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#638008229162818595 - Planet 12 - Tether object to large wormhole

SJ_tether_part2_p12.bk2
In 06:11.33 (22317 frames), 69287 rerecords
0 views, 21 downloads
Uploaded 10/8/2022 10:48 AM by ktwo (4 files)
Test of collecting an object and tethering it through the underwater section of planet 12. The detour for collecting the object turned out not to be compensated by a corresponding time save from the "tether speed-up", but still worth documenting.

#637973177167900920 - Test of planet 13 with the anti-gravity upgrade

SJ_wip_13_antigrav.bk2
In 01:22.31 (4947 frames), 19794 rerecords
0 views, 18 downloads
Uploaded 8/28/2022 9:08 PM by ktwo (4 files)
In the any% category, the "anti-gravity" (AG) or the "double-strength boosters" (DSB) can be bought in the shop.
AG:
+ Allows the pod to reach a speed of 4p/f in the y-direction if tethering an object, instead of the normal max speed of 3p/f. Since there are some vertical sections that need to be traversed in planet 13, this has the potential to save time.
+ Saves 256 frames of menuing in the shop, compared to DSB
+ Not impacted by gravity (or gravity balls) while activated
- Speed boosting in the x-direction while tethering objects is negatively impacted
DSB
+ 4 times the acceleration of the default boosters (both in the x- and y-direction)
Despite starting out with a lead of 256 frames on planet 8 from less menuing, compared to buying the DSB, only about 1/3 remained near the delivery of the 1st fuel cell. At that point, no reasonable solution was found for navigating the last part to the small wormhole without major time losses.
While some time can be expected to be gained back due to additional speed boosts possible with AG, there will also be several big time losses along the way due to slow cornering with the default boosters that AG can only partially cancel in the y-direction (and not at all in the x-direction). The test therefore ended early on planet 13 as it was obvious that AG would be a lot slower than DSB with the approach that was used.

#637964108091899066 - [NES] Solar Jetman - Fastes Warp 8 with TAS Route [Bizhawk - Soft-Reset Start]

SolarJetman_TAS_Warp8_Bizhawk.bk2
In 00:38.52 (2315 frames), 109 rerecords
0 views, 18 downloads
Uploaded 8/18/2022 9:13 AM by eien86 (4 files)

#637964084780842333 - [NES] Solar Jetman - Fastest Warp 8 with TAS Route

SolarJetman_TAS_Warp8_Bizhawk.bk2
In 00:23.29 (1400 frames), 97 rerecords
0 views, 20 downloads
Uploaded 8/18/2022 8:34 AM by eien86 (4 files)
Now resynced the current TAS to warp to world 8 (instead of 7)
This movie should be used as a base for future TASes of this game.
Happy TASing!

#637964057984508564 - [NES] Solar Jetman - Fast Warp 8 with TAS Route [Bizhawk Resync]

Solar Jetman - Hunt for the Golden Warpship (U) [!]_fast_warp8_bizhawk.bk2
In 01:17.50 (4658 frames), 95 rerecords
0 views, 17 downloads
Uploaded 8/18/2022 7:49 AM by eien86 (4 files)

#637964055937122633 - [NES] Solar Jetman - Fast Warp 8 with TAS Route

Solar Jetman - Hunt for the Golden Warpship (U) [!]_fast_warp8_quicknes.bk2
In 00:29.00 (1743 frames), 314 rerecords
0 views, 17 downloads
Uploaded 8/18/2022 7:46 AM by eien86 (4 files)
This is a movie that showcases that it is possible to get fast warp to stage8 using the TAS route.
Fast Warp 8 was previously demonstrated on console by ktwo (https://www.twitch.tv/videos/1565313484), but now we've got it in a TAS.
Next steps:
1) Resync this to NESHawk
2) Use the bot to Refine the route to get the warp faster

#58524046396026308 -

Solar Jetman - warp 1 to 8.fm2
In 00:45.09 (2710 frames), 16 rerecords
3369 views, 434 downloads
Uploaded 10/10/2019 3:07 PM by ktwo (4 files)
Showing off the second warp that sometimes appears in planet 1. The second warp leads to planet 8. Using this warp is several minutes faster than the currently published TAS. The movie is uploaded to allow analysis of the mechanics behind the second warp appearing.

#12852061334348625 - Solar Jetman (U) - $03AF = 1

Solar Jetman.fm2
In 15:15.85 (55042 frames), 18245 rerecords
11638 views, 1116 downloads
Uploaded 2/21/2014 6:40 PM by feos (1 files)

#12590050333964845 - Solar Jetman. No initial reset version.

SJ_FRK_NoReset.fm2
In 16:25.16 (59207 frames), 16347 rerecords
13348 views, 1092 downloads
Uploaded 2/9/2014 11:28 PM by FatRatKnight (19 files)
We're having trouble syncing my Solar Jetman TAS on console. If this version works, I'll slap my headband. This version omits the initial reset and inserts 512 frames, all of which ended up being lag that doesn't read the controller.
There should be two blank non-lag frames followed by a start press on the third non-lag frame.

#12531497925152203 - My Solar Jetman info script (w/ TASEditor helper code)

SJ_and_TASEditor_Helper.lua
13515 views, 1145 downloads
Uploaded 2/7/2014 8:11 AM by FatRatKnight (19 files)
Exact script I've been using in my TAS of Solar Jetman. Wait, why didn't I upload this earlier?
Can be run without TASEditor engaged. The display works fine without it, don't worry.
Shows the following:
  • Top-left corner: Tether position, tether speed (but not direction), in hexadecimal
  • Bottom-left corner: Wall invincibility timer (dec), Fuel remaining (hex), weapon power remaining (hex)
  • Top: RNG information. The 1s and 0s is simply showing the right four-digit hex number in binary. Hard to describe these RNGs here.
  • Top-right corner: Object counts: Player, your bullets, item, enemy bullets, enemy type A, enemy type B
  • Bottom-right corner: Facing, Speed, and position, all in hex. There's also a frame counter down there, also in hex.
  • Dot radar shows existing objects, using pixels with distances scaled down for off-screen detection. Hold Z to blackout the screen to see these dots better.
If you're going to complain about the fact I use hexadecimal often, I do it because it is not intuitive for me to recall that the maximum speed is 768 rather than 0x300, and 768 does not instantly tell me that it's 3 pixels per frame, while 0x300 does. It gets really bad on screen space if I decide to divide 768 by 256 so I see 3 at max speed but 2.99609375 when I'm really close. Also, if I do divide by 256, how am I supposed to memorize that 0.00390625 is the smallest unit? How much of a full pixel if I see a decimal 98, anyway?
If the numbers line up cleanly in decimal, I would have used it. Most of them don't, for my purposes. So I read them in hexadecimal. Makes sense to me. This is the exact script I'm using, specifically for my use, except TASe_XOR_SJ.lua is the filename I use. This is likely the final version of this script, as my TASing attempts for Solar Jetman is near its end.

#12525896296055538 - Solar Jetman completed. Completed run, version 1.

SJ_FRK_v1.fm2
In 16:16.64 (58695 frames), 16345 rerecords
13246 views, 1138 downloads
Uploaded 2/7/2014 2:08 AM by FatRatKnight (19 files)
Seems that eye boss uses the RNG to determine when to open those eyes after the first time. I have not figured out how to prevent an eye from spawning, though I did figure out how to get those eyes to open exactly when I wanted them to. The time they take to close again is fixed, that can't be manipulated. 10 HP, only enough time for nine shots before they close, but they can re-open very quickly.
The last stage is tiring. Was not a fun thing to TAS when I've got a lot of time for interesting nothings in particular.
Note my weapon bar is draining the whole time. The game forgot to shut off the Anti-Gravity I had. Has absolutely no effect here either way, so it empties without any interference.

#12476717057354893 - Solar Jetman. Don't buy the bomb.

SJ_FRK_NoBomb.fm2
In 13:55.99 (50242 frames), 14909 rerecords
13364 views, 1054 downloads
Uploaded 2/4/2014 8:58 PM by FatRatKnight (19 files)
188 frames saved (edit: where's my math skills?). Skipped the Time Bomb, plus I optimized getting Planet 13's ship part.
After I aligned the RNG back to what I had in my prior TAS, it synced perfectly. Note player 1's input at the crystal results screen. That's a bit of work I don't have to do now. Of course, I also removed the extra movement necessary to select the item after the bombs, as I no longer have them. Still syncs.

#12462891550207300 - Solar Jetman. Planet 12 done. Anti-Gravity all the way!

SJ_FRK_P12done_AntiGrav.fm2
In 13:59.11 (50430 frames), 14391 rerecords
13311 views, 1120 downloads
Uploaded 2/4/2014 6:02 AM by FatRatKnight (19 files)
This is the version with two Anti-Gravity items bought and used.
See me drag that wormhole through the maze even though you never see me use the wormhole itself. I need its mass to go fast. The Anti-Gravity helps make things very fast.
Destiny summons.

#12462875259092178 - Solar Jetman. Planet 12 done. Slower version.

SJ_FRK_P12done.fm2
In 14:17.70 (51547 frames), 12224 rerecords
13256 views, 1075 downloads
Uploaded 2/4/2014 6:01 AM by FatRatKnight (19 files)
Without the Anti-Gravity, it's kind of difficult to fool around with wormholes. I can't get vertical speed boosts with gravity either capping the speed or going against the direction I want. I probably could get horizontal boosts if I tried, but this time I haven't.
In any case, it's less interesting, too. Good thing I also did an Anti-Gravity run where I bought a second one. It synced just fine when I inserted several frames for the extra purchase.

#12430083941247869 - Solar Jetman. Anti-Gravity is faster!

SJ_FRK_P12_Seg1WithAntiGrav.fm2
In 11:29.41 (41433 frames), 10945 rerecords
13291 views, 1049 downloads
Uploaded 2/2/2014 6:34 PM by FatRatKnight (19 files)
It takes very little time to buy, I have to remove my time bomb to save it anyway, and carrying that wormhole around for the boosted speed appears very useful.
It beat my older time by a fairly decent margin, too. Reported Down+A at 41326 -- Old time at 42147, 821 frame saved!
Since that made pretty heavy use of the special jetpod for dragging wormholes, I have no doubt it's worth spinning the crystal. Hope to beat this game soon!
... It's tricky dealing with things to swing. I'm never really sure if I am keeping things as tight as possible.

#12415500773566030 - Solar Jetman, First half of Planet 12

SJ_FRK_P12_FirstSegment.fm2
In 11:43.07 (42254 frames), 9421 rerecords
15459 views, 530 downloads
Uploaded 2/2/2014 2:49 AM by FatRatKnight (19 files)
Here. Have my updated progress!
I like TASEditor. It lets me tweak for the slightest adjustments without having me to remember all of what I did in my complicated steering. Except for certain things like keyboard controlled precision edits, but I'm using a lua workaround for that.
I'm asking myself is it worth getting Anti-Gravity from the second shop. I only have to scroll past one item to get it, and it should let me carry that wormhole all the way to the last fuel, taking advantage of the 4.0 pixels per frame the whole way.
TASEditor reports that I press down+A at frame 42147, which is when I select to go back into the item menu to get my bomb and spare thrusters. A note to myself for when I go back and retry with the Anti-Gravity.

#12394425950904402 - Solar Jetman. Planet 13 done. Dragging wormholes for fun!

SJ_FRK_P13.fm2
In 08:44.17 (31502 frames), 8154 rerecords
13320 views, 1066 downloads
Uploaded 2/1/2014 4:02 AM by FatRatKnight (19 files)
Actually, after I get all the items in the area, I still drag a wormhole for slightly longer. This is not for show -- Dragging stuff around allows me to reach speeds up to 4 pixels per (non-lag) frame, where the usual maximum is only 3. I keep this speed as long as I do not make a thrust that would otherwise add speed to the same axis.
Because of this unforeseen speed boost, I'm a lot more confident that dragging wormholes is worth the crystal spins necessary to get this fancy jetpod.
Also, I'm used to thrusters that barely push me around, and sorely lacking when it comes to tethering items around. Having something this strong is taking some time to get used to it.

#12384433340285997 - Solar Jetman. My second crystal spin attempt.

SJ_FRK_CrystalTry2.fm2
In 05:23.31 (19431 frames), 6622 rerecords
13265 views, 1055 downloads
Uploaded 1/31/2014 5:14 PM by FatRatKnight (19 files)
Cleared Planet 7 while giving that crystal another spin. 354 frames saved over my last attempt. I also collect the money necessary for my shopping, with plenty to spare.
With the way I handled getting through with a tethered crystal, I'm now constrained by how quickly I can give that crystal a whirl. I held on to it up until I get to that large wormhole with the Golden Ship Part.
Planet 8 is just a quick warp to Planet 13. I shouldn't have too much trouble getting to Planet 12 at this point. I'm given the impression that this game is pretty sync-stable, with the only thing to worry about is future RNG. Using player 2 can deal with any RNG related mess.
... I seemed to have gotten back to this one. Sorry for those who expected more Soul Blazer.

#8812040509984293 - Solar Jetman. Uh, what is going on?

SJ_UhWhatIsGoingOn.fm2
In 01:51.18 (6682 frames), 2537 rerecords
13902 views, 1082 downloads
Uploaded 8/23/2013 8:01 PM by FatRatKnight (19 files)
... Uh, what is going on?!
Turbo to the end of the movie (apologies for not savestate anchoring it). Here I am, minding my own business, TASing like usual, when... This happened.
Those stationary big enemies I need to get past? They're... Not so stationary.
Uh... What is going on?!

#8790394280676009 - Solar Jetman, liquid entry w/ 219 from enemies.

SJ_FRK_FluidEntry_HighWealth_S.fm2
In 01:41.23 (6084 frames), 2338 rerecords
13829 views, 1046 downloads
Uploaded 8/22/2013 8:37 PM by FatRatKnight (19 files)
Manipulating them takes a while. But progress exists, I tell you!
There is one enemy I missed on the way through, a high-value enemy that could give another 28. I did go back to get it, but even with identical RNG state for later, it desyncs. This isn't motivating. I blame an ADC instruction being used without a known carry flag state for my Y speed, thus moving me 30 subpixels up.
For whatever reason, while trying to add P2 to my file, I ended up resetting the rerecord count. It was 7545 before this reset. I haven't manually added in this number, at this time.
For your entertainment and information, I added a few subtitles.

#8480117589615625 - Solar Jetman. Look at that crystal spin!

SJ_FRK_CrystalTry1.fm2
In 03:24.61 (12297 frames), 6605 rerecords
13912 views, 1105 downloads
Uploaded 8/8/2013 9:16 PM by FatRatKnight (19 files)
A bit over 1000 frames slower than skipping the crystal (1068 by my measurements). That's less of a loss than I expected.
I don't know how many frames it would save to drag around wormholes, but 1000 frames doesn't look to be a hard goal to achieve. Might want to look at a few routes and estimate whether it would save roughly 20 seconds or so.
All it needs is a little optimization and some extra enemies to manipulate. Note, however, that fuel is really, really tight. With all the walls I've been crashing into, I had to stop thrusting because one more frame meant I lose the pod. I should be glad for that canister I shot.

#8460679018803471 - Solar Jetman, cleared Planet 7

SJ_FRK_P7_Try1.fm2
In 04:30.18 (16238 frames), 6187 rerecords
13873 views, 1413 downloads
Uploaded 8/8/2013 12:15 AM by FatRatKnight (19 files)
No crystal spinning. It's this fast without spinning up that crystal.
Minimal luck manipulation attempted. Only enough has been done to avoid enemies making well-timed fatal shots at me. Presumably, I can pull a little more money out of spawning a few easily shot enemies along the way. Mostly, I want to see how fast I can get through this planet.
Compare the published run. From first frame of Planet 7 to clearing the "travel to next planet" animation, I took 924 more frames compared to the published run. This is due to the fact I skipped some planets that would have given me items to go faster with, such as time bombs and boosters. However, the direct warp from 1 to 7 saves somewhere over 20000 frames, as opposed to going through Planet 2 and a bit of 3.

#8438397313684443 - Solar Jetman, stuff after tunnel

SJ_FRK_FuelTry1.fm2
In 01:57.04 (7034 frames), 4897 rerecords
13882 views, 1073 downloads
Uploaded 8/7/2013 12:10 AM by FatRatKnight (19 files)
I went back a bit to conserve the jetpod fuel. The moment I pick up the first fuel cell is where things are different. Even more abuse of maintaining height where that calculation error helps. 12 frames slow, but ensures I have enough fuel to get through, and I got through the tunnel saving another 8 frames, for a net loss of 4.
I abuse a 1-frame invincibility to enemy sprites called pausing the game at the exact moment. Instead of losing the pod, I bounce off the enemy harmlessly.
Hard to say how many more frames can be saved in the fuel collection. Optimizing that looks difficult.

#8327020010578242 - Solar Jetman, tunnel attempt #2 (Looking nice)

SJ_FRK_TunnelTry2.fm2
In 00:57.43 (3452 frames), 3031 rerecords
13931 views, 1061 downloads
Uploaded 8/1/2013 11:47 PM by FatRatKnight (19 files)
I found a way to avoid slamming into the ground. 38 frames faster than my previous attempt which does slam into the ground. Point of measurement is the moment my Y position exceeds 0x700.
Lets see what this abuses...
  • Sub-pixel manipulation
  • Corner clip of sorts that deflects me off in an unusual direction
  • Dropping and picking up the tethered item to ignore its weight
  • Strange property of the Y velocity when it crosses the zero mark with thrusters

#8171939460986207 - Solar Jetman, bypassed that enemy! Time to try the tunnel...

SJ_FRK_TunnelTry1.fm2
In 01:03.41 (3811 frames), 1950 rerecords
14014 views, 1041 downloads
Uploaded 7/26/2013 12:10 AM by FatRatKnight (19 files)
I am successful in getting past the big enemy through that terrain now. Note the game didn't expect me to skip a few pixels, and a piece of terrain in the lower-left corner isn't loaded properly.
It's not just position, but angle as well. I did crash into the ground at the same X-position in a few different attempts, but if I'm going to the right at some speed, it won't let me through. Left motion or no X motion seems to work. For the most part, doing this kills my momentum, but it still looks faster than killing the thing and bouncing once. More careful comparisons still need to be done, however.
One attempt through the tunnel. The horribly jagged ground looks to be nearly unavoidable. As for the bounce off the ledge near the small wormhole, I might want a higher angle than that. Picking a different method is also a possibility.
Fuel also looks to be a concern. Would like to keep the pod intact past the second big enemy.

#8147176542878440 -

Solar Jetman - bypass big enemy planet 7.fm2
In 00:12.08 (726 frames), 3 rerecords
10310 views, 1028 downloads
Uploaded 7/24/2013 9:24 PM by ktwo (4 files)

#8143796602738354 - Solar Jetman, current best at getting past enemy

SJ__FRK_KillEnemy.fm2
In 00:54.49 (3275 frames), 1351 rerecords
13931 views, 1006 downloads
Uploaded 7/24/2013 5:45 PM by FatRatKnight (19 files)
... By destroying its 48 HP, one bullet at a time.
I attempted to optimize Planet 1 for a bit. Every subpixel I could save. Wasn't enough for another frame (still get there by 892).
I did optimize the initial pick up of that fuel cell so that I would rush to that enemy faster. I also shot some enemies who were off screen.
Navigating the next part in a speedy manner looks tricky... Corner ricochets have strange properties, but apparently not good enough here...
I still am lost as to how to bypass the big enemy without destroying it. My attempts at maxing out the enemy counter didn't work out.
Warps route.

#8080525146486850 - Solar Jetman, attempt to slip past that one enemy

SJ_FailedAttempt.fm2
In 00:48.27 (2901 frames), 466 rerecords
13982 views, 1030 downloads
Uploaded 7/21/2013 9:22 PM by FatRatKnight (19 files)
I believe the ROM I'm using is (U).
Takes the warp to planet 7 by frame 892. If anyone has ideas on speeding this up, go ahead.
Reportedly, it is possible to slip past that enemy at the end of this movie, but I'm not having success. I hit the wall, and one frame later, I hit the enemy beam. Is this (E) only?