I improved Batman again. 43 frames
I hope you are not tired of Batman! It's my favorite game, so I'm happy to improve Batman again.
The improvement started from the 2-4 Boss battle, and there was no change in the level before 2-4, because I couldn't find any improvement.
This improvement mainly comes from better Boss strategy and better control luck.
Because the randomness of some enemies is controlled by the global time, controlling luck becomes the most important part of this improvement.
The way to control luck is mainly to control Lag, because the Lag of this game will affect the luck of the global time, which leads to a large amount of work for this improvement, because I need to make two or three TASs simultaneously to compare the best luck.
The workload of this improvement is still large. As long as there are levels generated by Lag, I need to do multiple TAS synchronously to get different Lags, so as to control the randomness of the enemy in the next level. However, this is not an easy task, because it is difficult to ensure that different Lags are generated at the same speed.
improvement:
2-4: I try to find a way to avoid bullets, so that I can reduce a pause (get 3 frames)
3-3: Improve Lag. Optimize the climbing wall and better control luck so that I can kill the Flamethrower by reducing pauses when climbing (get 8 frames)
3-4: This improvement of Boss combat is the first improvement I found. Batman can avoid being hurt by staying away from Boss as far as possible, so two pauses are reduced (get 7 frames)
4-1:Better control luck,Let Batman not stop(get 1 frames)
4-2: Better control of X sub-pixel (get 2 frames)
4-3: This level lost 1 frame, and the second Flaming chariot was suspended for 4 times due to less luck than last time. However, since the first Boss of the 4-4 level has 8 frame rules and the second Boss has 4 frame rules, it will not waste time if the 4-3 level loses one frame....... I tried to find a way not to lose frames, but it will generate Lag, which will also affect the luck of the 4-4 Boss fight. Therefore, I made several TASs to compare the best fighting luck of Boss and kept this TAS. ( 1 frame lost )
4-4: As I said above, the reason for keeping this TAS is that the Boss has better luck control in battle, because the Boss has frame rules (get 6 frames)
5-1: Optimize Lag, kill the flame thrower of the climbing wall, instead of rushing through the cracks of the flame as before (get 4 frames)
5-2: Good overall time, the Boss battle will be reduced by one pause (get 3 frames)
5-3: Cause more damage to Batman when he approaches the clown (get 10 frames)
Total: 43 frames
Editor:When I checked the movie again, I found an improvement of 10 frames in the last clown battle - https://tasvideos.org/UserFiles/Info/638110156833183104

ThunderAxe31: I'm happy to see so much enthusiasm for a game! Judging.
ThunderAxe31: File replaced with a 10 frames improvement, and accepting to obsolete the current publication.

EZGames69: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #7940: DreamYao's NES Batman in 09:12.49
Pankaj
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Excellent work! DreamYao Watching your Batman TASes inspired me to work harder on my TAS projects Batman is my favorite game too
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Megaman TAS Mania,still learning english
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [5080] NES Batman by DreamYao in 09:12.49
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RAM: 001F Current object slot: Used by AI loop function 00A6 Current weapon selected $00-Batman, $50(80)-Batarang, $60(96)-Ninja Stars, $C0(192)-Gun 00B4 Global timer 00B7 Health 00B8 Amount of Ammo 00BE Lives 00C0 BG CHR Bank 0 (tiles 00-7F) 00C1 BG CHR Bank 1 (tiles 80-FF) 00C2 SPR CHR Bank 0 (tiles 00-3F) 00C3 SPR CHR Bank 1 (tiles 40-7F) 00C4 SPR CHR Bank 2 (tiles 80-BF) 00C5 SPR CHR Bank 3 (tiles C0-FF) 00D0 Batman's Y position (unit = screen) 00D1 Batman's Y position (unit = pixel) 00D2 Batman's Y position (unit = subpixel) 00D3 Batman's X position (unit = screen) 00D4 Batman's X position (unit = pixel) 00D5 Batman's X position (unit = subpixel) 00D6 Batman's on-screen Y position 00D7 Batman's on-screen X position 00D8 Sprite scroll Y (unit = screen) Scrolls all entities visually, 00D9 Sprite scroll Y (unit = pixel) doesn't affect collision/physics. 00DA Sprite scroll X (unit = screen) 00DB Sprite scroll X (unit = pixel) 00E0 Left edge of view (unit = screen) stored in high nibble 00E1 Left edge of view (unit = metatile [32×16 px]) stored in high nibble 00E2 Right edge of view (unit = screen) stored in high nibble 00E3 Right edge of view (unit = metatile) stored in high nibble 00E4 OAM counter (used to index OAM while rendering sprites) 00EA View coordinates (unit = screen/high nibble = x, low nibble = y) 00EB View coordinates (unit = pixel/high nibble = x, low nibble = y) 00F5 Joy 1 press 00F6 Joy 2 press 00F7 Joy 1 hold 00F8 Joy 2 hold 00FC Scroll Y shadow register 00FD Scroll X shadow register 00FE PPU mask shadow register 00FF PPU control shadow register 05E0 Boss HP
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