Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
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Location: Japan, Nagoya
That might be true for the most of the cases.
Voting no, since it lets me redo the run :P
Well, seriously, that may improve the run a little. As arukAdo has mentioned, the equipping time doesn't matter at all (It's so easy to equip Spear instead of Short Sword, isn't it?) In my run, Soma deals Flying Armor 8 damages by Short Sword, but if Spear is used instead, the amount will be increased to 12.
The real problem is, the motion of Spear cannot be canceled by landing. It means, you need more 2 frames to cancel the motion by backdashing+crouching. Possibly, it makes the run slower, but I'm really not sure. Also, I'm quite not sure about the lag problem mentioned by arukAdo.
Here is a demo of obtaining Spear in first battle scene anyway. I couldn't manage the randomness to obtain Spear without losing any frames, still it's difficult to know that I lost a few of frames, in regular watch :P
Demo of obtaining Spear: DSM, AVIEdit: Atma suggested me to obtain Axe instead of Spear, and I didn't know that Axe Armor drops Axe, it can be guessed so easily, though (,,=3=) Axe deals 19 damages.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
WIP: Watch on YouTube, DSM, AVI
I finally reached to where Atma end his video. My run is about 347 frames faster than his now.
Axe Armor gives gocha a present from Warehouse 23. It contains: A lot of lags (;=_=)
You'll find an ugly luck-manipulation in Flying Armor battle when you watch the run with slowdown. A better luck-manipulation will slightly improve the run, but I'm bored with doing that. (#=3=)
I found that Soma can go the next room of Flying Armor room without Flying Armor soul. (*>v<)
I haven't seen what to do next yet.
New memory addresses added
00019 020F2A88 b u 0 Magic Seal Step
0001A 020F2A8C b u 0 Magical Seal Substep
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Thank you guys for your praises and advices.
What do you think about levelups (in other words, EXP management)? Is that effective or not?
P.S.
I'm still in the Axe Armor (and annoying Zombies!) room, but saved 3 frames for now. Probably I'll exit the room soon.
I found that I can beat the first Skeleton 1 frame faster (by using crouching cancel for the second backdash). However, the gain is soon drained by Armor Knight. So I decided to ignore that :P
00010 020D3168 w s 0 Some enemy HP value
00011 020D3408 w s 0 Some enemy HP value
00012 020D36A8 w s 0 Some enemy HP value
00013 020D3948 w s 0 Some enemy HP value
00014 020D3BE8 w s 0 Some enemy HP value
00015 020D3E88 w s 0 Some enemy HP value
00016 020D4128 w s 0 Some enemy HP value
00017 020D43C8 w s 0 Some enemy HP value
00018 020D4668 w s 0 Some enemy HP value
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Oh, does having 2 or more same souls make its effect stronger?
Anyway, I think I basically agree with you. Obtaining a soul lags too much :/
Also, thank you for contributing your watch list. It's somewhat useful.
I'm bored with optimizing Axe Armor room. I wonder how much irritating lags can be removed. Anyway, here's a progress... DSM AVI
Armor Knight soul also can be used to cancel damage motion instead of jump. According to my quick test, it's slightly faster than jump.
When turning around for backdash, pressing the down key (crouching) may save time a little. (kimited case)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Yeah, crouching is generally slower, because it decreases speed to 0.
Comparison on flat ground:
Backdash+crouching: (13784+13232+12680+12128+11576+11024+8624+0)/8 = 10381 (fastest average speed pattern)
Backdash+jump: (13784+13232+12680+12128+11576+11024+10472+9920+9368+8816+8264+7712)/12 = 10748
However, on downslope, backdash+jump decreases speed more. Therefore, as for downslope, backdash+crouching usually works better than backdash+jump.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
*separated some contents from my previous post and its edit*
I'm still tracing Atma (*). My movie is about 1 second faster than his one at the end of the Short Sword room.
DSM, Poor Quality AVIUseless notes
The run is harder than it looked. Soma usually goes too fast before a bone beats an enemy (o>_<)o
To hit a bone to an enemy as fast as possible since Soma has thrown it, is generally good strategy to go fast, as far as I saw. Optimizing how to beat enemies is not so easy though...
Randomness are changed at least when backdashing or attacking. (Luck-manipulating Axe Armor soul and Zombies are hard!)
About my movies
DeSmuME works MUCH slowly on my computer and the making takes time a lot. Also, I'm not so familiar with DS games. So it's somewhat hard to continue the work to the end.
However, if someone guides me what I should do next, I can continue the work without worries.
Feel free to edit the author field of dsm and continue the work btw. It's totally welcome ;)
Some memory addresses
7
00000 020CAA40 d h 0 X Position (Room)
00001 020CAA44 d h 0 Y Position (Room)
00002 020CA968 w s 0 X Velocity
00003 020CA96C w s 0 Y Velocity
00004 020C07E4 d h 0 Random Number?
00005 020F7414 w u 0 Soma's MP
00006 020F7448 d u 0 Soma's EXP
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Since my video is slightly faster than Atma's one, I paste it here. I wonder if more lag-reduction is possible. I believe it's almost the fastest anyway.
youtube video
Edit: moved some contents to another post, since the edit becomes too big.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
"Can't wait 'till the night" -- it's the time to upload my dirty encode.
-- link deteted -- (MKV H264+AAC, SoftRast, cosine interpolation)
Edit: watch on youtube instead, http://www.youtube.com/watch?v=mM5T_Dkh-BY
Since I watched your test run in youtube, I've already voted yes to the run :P
Good job, arukAdo.
Just a memo for me: http://pastebin.ca/1432035
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
FYI: encoded video for quick watch.
http://dic.nicovideo.jp/v/sm7088500
You don't need an account to watch the video, and you can hide out the comments over the video by clicking the "..." balloon Pacman icon, or whatever.
Edit:
Looks well optimized. Easy yes vote.
I hope you'll make an "all levels" run someday ;)
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
pirohiko has uploaded the video of the run.
http://circle.zoome.jp/TAS/media/46/
Walking endlessly is much boring, but the run much breaks the limit of the game, and it somewhat impressed me, anyway. I'll vote yes.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Man, I can provide a very simple script which crashes FCEUX!
emu = FCEU
The reason isn't complex at all, but I couldn't notice it for several minutes. *FCEUX crashes at the lua_getfield(L, -1, "OnClose") line.
I personally like emu.registerexit() rather than emu.OnClose table.
Edit: oh... I hadn't noticed the bugtrack page on SF.net.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Yatta! Finally it comes out! I was really looking forward to the run! XD
I think, this run shouldn't obsolete Halamantariel and Nitrodon's run, because it skips the game too much. I'm not sure what category is proper for non stair glitch run, but I would like "eight melodies run", or something like that.
P.S. As usual, I was jealous of your video editing skill [sm6305730]
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Nao's SGnG WIP (maybe it's not a part of the latest progress, though I can find only the WIP.)
http://www.youtube.com/watch?v=Dl5MK0K418Y
At some points, he goes faster than you.
Recently he deleted all of articles in his blog and stopped activities, then his SGnG project has been paused/abandoned. He may know some of nice strategies and use them in his WIP, but I don't know any public WIPs except the video above. He may know some of nice strategies and use them in his WIP, but I don't know any public WIPs except the video above. Also, I'm not sure whether he will upload his WIP if you asked him.
Anyway, I'm looking forward to SGnG TAS. Keep going, Ferret.
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I generally recommend 1.43 (I don't think 1.51 is bad though) svn wip.
I assume... 1.51 seems to have a bit too much lags than console, 1.43 has a bit too few lag.