Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Quick:
- Savings: 8 | 8
- I painstakingly optimized the laser section. I saved some subpixels here and there, but I ultimately saved no time. The room with the sniper armors synced with the old run.
- The fight itself had a major improvement. Using quantum shots, I was able to get 4 20s (nice) down to 19s, which was JUST ENOUGH to break the framerule!
- I did try these in the old run, but I kept running into the 3 shot on-screen limit. However, I found that I could fire my lemons sooner to make them disappear sooner, which gave me more room for manipulation. I also had to be a little bit persistent and try random stuff to make some of them actually work.
- Old:
- 1: 26
- 2: 20
- 3: 19
- 4: 19
- 5: 20
- 6: 19
- 7: 19
- 8: 20
- 9: 19
- 10: 19
- 11: 20
- 12: 19
- 13: 19
- 14: 20
- GREAT JOB!
- Total delay: 278
- New:
- 1: 26
- 2: 19
- 3: 19
- 4: 20
- 5: 19
- 6: 19
- 7: 19
- 8: 19
- 9: 19
- 10: 19
- 11: 19
- 12: 19
- 13: 19
- 14: 19
- HE DIDN'T STAND A CHANCE!
- Total delay: 274
- Metal:
- Pure Quick strats turned out to be faster!
- It's actually slower in terms of in-game time, but switching at the very beginning of the stage is a free 13 frames, meaning this strat just barely
- comes out ahead, by (X) frames. It's enough to save 8 (?) coming into the fight.
- I had given up on this strat because I couldn't shoot the drill on the fast belt, meaning I had to jump over it and lose a bunch of time (7 frames!!)
- It turns out that by manipulating the Item 1 values with extra shots, the salient boomerangs would have better velocities or trajectories or something,
- and the drill could be killed. The other TASers and I still have no idea how exactly each weapon uses these values, so we kind of treat them like RNG...
- Shinryuu's Metal fight somehow saves a lag frame on the way out.
- Bubble:
- Saved 1 frame (or 2?) due to shorter hops on the 3rd frog. Especially by removing a 12-framer
- Saved 1 frame by KILLING THE HERMIT CRAB!
- Hilariously, I'm falling so fast that I outpace my Metal Blades, so it's optimal to shoot them a bit later.
- The subpixels in this section line up PERFECTLY. It's actually better to do a little short hop at the bottom to preserve them.
- With extreme optimization that involved intentional extra lag, I was able to crack the framerule in the boss fight.
- It is now a perfect fight, with 19 frame deltas (+lag) between all the hits.
- It turns out that if a projectile would hit on an underwater lag frame, it will instead hit on the next frame, meaning a 19-frame shot can be impossible.
- By creating true lag frames, you can shift the underwater pattern and hit the shots as soon as possible...relative to the frame counter.
- It actually hits on the same frame, but the frame count ($1C) is 1 less, so you're further ahead relative to the framerule.
- This means that I only saved (X) frames instead of the full 8, but saving the full 8 is impossible.
- Flash:
- For some reason I could never hope to understand, the persistent throwing animation decided not to bother me this time around, saving me a frame for free.
- It was not enough to crack the boss entry framerule.
- I was able to save 2 frames in the boss fight, making it 1 frame off from beating a framerule!! However, the fight itself is perfect. It cannot be improved.
- We'd need a substantial difference in the stage itself to see any improvements.
- This stage is great for manipulating Item 1 values.
- On the boss order, and how it doesn't matter. Or...maybe Flash can beat a framerule?!?!?!
- Heat:
- There was a subpixel save before the first ladder thanks to Maru, but it saved no time. This stage is pretty much airtight.
- Once again, I could save some time by attempting the yoku block section instead of slowing down to sync Shin's inputs, but I would much need to save 8 frames
- to actually see the difference. I only slowed down by ~2 frames, so I'm deeming this impossible.
- Air:
- Shinryuu found a nice optimization in the first bird section. If you slow down by jumping a little higher off the final Item 1, your subpixels line up such that
- that you can kill all three eggs without jumping. This saves subpixels (0 frames), but the Air Tiki jumps get misaligned, and it's slower overall after you fix them.
- Just because I like it so much, I decided to keep this optimization in and slow down a bit on the jump down to sync things up!
- In my previous submission, I discovered* the "agressive despawn" technique, which saved time despite causing extra lag. However, this time around, I got unlucky:
- Bad RNG going into the Air fight means I had to waste 4 frames to get a pattern that didn't blow. Since I was throwing away that time anyway, I thought I might
- switch back to the classic egg kill strat to reduce lag. Figuring out the correct choice was a framerule fiasco.
- My options were:
- 1. Make do with the shitty pattern
- 2. Wait 4 frames for better RNG (remember, I can only start boss fights every 4 frames)
- 3. Do the classic egg kill and start the fight 8 frames later
- Option 1:
- There are some things not even TAS can do. Airman only gives us two viable patterns; the others will invariably result in suffering and disappointment, no matter
- how hard you try.
- Option 2:
- At first, it seemed like the 4 frames was going to be enough to lose the 8 on the way out. That would mean option 3 is the best, since that has less lag.
- But with aggressive optimization of the boss fight, I was able to save just enough time to beat the framerule, making this option the fastest!
- Option 3:
- This fight is one frame off from beating a framerule and being the optimal choice. However, the fight is perfect, and cannot be improved.
- Tech stuff:
- Throw timers:
- Thanks to RTA runner cyghfer, a couple of confusing behaviors are now understood.
- I didn't mention this in my previous submission text, but sometimes, throwing animations seem to last a little longer if you're in the air. We TASers took
- this in stride: "Just try different jumps and see which is better. I probably miscounted." But cyghfer was not satisfied. He investigated it, and realized
- that *the timer does not decrease when you are moving upwards.* I was able to locate the timer at address 0x36. I believe this is a remnant from a special
- falling animation that got abandoned--think Mario's hat in Super Mario World.
- This had the additional effect of demystifying the ladder fidget technique. In my last submission, I noted that you gain height even though you actually
- fall downwards, describing it as "very mysterious." As it turns, this timer actually decrements by 2 every time you grab onto a ladder. So what this technique
- essentially does is cause that as many times as possible to run the timer down faster. This means I can empirically decide when to stop fidgeting instead of
- adding more until it stops working--you should stop at X frames. To be perfectly honest...this is still a bit mysterious to me.
- This had the *additional* additional effect of demystifying the off-screen ladder grab gods! Turns out that you get that 16-pixel boost if and only if
- the throw timer is 0.
- Boss entry RNG:
- I didn't touch on this in my last submission text, but I should have.
- RNG is affected by your X subpixel, which usually gives you 16 options on any given frame. However, when you touch the boss door, your subpixel is reset (like any other wall),
- which limits your options. Depending on whether you walk, jump, or tiptoe into the fight, you will begin the fight at a different position, giving you 3 different options to
- work with. Sometimes that's just not enough, and you have to waste 4 frames to get the RNG you want.
- Air Man pattern-spefic subpixel-specific timesave:
- Mention Item 2 and 3 under fractional energy:
Advertisement
Add Comment
Please, Sign In to add comment