Still working on this. 53:45 or so is probably the end goal. But first, this is what happens when you talk about other games besides Golgo-13 in a Golgo-13 stream, and Golgo-13 catches wind of it.
Wow, it's been awhile since I've given an update on this.
After the FFV4JF, I'm back to working on this. As Breakdown would say, "53:34. And it sucks." Had a heartbreaking death in Act 12 that was basically my own fault, though it oddly probably saved time. I'm committed to deathless, though, so deathless shall be what I aim for. Truthfully, 53:00 or thereabouts is looking like the absolute limit, but I'll probably roll with submitting anything that beats this run and is deathless (Where have I said this before? <_<). EDIT: Run added. Well, most of it. Click on "53:34..."
No, what ended up happening was I looked through the Strategywiki for the game (See Act 3 here) and realized there was a way to avoid one of the first-person battles with a route change. That change saves about 23 seconds, maybe a bit less due to having to do some health management I may not have to do otherwise. So I would need at least a 53:05 to even consider submitting anything now, and the lower the better.
This is a 53:07. As you can see by the splits, there's still room for improvement. Not totally sure how far I want to push it though--Sub-53 is a definite, and from doing a quick scan of the times in this run, 52:45 would be really high-quality.
I'll probably make one last attempt at beating this run on Tuesday, and if I can't, go ahead and submit this one. RaikerZ looked at my time here compared to my best individual splits, and 52:27 or so would be the current limit if I were to put it all together.
So it turns out that there's at least one other cutscene that you can mostly skip (That the TAS doesn't do). This means I'm still not done, as I have to A. Go back and test every single cutscene to see which others, if any, you can skip out of early, and B. Do a run that incorporates all of what I find.
Hang in there Emptyeye! I just wanted to say that I'm really looking forward to the final product. Also, it's important that you run Mafat Consipiracy with no regrets.
Thanks everyone. Yeah, I'm pissed off at it now, but I know in the end I'd be even more pissed off with myself if I were to submit what I have now, knowing there were easy improvements in the strategy department to be had. I'll get something on this game yet!
EDIT: So besides the two I knew about (The one in Act 8, and the one that caused me to curse this game in Act 5), there are two other cutscenes you can skip. The first is your first meeting with Fake Enormous in Act 5, and the second is the last cutscene in Act 8. Not exactly sure what time those will save, but it's a decent amount.
Okay, quick pseudo-update: I'm submitting the 52:15. There's still some room for improvement, but I'm just not good enough to get there right now, and maybe ever (That Act 13 was seriously crazy, as you can tell by the split). So with that, I guess I move on to...Golgo-13: The Mafat Conspiracy.
I guess Mafat Conspiracy discussion might as well go in this thread.
The sniping sequences in this game kind of suck, so I made a Lua script that draws (1) the enemy's hitbox and (2) your target after applying wind. Hopefully, it will be useful for practice. It works in FCEUX 2.2.0 and I don't know what else (nothing?).
I have attached the script and some screenshots. The red box is the enemy's hitbox. The cyan reticle shows where you are aiming. The reticle is kind of hard to see in the screenshots, but I find it clear enough when you're actually playing the game.
Some info on how sniping works:
The enemy hitboxes are always 16x16. If Dr. Barrows and James feel like they have smaller hitboxes, it's because the hitboxes aren't where you'd expect them to be. For example, you can't shoot the top of James's head (I guess that's his hair) and you can't shoot Dr. Barrows in the forehead (I guess it's prosthetic).
Dr. Barrows is the hardest target (sorry, Jean-Claude) because his sprite bobs around and his hitbox doesn't.
The effect of wind is nonlinear. Fast winds alter your shot by more pixels/(f/s) than slow winds. The tipping point is 7 f/s. See the tables later in this post if you're curious.
Diagonal wind does not affect your shot as much in either individual dimension as horizontal or vertical wind. For example, a 10 f/s wind blowing left to right moves your bullet 15 pixels to the right, but a 10 f/s wind blowing down and right moves your bullet 10 pixels down and 10 pixels right. Diagonal wind does always move the bullet by the same amount vertically and horizontally; if it feels different, the reason is again likely to be the strange hit box placement.
If the RAM Searchin' I did today was correct, you don't lose a life for failing a sniping sequence. You do still lose a life for failing the Hardest Jump because you missed Dr. Barrows and had to escape the base again, however. Also, it looks like you get 26 lives per act instead of Top Secret Episode's 52 per game. Watch $0371 if you're interested.
Wind-speed-to-pixel-offset tables, for those who especially care:
Straight horizontal/vertical wind:
0 f/s = 0 pixels
1 f/s = 1 pixel
2 f/s = 2 pixels
3 f/s = 3 pixels
4 f/s = 4 pixels
5 f/s = 5 pixels
6 f/s = 7 pixels
7 f/s = 9 pixels
8 f/s = 11 pixels
9 f/s = 13 pixels
10 f/s = 15 pixels
11 f/s = 17 pixels
12 f/s = 19 pixels
13 f/s = 21 pixels
14 f/s = 23 pixels
15 f/s = 25 pixels
16 f/s = 27 pixels
17 f/s = 29 pixels
18 f/s = 31 pixels
19 f/s = 33 pixels
Diagonal wind:
0 f/s = 0 pixels
1 f/s = 0 pixels (yes, a diagonal wind of 1 f/s is completely calm)
2 f/s = 1 pixel
3 f/s = 2 pixels
4 f/s = 3 pixels
5 f/s = 4 pixels
6 f/s = 5 pixels
7 f/s = 6 pixels
8 f/s = 8 pixels
9 f/s = 9 pixels
10 f/s = 10 pixels
11 f/s = 12 pixels
12 f/s = 13 pixels
13 f/s = 15 pixels
14 f/s = 16 pixels
15 f/s = 18 pixels
16 f/s = 19 pixels
17 f/s = 20 pixels
18 f/s = 22 pixels
19 f/s = 23 pixels
Finally, since I am unused to making Lua scripts, please let me know if you ever hit/miss when the script says you shouldn't. A nearby savestate would be appreciated in that case.
I know you mentioned this in my stream, but very interesting stuff! Hopefully the info will help me.
I know I mentioned that, when you miss on a 0F/S shot, the game puts the "You missed" cursor a bit up and to the left of the ACTUAL center of the crosshair. Did you figure out if this was actually where the bullet is, or if it's just the game fucking with you?
The game draws the screen based on the sniping coordinates rather than the other way around. I "calibrated" the script so that in a calm wind, the hitboxes match where the game draws the crosshair. If you go off that, the hitboxes are weird and the gunshot marker when you miss is in the wrong spot. I could recalibrate the script to align the target with the miss marker and it might make the hitboxes look less stupid, but then the crosshair would be wrong, which seems worse.
In other words, either the game is fucking with you when it draws the crosshair or it's fucking with you when it draws the miss marker.
Just thought I'd put this here for now. The Mafat Conspiracy in 24:58.
This is probably the first run I'd be happy submitting if I couldn't beat. Two deaths, one intentional, one semi-intentional (I was kind of waffling on whether to take a death there, and the game more or less made the decision for me). Got The Hardest Jump in one try, and got all the sniping too.