Good job! Yes we need to change the comparison points to be more precise.
Level timer 99
My latest hud script here:
User movie #73353016102155940
(will upload and add to this post soon) uses
gui.pixelText(120,8,string.format("%d%d", memory.readbyte(0x65), memory.readbyte(0x64)))
0x65 the first digit of timer for example 9, 0x64 the second digit of timer for example 9, 8, 7, 6... you know.
Powerup address being the enemy ID
Okay, this makes sense,
will do some tests today. Yes, main bosses seems to be always F and have different gameplay than normal minibosses which seems to be normal enemies.
The rest of the values (past F) seems to be the result of how the game works. Imagine something like the ROM having the following regions [enemy data] [level data] [sprites] where using more than F probably reads from another region.
edit: For example the enemy data might only contains 15 entries, so reading from enemy data 16 would read from the offset (position) over the end of it's region, reading from another region.
Times
Updated the timesheet a lil bit with your post' numbers.
WIP5 which uses a different kind of position sacrifices to get a little better 2 enemy position before 1st miniboss for double exploding boss glitch
User movie #73353048780342013
edit 1 for this post: I will continue researching on Tuesday or Wednesday.
Note that while it's good to have a movie with so many (frames) improvements than this submission, the movie will probably desync, so we will use -- your new WIP -- movie as comparison points and when we are about to continue from 1st miniboss end.
(As soon as we can come up with a way to verify the potentially best movement/time sacrifices to manipulate the position of 2 enemies before starting a boss fight), we can add entertainment relevant stuffs as well as trying to improve each part of your newer WIP.
final... edit: Our new strategy so far
(Applies to both Hokuto no Ken 2 and Fist of the North Star, but we are probably going to use the USA version. Will start with checking up the version differences and edit the gameresource page)
Stage 1 (level 0)
- Manipulate two enemies as close as possible to the first mini boss cam x position 1792
- First mini boss double explode
- Manipulate two enemies as close as possible to the final boss cam x position 3840
- Final boss double explode
Stage 2 (level 1)
- This level has 3 stairs, which increases our cam x position greatly:
(cam x position in previous room, cam x position in next room)
from 1070 to 1560
from 1794 to 2304
from 2200 to 2816
- This level might be improvable with using damage boosting if possible. This depends on how far we need to scroll the camera and how many time sacrifice required for projectiles and/or enemies boosting us as fast as possible.
- Manipulate two enemies as close as possible to the first mini boss cam x position 3328
- First mini boss double explode, pick up glitched next level power ups for Stage 4 (level 3)
Stage 4 (level 3)
- Going back to the left to start boss fight and double ko
The remaining stages seems to be all rely on the previously mentioned strategies. Boss fights where enemies don't spawn will use double ko, while others will do double exploding glitch.