 2: Ammo found and stage resynced, except for boss battle. The help from lapogne36 was crucial, thank you very much. Now, there is something wrong about the boss... for some reasons, the first character in the dialog appears 4 frames later, despite the indicator lag frame is 4 frame earlier as expected.
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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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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I'm fine with redoing the run again. But first, I need to ask two things: 1) Can Stage 3 boss can be improved with the same trick? 2) Some months ago I've left a 1 frame delay in a certain spot in Stage 6, would getting back that frame save something?
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By looking at the first Start press on beginning of stages, you saved 7 frames in s13 and lost 7 frames in s15. By the way, I noticed you named the WIP after the last input frame number, instead of the input amount. I did the same mistake in my last WIP upload. I think the numeration should reflect to the input count by TASVideos userfiles engine. Have an example: Zook Man ZX4 in 73675 frames. Turns out not only Fire weapon is unnecessary for s16, but you even save a frame by not using it. Also, I saved an animation frame rule by modifying the Door Break a bit. 5 frames saved in total. Now we only need to get back the frames from s15 I guess. Edit: Keylie saved 4 frames in Stage 15 and 1 frame in Stage 16, then I saved 2 frames in Stage 16. So Zook now ends in 73668 frames. I think the only thing left to do is getting another 4 frames for animation rule in Stage 15. I have no other leads.
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I'm sorry, I don't know what has happened to me, this isn't like me. As an apology, have this 12 frames improvement. And we're short on Laser ammo again. Also, Stages 14, 15, and 16 look unrefined... Looks like there is still some work to do. Edit: managed to get 3 more Laser ammo in Stage 13, at the cost of getting 1 lag frame. If you're interested to see: https://filebin.net/qev1n6y35x45m7gc/ZM_s2_BossEntertain_28.bk2.tasproj Edit 2: Zook Man ZX4 in 73730. I've basically pasted the s14, s15, and s16 from the latest WIP by FatRatKnight before the new improvements. Added a loseless entertaining with s14 boss door and removed an Ammo Tank usage at beginning of s15. First, I have an idea about the lag frame popped out in s13. After the walljumps for clipping through the ceiling at half of the stage, when we land, an enemy spawns on bottom of screen. This could be avoided by walljumping 1 or 2 pixels lower, so that the camera wouldn't descend. Maybe this could be enough to avoid that lag frame. Second, a lag frame popped out at half of s15 and I didn't struggled much with it. Apart from these two lag frames, in my opinion we need to improve stages 12, 14, 15, and 16, though they look much solid to me... But maybe it's just because I'm tired in these days.
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No, it looks like there is really no way to hinder the enemy for long enough. We really need to discover new ways to break the game. For example, skipping the animation of the door closing after entering the boss room would help a lot. By the way, today on irc I theorized a possible improvement for Stage 3 (no typo). The good new is: no, there is no chance for saving a frame rule, so we're not gonna have to resync the run again. The other good new is that we could still somehow save a lag frame, by using a slightly different route that saves 1 barrier at the cost of sacrificing some frames. Since we're at 4/8 with the dialog frame rule, it's worth a shot. From my calculations, it should be possible... But in my try something went wrong and lost too many frames in segment 7. Have here a .tasproj if you're interested: https://filebin.net/xqu7iho82h4fs6em/ZM_s2_BossEntertain_21.bk2.tasproj Edit: Stage 13 resynced, except for boss battle. So, it looks like we need 1 frame to save a 4-frames animation frame rule with s12 boss skip, but it looks to me to be impossible. Also, it probably won't be enough for saving a dialog frame rule in the following stage, so I guess the only thing left to do is to sacrifice 2 or 3 frames for saving some lag frames in Stage 12.
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On irc you asked to check for the enemy's movement behaviour... Well, if you watch another enemy in the precedent segment, you see that it countinues moving back and forth even over the cliff. It looks like it completely ignores ground tiles, and only changes movement when encountering a wall. To me it looks like the only solution would be finding a way to break the enemy normal behaviour. I've mentioned a playthrough on irc that features an enemy stopping firing. The fact is that the enemy stops moving as well. Either way, I'm sure this is a glitch, and if it happen to be possible to trigger on other enemies would result in the boss skip being possible. Below is the video in question. Go at 2:22 and observe how the ceiling enemy stops both firing and moving. I remember to have managed to get this on an enemy of the same kind in the same stage, but on a different segment. Link to video Since we're here, I'd like to point out another interesting enemy behaviour occurring in another video of the same youtuber. In the following video, at 5:52, the player jumps on an object platform with timed self-distruction. Then, goes right and the folloring object platform explodes the moment is spawned. I wonder if the new platform exploded because the timer of the previous one has gone to zero in the same moment it spawned. I wonder actual enemies' behaviour can be manipulated in a similar fashion. Here is the video: Link to video We really have no other hopes other than discovering new glitches. Edit: That object platform exploded simply because it was shoot.
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Stage 11 resynced, next stage start at 68599. We're now facing a new crysis (don't you say?): we're short on Laser ammo in Stage 12. There isn't much we can do with the stage route, since it's solid despite its simplicity, pretty straight-forward. So I tryied to get more Laser ammo in Stage 11, and I succeed, but charged the Laser for boss door on 1 frame later... Have here a .tasproj if you're willing to give a hand: https://filebin.net/6lksejwpulmv55ko/ZM_s2_BossEntertain_6.bk2.tasproj Edit 2: 3 more ammo for Laser, 5 more ammo for Fire. And no time loss. Edit 3: Stage 13 start at 69701. I've decided to change file naming for boss rush stages, in order to avoid confusion. 20 frames were saved, of which 7 were lagged. I've removed the use of energy tank and skipped the boss by using the Basic Buster only. It looks well optimized to me, but I would still like to have someone check for possible improvements. Next is stage is where I will have to try to come up with an unseen boss skip. Let's hope for the better.
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Stage 11 resynced, except for boss battle. This was such a close case! I managed to meet the dialog frame rule just in time. Also, now we're short on Laser ammo again... Let's hope the best for the next stage... By the way, at the beginning of Stage 11, I encountered a 5 ammo refill, and the only weapon that could benefit was Dirt Drill. So using Meteors aganist the Stage 9 boss is fine in the end.
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8 frames saved in Stage 10. I didn't implement the entertaining improvements by FatRatKnight yet. I think we should make the movie for the latest version of BizHawk, though I can't use it most of time because my main machine runs XP. Can someone check for the existence of desyncs in the latest release? By the way, it would be cool if the run could sync on any versions. About the ammo management, I didn't implement the modify by lapogne36 as well. I think it's early for going extreme with ammo management on bosses, since we should use all the spare weaponry to improve entertain as most as possible. Still, thanks for the contribute, it may come useful later. Since we're here, let's take a look at the weapons ammo values in boss battles. In the following list, all attacks are listed from the least expensive to the worst one: charged Basic damage: 2 ammo usage: 0 ratio: 2 / 0 = ∞ comment: shots are free, but damage is very low and thus can't be used for the first hit. Bubble shots damage: 3 * 2 = 6 ammo usage: 1 ratio: 6 / 1 = 6 comment: can't be used for the first hit because single bullet damage is < 5. Charged Dirt Drill (Meteor Shower) damage: 10 * 2 = 20 ammo usage: 4 ratio: 20 / 4 = 5 comment: can't be used at first, and needs to have the boss on the left. Also, some bosses never go on the left. Also note that s9 and s11 boss re-fights are the only situations in which can be used in the run, for entertaining sake. Charged Spikeball (Huge Cicling Spikeballs) damage: 8 * 2 = 16 ammo usage = 4 ratio: 16 / 4 = 4 comments: sometimes is almost impossible to hit twice. Whirlwind shot damage: 4 * 2 = 8 ammo usage: 2 ratio 8 / 2 = 4 comment: be aware of lag. Spikeball shot damage: 4 * 2? = 8? ammo usage: 2 ratio 8? / 2 = 4? comment: should be used last, because of how long it keep you from firing again. also, depending on the boss hitbox and movements, maybe it could hit even more times. Fire shots, Stars shots, charged Stars: 3 ratio charged Fire, charged Laser: 2.5 ratio Dirt Drill shot, Laser shot, Missile shot, charged Missile: 2 ratio Charged Whirlwind: 4 damage / 3 ammo = 1.3 ratio (I wish to use it at least once in the run) Fragile Barrier: 1 damage / 3 ammo = 0.3 ratio (there are no situations to use this aganist bosses)
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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fsvgm777 wrote:
This game is a slightly more elaborate hack of Squirrel King.
Uhm. In that movie, 2 players are used. Wouldn't be faster for this hack too, to use 2 players?...
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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Stage 6 Resynced, Stage Select in 56529. Shoutouts to FatRatKnight for helping with boss particles. By the way, I'm currently looking a way to put in use the ability to generate Meteors by using Shot Counter Glitch on Spikeball. I'm not sure if it's possible to tame this weird thing to our advantage, but still, that could save up to 5 frames in Stage 6 miniboss and thus save an animation frame rule, or even 2 if we get another frame elsewhere in the stage (I remember I've left a frame delay in some old WIP movie). The problem is that I've yet to understand what does cause it. I've just noticed that has nothing to do with the sparkles from Spikeball bouncing around: the Meteors just appear all of a sudden at seemingly arbitrary moments, and with a seemingly arbitrary X coordinate. The only lead I have so far, is that if I set the object pointer (0x70) to zero the Meteors won't appear, while all other object data won't matter. If you're interested, you can look at some examples of these Spikeball-Meteors from there: https://filebin.net/mkjfo1dczv0jmisl/ZM_spikemeteor_test2.tasproj In the last two branches you can clearly see that different Meteors spawned, at different moments. We just need to know how to control that. Edit: Currently researching about it... Edit 2: No, it wouldn't allow to save any frame. Link to video Edit 3: Stage 9 in 64932. The total amount of saved frames is 24, of which 16 in dialog rules and 8 in lag frames. This is a milestone in the making of this TAS. We did bring the optimization to insane levels, and now we're getting to the very last phase. Remember that when Boss Skip is used, the amount of frames saved is bound to the 4 frames of Animation Rule, instead of the 8 of Dialog Rule. So optimizing the routes gets even more important. Edit 4: Oh and before I forget, needs entertaining improvements with Stage 2 boss fight. Must avoid getting hit and show off glitched weapon shots, since Shot Counter Glitch is enabled. Edit 5: Stage 11 in 68608. Stages 10 and onwards are those which still need to be triple-check for possible improvements. We now need help the most. Oh, and I also did some cleanup removing the WIP files of the current improvement, since it's all contained in the latest one.
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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I'm in favor for small header, as long as it doesn't get included in an eventual TOC. Also, I'd like to suggest to put the header in the module code, in order to automatize and avoid confusing discrepancies between different pages.
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Yes vote, of course! I really don't understand how can you vote differently!
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Submission Form wrote:
Please read the Submission Instructions before submitting a movie. In particular, please ensure that your movie is complete (not a work in progress), and that it beats all known records if going for speed. Works in progress may be posted in the WIP thread or other places. If you are simply looking for a place to store your movie files for distribution to other members, please consider user files. Ignoring these instructions may result in your submission being rejected.
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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I think Crash Bandicoot Warped would be perfect.
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Post subject: Never give up.
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https://filebin.net/75zyugi7vtuelikv/ZM_s1_BossEntertainTry_12.tasproj I managed to save 5 frames, while getting 1 lag frame. I also managed to avoid that lag frame by saving only 1 frame, which is probably not enough. Either way, the frame rule is saved. Edit: I encountered another lag frame at 32599: https://filebin.net/r97xv69vz44zspi1/ZM_s4_WeSucceedGuys_5.tasproj Edit 2: FatRatKnight saved 2 lag frames in miniboss battle. Now we gotta resync the rest of the stage... Edit 3: We need to find a way to save the lag frame at 32595 without wasting other frames. Any help is much appreciated. Edit 4: Stage 4 resynced. The "bad" new is that now we're 2 frames away from a new improvement. I've added 2 delay frames at 32923, in order to make it simpler to fight a desync caused by Zook's hurting invicibility frame rule. If only we would to find a way to not need this 2-frames delay, the new 8-frames dialog rule improvement would be ours.
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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If we could reach 1 frame faster the enemy at 31501, it would give us a Medium Ammo Refill. But saving 1 frame before 30823 would be useless because of animation frame rule of the exploding enemy. Actually, is possible to save an arbitrary amoun of frames without encountering such a problem. The other solution would be to come with a major route change... But it's pretty unlikely. By the way, even if we would lose 1 dialog frame rule, we would still keep the 4 lag frames save got in the precedent stages, so it would not be so bad. Still, we should first make absolutely sure to not being able to keep the dialog frame rule for Stage 4.
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Post subject: Need help for Stage 4 resync (again)
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Yes, I'm having some difficulties with keeping a loseless route. I've saved a lag frame, though. Here is my current .tasproj file: https://filebin.net/5zd8355fb93jxn7z/ZM_s1_BossEntertainTry_5.tasproj (note that is done on BizHawk 1.12.2) Someone please help. I swear this is the last time we resync the run. By the way, well done with Boss 1 entertainment.
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I'm sorry but there amount of autoscrollers and mostly slow pace is no good... Meh vote. Despite being a good game, it just doesn't look much TASable. The last stage was great thought.
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8 frames saved in Stage 8, Stage select in 15841. While resyncing, please try to avoid as many item drops as possible until you kill the minibosses. This will improve entertain quality by allowing to hear better the original music stages. Oh and we also need to save as many lag frames as possible, so don't get haste with these and ask help you get stuck (actually, until now I was the one who got help with many lag frames btw...) Edit: Stage 7 resynced, Stage select in 23174. I took some time for improving entertaining: no drop pickups before miniboss, killed as many enemies as possible after. Oh and I also noticed that the Stage Select inputs were 1 frame later. Apparently, 1 lag frame was saved somewhere, uhm... Edit 2: I've made jet more entertaining improvements to Stage 7, and now I'm working to resync Stage 1. Fixing the ammo refills before and after miniboss is taking a while, but nothing that I can't take care of. What is making me stuck, is a research about Spikeball swapping. I'm wondering if the sparkles made by the bouncing Spikeball can be turned into Murder Barriers, because that would save 2 lag frames. Shot Counter glitch allowed me to turn them into 0-damage stationary bullets, but I'm still not sure if it could be possible to obtain actual Murder Barriers by adjusting weapon swaps order and timing. It would be simple if only there was a quick way to see if a bullet is a Murder Barrier, but after some searches, I've noted that it couldn't be determined from the object data addresses of the bullets. Still, I've noticed that if freeze field_1C before swapping, the barrier's appearance will remain normal (except the palette). This value keeps increasing by 1 every frame. All other object addresses don't affect the murderability, despite when or how I freeze them. There must be other sections of memory telling more about the bullets. Edit 3: News time. First, I found that Murder Barrier can't be triggered by Spikeball swapping. Second, I encountered a lag frame after killing Stage 1 Miniboss, and after some researches with FatRatKnight, we found that this was caused by memory leaks in the allocation of sprites for bullets. FatRatKnight implemented an allocated memory viewer in Team 4's script, then I've picked the code and rewritten an ultra-light version for bad PCs as mine. The interesting thing I found is that the lag frame wasn't caused by the huge amount of allocated memory, but rather by the amount of allocated chuncks of memory. See the image below: These are two screenshots showing the current script by FatRatKnight in action. The only difference is the allocated memory, as you can note if you look in the upper left of both screenshots. The lag frame does appear only in one of these two situation... Guess which? Wrong! The lag frame occurs in the first case. When the miniboss sprite is loaded, the memory is allocated in every black zones, resulting in more chuncks of memory. When the miniboss gets defeated, the game does free the memory without wiping off the red zones. In the first case, there will result 4 chunks of memory to wipe, in second case only 3. So, despite having more memory allocated in the second case, the lag frame does not occur. This information could allow to save some lag frames later in succesive stages. Edit 4: Stage 1 resynced, Stage select in 29649. The new script helped, but in the end it still was a struggle with lots of trial and error. Two days of work just to avoid getting hit once in the boss fight... But I still need to add more swagstic to the boss fight movements. Any help is welcomed.
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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Welcome back. The run is very boring, but from the submission text I can see there are some nice exploits, so I'm voting Meh.
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Yes, before the verdict I've expressed the opinion that this run should be accepted, as a new branch. Then short after seeing the judgement, my opinion changed and I got perfectly fine with the rejection. I'm not sure what made me have this change of mind, maybe I'm just fickle person. Still, let's see about the points I've brought. First, I see you've linked two of my posts, though these are just different explaination of the same point: that the run should be accepted as a separate branch for completeness of documentation and record keeping. But on the other hand, I've actually brought a different argument, that is the cultural relevance of the PAL version of this game. Unfortunately, this argument was quickly denied by the numbers indicating the huge difference between the sales of the two versions. So, what happened? When I've seen the verdict, I wasn't mad, I was just surprised. I totally did expect the run to be accepted as a new branch, just because it looked the right decision to me. After reading the judgement text I was confused, because I totally didn't expect this new argument to be brought, that is the comparison of the playable parts alone. But if we think about, this how these kind of disputes have been always been settled on TASVideos, just as the rules about obsoletion say. Yes, I was about a new branch before, but I've changed my mind about this as well. There are some differences between the versions that make them interesting in their own ways, but the line is still razor thin. Sometimes making an objective decision is impossible, in some cases more than in others. In my new opinion, deciding to compare the two runs in order to keep only one, was the right choice, for the sake of avoiding to set a bad precedent. To me it looks that TASVideos is more about keeping gameplays than mere time records, so having both runs published would have generated confusion. However, I'm not saying this was the perfect choice, I'm just saying this was the best choice possible. There can't be perfection in the act of judging itself, since it requires a variable amount of arbitrariness, and thus there can be a variable amount of discontent people. In my humbly opinion, what does matter the most is to make a clear, definite judgement that has no ambiguity. And in this case, the most definite decision would be to pick only one out of the two runs.
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