(Thanks to amaurea)
RAM Adresses so far:
001203C4 X Location
001203C0 Y Location
001203C2 Z Location
00121BE4 Speed?
This doesn't change while jumping which I know for a fact is 6 frames slower than only running. 4 frame delay while jumping and 2 frames while landing.
When running for 38+ frames you must decelerate before coming to a stop.
I spent much more time on this than I should have...
Level 1
Right now the boss is set for speed. If you want a more entertaining boss fight let me know.
6465 rerecords + Bonus cutscene!
Rough player control times:
1:15 This run (4472 frames)
1:36 Dark Fulgore's N64 TAS
2:23 AquaTiger's SDA run
Pros: Fast. A few new tricks
Cons: Scorpion fight could be slower/ more entertaining
Possible improvements: Manipulate more enemies to jump so I can run under them. Better manipulation on pillars.
Strange it took me this long to realize this.
Game rendering, Up, Down, Left, Right, Run, Pickup is at 30fps.
Low kick, High kick, Low punch, High punch, Block, Turn, Pause, Inventory is at 60fps.
Testing speed/entertainment for the 2 enemies/boss currently
I've had no problems with psxjin. The loading times are longer on the PSX version but the sound is better.
Did you work on the previous TAS?
More testing shows this speed of 7 is only while moving left. It still gives 9-6-6 speed instead of 9-4-5-6-6 when running right.
I found holding run on the frame you jump instantly puts speed at 7. usually its 4,5,6, 6 steady while jumping. Running speed is 9. Time to start over! I wonder how this will affect the glitch. Also, turning while in the air costs 0 frames, where on ground costs 6.
I was randomly browsing youtube and came across this TAS
My first thought was how poorly done it was.
My second thought was
"(8:11:17 PM) Ilari_laptop: exileUT: Note that since this is a fighting game... Don't go for pure speed, also go for variety."
I decided to complete level 1 to gauge interest.
Things I discovered while testing:
Glitch under pillars11 Hit Combo
I'm working on optimizing the Scorpion fight.
1. Yeah he always spawned in that location unless I was on the lowest level. Couldn't reach him on the top level.
2. There were a few ways I could get past him. Jumping on the raised area in front of him made him leave the door. But I think jumping behind him looks much cooler.
3. This one took some planning. I knew more or less what I wanted to move but not what order to move them.
4. The room you said I would have to kill enemies did take a long time to optimize. Getting hit twice was the best I could do. I needed to have an enemy break the lower box. Remember attacking an enemy once and killing them takes 260 frames. sheath/unsheathe is 26 frames each. opening target sphere to choosing body part is 22 frames I believe. jumping on flat ground costs 6 frames.
5. Yeah I didn't spend a lot of time with entertainment here. I did want to hang off the floating platform at least. Killing the enemies would cost time because the platform doesn't move during battle of course.
6. I attacked the head at first to get a baseline. Tail turned out to be over 1100 frames faster. Getting hit once is a requirement. I couldn't get behind him no matter how hard I tried. In early testing and 16% chance to hit the tail I probably hit it 4/50 times. With not a single crit. When I went to optimize the tail I got a high crit in I think 6 frames! Amount of luck there was incredible. Getting behind him after he attacks you is pretty tough realtime as well. I would say not feasible for a realtime run.
As far as Duane goes I have a decent battle finished. Still a lot of misses. I kill the guards first to prevent them from talking. Saves about 270 frames each I think. But this maxes my risk for fighting the heavily armored guy/Duane. You're still my guide here. The only way I know where to go is watching your run. I'll spend some time trying to jump over the river tonight. Thanks for the input!
I have a somewhat good Duane fight. Good enough to move on. I learned my third ability from him. So the wyvern will give me my 4th. It was strange watching your run where your heavy shot did 1 damage and raging ache did 23 or so. My initial crit was somewhere in the 80s on the legs. I went about 200 frames out on the head because it was more damage but with a 0% chance to hit and 100 risk I don't think crits are possible. The bosses are where the most time can be saved by far with some sort of lua script to brute force this tedium.
Let me know what you think of the WIP.
WIP 3 to DragonSave point time comparison
Currently: Working on 3 soldiers fight. My first idea was run up the slope and kill both enemies since the entrance is also the exit. And kill the final enemy while doing this. Then I realized the two henchmen talk for a minute when you kill the boss before them. I can easily run up and kill the boss first then the last two without getting hit. Testing killing the henchmen first to reduce dialog.
So I equip the Magnolia Frau after the mines dragon or immediately when I unlock raging ache?
I'll probably equip impact guard when I equip raging ache. I'll be in the menu and I'm sure I'll need it to keep my health low.
Time for your next SDA submission. Get to work! I'm planning on encoding after the golem is down. Early testing shows it will probably take 17 or 18 chains to kill the golem. I'll need to make up BP near the fire elemental. Looks like the dragon will give me my second but waste quite a bit. The guards in the start of segment 3 will probably give me all I need. They should take at least 20 hits each.
The Dragon head takes 56 frames to get a max crit of 10. Took 27 chain to kill. I'm working on getting to the tail without getting hit. Initial crit will be more like 40 damage. But hit chance is 19%. 8BP until 2nd skill. Hoping for no more than 10 hits for the tail.
EDIT: Tail is target-able but a miss without the option for a chain means I'm actually hitting the wall. I have about 2800 frames to mess with to beat my 27chain head kill. In order to target his tail I have to wait about 130 frames then he does a 200 frame physical attack. Then running around to the tail. So it takes about 400 frames to get the tail in the target sphere. This puts me much closer to the exit door. In testing I haven't actually landed a critical hit on the tail. Maybe 4/50 hits connected and 24 damage was the high hit.
So 2800 frames to kill the head. Damage should take 1700 frames + 400 frames to get to the tail - 100 for closer door position. Seems like this will be faster for sure. Should be at least 800 frames faster. More testing ok bye
Almost to the end of segment 1 of the SDA run. Rough estimate now is about 4 minutes faster out of 15.
No need to kill enemiesSDA segment 1 timeTAS time
BP update: 1st ability learned from 1st lizard. 7 BP gained from 2nd lizard. I think you learned your 2nd ability from Golem (or was it your third?) I'll probably have around 19/34 after him.
Yeah I'm going to try to get him to spawn closer to the door. Unsheathing late doesn't matter since I have to wait for him to spawn. Going to try to get some testing Saturday. The lowest I can get my risk is about 54.
I don't know anything about how risk calculates hit chance. I can manipulate a crit to start a chain, but once a chain is started the amount of misses is set. Should I focus on risk management?
Yes I am working on the boss again. So far I have found a combination of input that is 4 frames faster. The end result is still a crit of 20, 6 misses, 15 chains. I don't think I can improve this fight any more (without addresses.) I'll get the MP+ reel and continue.
MP+1 costs 6 frames
MP+2 costs 54 frames
STR+1 costs 80 frames
I can get MP+1 from this boss but I need MP+2 from every boss afterward.
Sheathing my weapon while the exit door is opening saves 26 frames but I retain 6 more risk.
I will drop maybe 50 risk by the time I get to the next boss.
Note: I didn't have any slime enemies in the rooms before 3rd boss. SDA run did.
My experience with psxjin is read-only has seperate savestates from read+write mode. Playing back a movie in read-only does not include savestates you made while recording input.
Maybe using a more robust emulator, savestates and a video capture program (dxtory, FRAPS) is the answer. It's easy to edit segments together for a long play this way.
The only way to manipulate when critical hits occur is before the target sphere is open. Once the target sphere is open the entire attack chain is set in stone. On choosing the body part to attack I might be able to crit on frames 7, 53, and 98. These initial crits can do anywhere from 10-20 damage, which affects the damage of every following hit. So lets say my 20 damage crit happens on frame 98. I then miss 6 out of 15 chains required to down the boss. Missing 6 times isn't very fast, so I try my 16 damage crit on frame 53. I miss 7 times!
I can't manipulate any part of a chain once it is started. If I wait 300 frames to attack with a non-crit with no misses is it faster? It might be. This is just using the first frame the target sphere can be opened.
If I do erratic movement before I open the target sphere I can change which frames crits occur on. Then the process starts all over. So far 8 misses is the best I can do with attacking the abdomen. Would attacking a different body part doing less damage but missing less be faster? And how does my erratic movement affect the RNG? It is all guess and check at this point. I have spent enough time on it for now. I will come back to it.