It have been long time.. when i have done my TAS for this game..
But im planning my Final v4 i have tested many tricks on this game.. im 21 frames faster than my current run (midboss eliminated) i feel more experienced with frameadvance and Megaman games etc.
i have very heavy project with rockman2 and i will use all of my time for it..
Heheh. I played this game whole day.
and i found super improvement.. hehe.. :P
Calculation stopped just when boss is eliminated
old movie frame = 5537
new movie frame = 5455
= 82 frames faster now..
i can link my WIPs if someone wants to see them. :)
I want to show you how you can be faster by killing the mini-boss. And then
I'm showing how you can run backwards during the waiting time for the real
boss to appear. I haven't play the first stage yet so someone can continue this TAS. I want a sidekick to help me with this second projekt I have! ; )
Sorry for the bump, but I managed to improve the current run by 5 frames by the second elevator in stage 2, but for some reason, I can't beat the boss as fast as klmz did. Anyone want to offer some help?
How do I manipulate the ceiling enemy near the end of this movie? Can anyone please help me?
Edit: I've tried adding delays to the previous level, avoid killing enemies, and pointlessly waste ammo, but the claw won't fall down like in the published run.
Edit 2: If the claw would fall like the published run, I would be at least 3 frames ahead. It would've been more, but there's a nasty frame rule that prevents minor "improvements".
I managed to reduce 2 frames of lag, but lost one frame to manipulate drops.
You can find the run here.
Edit: I saved 3 more frames from lag, but I'm having horrid luck at the last 5 enemies in the third stage. This might take some time.
I can't get over this. I'll try to see if that 1 frame could be saved.
Edit: I did it! But it caused the rest of the run to desync, and I got horrid luck. This may take some time.
Edit 2: WIP of the first 2 stages. I also changed the first boss fight slightly, for better or for worse. Feedback would be nice. :)
Just for fun, I ran the WIP in BizHawk, and the first stage syncs perfectly. The second stage desyncs at the fall due to lag. Interestingly, none of the previous runs sync past the first stage on BizHawk.
I wonder if this means stage 2 can be improved by lag reduction.
I was playing around in FCEUX testing out various strategies on the final two bosses and I had something strange happen to me during one of those tests. Right when I destroyed the first core on the ship, the screen promptly faded out and the game loaded up the final boss.
I recorded a movie of it: http://dehacked.2y.net/microstorage.php/info/1847144528/JtSStage5Boss1Glitch.fm2
And here's a quick encode of the glitch occurring: http://www.youtube.com/watch?v=_ly-ZmbXN5U
I'm not sure if this was just to do with the emulator or if it's genuinely a glitch that can be reproduced. Anyone able to shed some light on this? I was using version 2.1.4a of FCEUX.
EDIT: Whoops! Forgot to mention that I was using Journey to Silius (U).
I was able to recreate it a few times without too much trouble. It could be the timing of killing it right when it leaves the screen. Maybe it loads the hp for the second target right as the first one leaves or something. Or maybe you're somehow hitting the green thing and dying at the same time.
Here's a clip of me doing it:
Thanks for the response!
The timing of killing it right when it leaves the screen seems the most likely explanation and was my original thought on the cause. Really curious as to why doing that triggers that, though.
But I can rule out the HP theory. The HP for both cores is loaded when the fight begins.
The ship's cores do not use the same memory address that the bosses use (001F) and each core actually has its own. I found that 043F is the address for the left core and 044F is the address for the right core. Both are set to a value of 28 when the fight loads.
EDIT: I studied both your movie and mine. Then I attempted to try and recreate the glitch. What it appears is that the glitch only occurs if the left core is destroyed on a specific frame.
I might be slightly off on my frame counting, but it appears that if the kill shot registers 2 frames before the core moves off-screen, it triggers the glitch.
No, I'm actually just speedrunning the game. Finding the glitch was a complete accident that occurred while I was testing out strategies on the last two bosses. Even luckier was that I was recording at the time. As I couldn't recreate it at first, I just wanted to make sure it wasn't a fluke and find out just how difficult it might be to reproduce on the actual console.
But anyway, if anyone does decide to work on an improvement, I do hope it can be of use.
Experienced Forum User, Site Admin, Skilled player
How much time would that skip save?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.