Joined: 5/22/2010
Posts: 80
Location: WAR TOWN, Georgia (USA)
wicked: Thank you, and after I get through with this run, I won't put together a 100% one. A 100% run might consist of getting all the GI Joe characters, both playable and non-playable. It would also consist of getting all 5 weapons and completing all routes and areas. I doubt that everyone would buy into that.
I re-did the dance with Destro and manipulated his destination of landing. The goal here is to not waste too many frames, waiting for him to come down and re-appear. And that's how I managed to save 26 more frames, now making it 355 altogether. I figured I like this dance much better than the first attempt, what do you guys think?!
(scratch off this link, but my updated link below does contain this dance)[/color]
Here's an update: I started focusing on optimizations from the 2nd attempt after I started over, while comparing that to this 3rd attempt. The second attempt was never complete and it only got up to the end of Route 13. I do have everything shaped up between the beginning and Route 13. So if I want to compare anything, it would now be between this attempt (3rd) and my first original attempt. In the 1st WIP, Hawk tagged the radio at frame 24468. In this 3rd attempt, despite all the optimizations and it does pay off, Hawk tagged the radio at frame 22869! Now with just one more stage to go, I have 1599 frames saved altogether. Don't just "Press Your Luck", manipulate it!
http://dehacked.2y.net/microstorage.php/info/168116789/gi.joe2.C0DE.RED.fm2
Do I look like someone who really cares what God thinks?!
"GI Joe: The Atlantis Factor" - May be improved in the future.
Joined: 5/22/2010
Posts: 80
Location: WAR TOWN, Georgia (USA)
I stayed up all night, couldn't sleep. Played more GI Joe 2 starting with Area A. The first two stages are the same. But I have implemented BoltR's input when saving the third hostage. Plus, I chose a different method of defeating Overkill. Battling Overkill, using Inzult's rapid-kick technique seemed much faster than using a single knee-drop when you're cornered. I only used the knee-drop when Overkill is right next to me and the rapid-kicks won't connect.
http://dehacked.2y.net/microstorage.php/info/620153409/gi.joe2.attempt4.C0DE.RED.fm2
Do I look like someone who really cares what God thinks?!
"GI Joe: The Atlantis Factor" - May be improved in the future.
Joined: 5/22/2010
Posts: 80
Location: WAR TOWN, Georgia (USA)
wicked: Use whatever powerful weapons by all means and don't waste a lot of frames messing around. What I can tell you is that for Gen. Hawk to have LV4 barehands, there is an annoying mini-boss in Area A and it gets brought out again in Area D and twice in Area F.
I find it okay to score a 2 hit combo on this mini-boss where a jump-kick does damage of 3 and then a couple frames later, a knee-drop that does damage of 8. You might score additional damage point(s) when flying back from a knee drop. That includes one or two more from regular punches, or 8 more just by shooting LV4 lasers if both rays connect. If you look at my third WIP and my latest one I posted late last night (I'm still sleepy, but a 6-Hour Power is the only thing that's keeping me awake right now), you'll see how the use of bare hands and weapons have been well-utilized during fly-backs - have made fights as short as they're able to get.
Do I look like someone who really cares what God thinks?!
"GI Joe: The Atlantis Factor" - May be improved in the future.
The damage of each is known. It's just a matter of putting it all together in a way that's fast :]
(the boss energy address is 00f6. I had posted it perviously in the thread)
C0DE RED, I will watch the new WIPs as soon as I can, looking forward to the polishing you've been doing.
Joined: 5/22/2010
Posts: 80
Location: WAR TOWN, Georgia (USA)
I'll give you guys a little update. After defeating Overkill, it's pretty tough to be fast through Route 06 while it's very hard to mimic BoltR's input, due to lag and synchronization.
The only thing I can think of as for improvement to my recent input to Route 06 - I want to focus only on the standalone POW's that were placed on the ground, while avoiding and/or flying past most falling enemies. This includes falling enemies that drop bouncing POW's. There is a good possibility that I can tone down more frames if this strategy is done correctly. But after completing this stage, I can utilize at least three of the standalone POW's found in Route 11 going toward Area D. I don't want to waste a lot of frames defeating enemies with bouncing POW's if I don't have to. But I do want to make sure I have a LV 4 laser gun by the time I reach Area D. I also want to try to get at least 180 bullets, therefore, conserving will also play a role here. So basically, people, the keyword of this strategy is "standalone", not bouncing. I'm going to give this a try and see what I can pull.
Do I look like someone who really cares what God thinks?!
"GI Joe: The Atlantis Factor" - May be improved in the future.
Joined: 5/22/2010
Posts: 80
Location: WAR TOWN, Georgia (USA)
I'll just upload what I got and pick up on it again when I get time. When I said that I was willing to focus on the standalone POW's on Route 06 and 11, I really meant it! There were 8 on the mountain and 4 more along the swamp. I powered up the laser gun to LV 4 again, didn't waste too much time killing enemies, and have 180 bullets to last me through the rest of the game. I have 323 frames saved so far. If I lose frames, that's more likely because of luck manipulation.
http://dehacked.2y.net/microstorage.php/info/285658160/gi.joe2.attempt4.C0DE.RED.fm2
Do I look like someone who really cares what God thinks?!
"GI Joe: The Atlantis Factor" - May be improved in the future.
Joined: 5/22/2010
Posts: 80
Location: WAR TOWN, Georgia (USA)
Inzult: Woah, now, put that gun back in the holster. That's where I conserve ammo. If I want to put on a real laser show, I would only shoot lasers at bosses and mini-bosses that just stand in one spot (like Destro). But if these bosses keep moving very often, the plans suddenly change. I use knee-drops to conserve ammo.
Do I look like someone who really cares what God thinks?!
"GI Joe: The Atlantis Factor" - May be improved in the future.
Joined: 5/22/2010
Posts: 80
Location: WAR TOWN, Georgia (USA)
Sorry to bump if so, but the savings keep coming! It looked like I was at 323 frames saved leaving Route 11, but now I'm at 353 after defeating Destro. This new WIP/attempt also includes an improved "Destro Dance Revolution" sequence as if Gen. Hawk is forced to wait until Destro turns back to human, so I would like some feedback about the dance - I thought it would look real good with my upcoming submission. Another thing, I did conserve 3 bullets of ammo coming out of the Destro defeat. Instead of waiting for another laser ray to shoot out, I switched to knee-drop to finish Destro.
http://dehacked.2y.net/microstorage.php/info/545854800/gi.joe2.attempt4.C0DE.RED.fm2
Do I look like someone who really cares what God thinks?!
"GI Joe: The Atlantis Factor" - May be improved in the future.
Joined: 5/22/2010
Posts: 80
Location: WAR TOWN, Georgia (USA)
Coming soon, I'll be looking to do some research on Storm Shadow. I once found out that he dashes on foot and his LV 4 pulse rifle can be much stronger than Hawk's LV 4 laser gun. If this Shadow character is what I think he is, I might see what he can do in a TAS, regardless. But to get Shadow, I have to go through Route 03, Area B, and defeat Cesspool. But even after defeating Cesspool, Route 07 is another "mountain climber". I also read that Shadow has a maximum HP rate of 3 to 9, compared to Hawk's 5 to 11.
Do I look like someone who really cares what God thinks?!
"GI Joe: The Atlantis Factor" - May be improved in the future.
Joined: 5/22/2010
Posts: 80
Location: WAR TOWN, Georgia (USA)
This is ridiculous. I start off with 20 to 30 frames conserved after skipping the opening storyline and then still come out of Route 01 about several frames ahead. Even with a LV 3 rapid-kick technique and watching $00F6, the results are a little off. What happened here? Don't forget, though, this requires the player to manipulate deeper due to lag, positioning, and synchronization. If I can try to come out with at least 10 frames saved here, I could try to do a 5th project using the same route from the published one. Right now I am stumped.
http://dehacked.2y.net/microstorage.php/info/1118795680/GI2AF.fm2
Do I look like someone who really cares what God thinks?!
"GI Joe: The Atlantis Factor" - May be improved in the future.
Joined: 11/5/2010
Posts: 1
Location: WAR TOWN, Georgia (USA)
Hi all!
Let me get straight to the point. There are a few things I clearly noticed about this game as I have been following it in-and-out over the past few weeks as a guest. I have studied both BoltR's unfinished WIP and c0de red's latest publication 1552M. There were some things that got my attention and it was a debate.
Both runs appeared to have maximum life of 11 units. It appeared that Red ended his publication with 8 units of damage in total, however, he still had another three more units of life. In that case, what's wrong with having only 9 units of maximum life and ending input with one unit remaining, huh?!
Even with Red's strategy of avoiding falling enemies as Gen. Hawk reaches the summit, it appeared that BoltR still had the upper hand on quickness as I sat and LMAO comparing both.
That is true, but I bet Red never knew that Hawk had the ability to use a knee-drop as soon as he obtained LV4 Hands, right?! As I watched this part of that run, no knee-drops were used as a finishing move.
WHAT?! A single knee drop does 8 damage while it would take three rapid-kicks just to equal about the same value. A single kick does 3 like it said earlier in this thread. Just get close to the mini-boss you're fighting, and then after that - perform a knee-drop. It should take only 3 to 5 frames to do a single knee-drop, rather than up to 12 frames to do three rapid-kicks. Again, use a knee drop as a finishing move! Close call, but this should've been done several more times.
OK, OK, all other jokes and debates aside. I been finding solutions to my debates as I been playing this game. I cut off at least 300 frames after the first 5 stages of this game already. But the reason I killed one "FCEUX second" (61 frames) was that I found it kind of important to make sure Hawk is lock-and-loaded (e.g. collecting ammo without overdoing it). So far, my progress is almost finished as I went through the first two doors of Area D. Going into overdrive with this one, yippee...! Watch and learn more.
http://dehacked.2y.net/microstorage.php/info/1028929403/gi2--RGBCrazy.fm2
Do I look like someone who really cares what God thinks?!
"GI Joe: The Atlantis Factor" - May be improved in the future.
Joined: 12/26/2006
Posts: 231
Location: Lonely City
My V3 TAS WIP is http://tasvideos.org/userfiles/info/15003099423737795.I have finished 12049 frames,426 frames than the previous published tas by myself.New glitch is used to cancel the attack time,and I find a good passageway in stage 2-2.
I recently found this game while browsing videos. it looked fun but in need of improvement so i thought i'd give it a try.
So far I am ~800 frames ahead and up to the last level. But then i realized there is a cancelled submission (i guess due to trouble with this code red person.)
I dont think i will match that submissions time with my current run , even though i'm pretty far ahead of the last wip on this thread too, so i trhink i am missing something.
Is there a way to see what was in the submission text that DarkKobold edited out so i can glean some information about this lost TAS?
nevermind saw the version history button : )
I hope to finish this fairly soon.