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Wow, I hadn't thought of that and was skeptical that it would change the lag, but being closer to the boss did actually save 18 frames. Good idea, and thankfully at the end of the TAS too :) I uploaded a userfile of the full thing with the new ending, that should replace the current one in the submission.
https://tasvideos.org/UserFiles/Info/637942385844419048
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They're both ports of the Doom engine, but entirely separate ones by different developers. I'm not an expert on Doom GBA but the clips in that game work because of rocket launcher knockback or something, which isn't a thing here.
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Touching that enemy can be avoided, and I do build up some speed on the wall.
I'm going to have to redo basically the entire tas anyway to incorporate doing the clips without facing the wall (there are a few places where this should be faster), so I'll go ahead and include your improvement while I'm there.
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Hmm, no I probably don't. I'll give it a shot in a bit, it's close enough to the end of the game that I can change it pretty easily.
EDIT: Oh yeah, that's much faster.
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I'm turning in place because I've used the wall nearby to set up a perfect position for clipping. If I turn while i'm still moving then it will throw off my position and I won't go through the wall.
There are a few places like this throughout the run where I can't do a clip or turn to the correct angle until I've come to a complete stop. Even if you're not moving, you can still have momentum pushing you against a wall or something, and that can cause a clip to fail. So there's some waiting to do sometimes.
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To add on to what Dimon said, there are actually some minor changes to the level design (none of which change the speedrun). In the second room where I clip in level 3, hard difficulty adds some trees for no reason. They added a ton of enemies too, so I suspect the trees are there to stop them from killing themselves.
The final boss should take significantly more damage to kill (this is why I did the run on Easy), but by killing the boss before his AI activates like I do in the revised ending it seems like his HP is the same. I can't find the boss' HP in memory to back this up (the address Dimon posted is total hits landed for calculating accuracy % at the end of the level) but I suspect that his per-difficulty HP value is set when he starts walking around, and before that it is some default value.
So if people want to see the game on hard, I can remake on hard. I doubt the inputs will copy over due to the lag. Hard mode does have the added benefit of an ironic ending in which you are praised for apparently killing every monster in the facility ;)
And no - strafe running is not a thing in this game. Check memory address 22F0 for player speed if you're curious.