Pretty much random input testing for the most part, ended up in a state where I had to select attacks for several dozen glitched characters. Notable in that this allows for more controlled item swapping: Certain glitched characters change the inventory when their actions are selected, different actions/delays can affect what items get glitched in or out.
#638632287955980290 - Sweet Home - Dungeon Teleport
Unexplored teleportation bug as a side effect of the board glitch/inventory shuffle/memory corruption. This particular instance is a softlock, but it's proof that cross-map teleportation is at least possible.
#638632286005200543 - Sweet Home - Outdated RTA Route WIP
Y'all ever just mess up so poorly on research that it invalidates literally 99% of your TAS?
Uploading only because some of the movement improvements are at least salvageable for any future attempts at TASing this, as long as they don't interfere with subweapon usage and/or crystal collection. Subweapon crystal management pretty much needs to match the published run at least through Stage 2, possibly beyond.
All of disc one and the first dialogue tree of disc two to make sure the disc change synced properly. RTA time is between 9-10 minutes faster than the current WR, final RTA time of the run is expected to be between 4:25:00 - 4:35:00.
The damage animation can be cancelled by firing while getting hit. Should save significant amounts of time: This incredibly short section saves about 70-80 frames by itself just from 3 cancels.
Stage 2 boss. Can't seem to use fire wheels the frame after jumping and I have no idea why.
EDIT: This actually isn't the final branch (it enters the boss 1 frame later than optimal) but it doesn't matter since a 1 frame delay is needed to get the boss kill to work (and another 1 frame delay is needed on top of that). I'll just be moving on with a two frame loss to what I can only assume is emulation differences.