Since our team finished the DTC4 submission, I have time to handle this.
I made a game resource page Wiki: GameResources/NES/IndianaJonesLastCrusade
to avoid editing posts for multiple times.
Randil's WIP has 16 sideways on the holy grail map layout. Waiting for 4 frames at the title screen (and reoptimizing the syncs coming from different enemy spawn (very few frames lost)) changes the holy grail map layout into 11 sideways.
Comparison at holy grail map layout screen
Randil's WIP: 7644 frames / Randil's WIP 4 frame wait: 7665 frames (+21 frames)
edit: 97 RNG calls, 1 + 2001 for map generation / 106 RNG calls, 1 + 1974 for map generation.
However I will debug the $8BB9, so I can search the best RNG for minimizing the number of sideways.
edit: no need for debug, I made a lua script that shows the RNG calls and dumps the RNG numbers
and another to make a screenshot with these values
(thanks to Wiki: Kirkq
's generous help!!). The state I used for the screenshot dumping was 7595 frames into Randil's WIP.
After some manual screenshot watching (took me some minutes): there's 9 layout * 6 ending tile = 54 possible maps can be generated by the game depending on which RNG it started. The ending tiles are always in the same order (heart, something, maybe an a, omega, bird, X, cup). We aiming for the fewest sideways. Now finding the fastest one in progress.
edit: Number of sideways of the maps: 15/12/11/16/7/11/11/11/4. No need to mention, we go for Map 9 which ends on a bird, which needs
18 more rng cycles than Randil's WIP. This sounds good, because we can adapt this to the title screen.
edit: the RNG cycles drives me crazy. Applying wait on title screen (to advance the rng cycle) changes the increments @ stage 2 Find Dad. This means, simply just waiting to get the exact 116 calls is "impossible" (without wasting many time). Of course it's possible with doing some route changes. Here's the most easiest (notice I used Randil's WIP): http://dehacked.2y.net/microstorage.php/info/98946327/FINALTAS.fm2
Also note that 116 rng calls is the most close for the "fastest route" (the earlier one is needs too few calls, the next one needs more calls).
Also there's a faster route at find dad which I didn't include this time (depending actual RNG, the faster route changes the RNG calls). I will throw out an update after I came out with the super optimized godlike TAS.