An edited version of my Hokuto no Ken (the first game of the series) for FCEUX to work with Fist of the North Star on BizHawk.
Ignore the "template" comments, as I had to change the format for BizHawk (cannot read word, have to use read_u16_le or something)
The memory variables are very similar between Hokuto no Ken and Fist of the North Star, so the following variables are OK: Cam X, PX, PY
The following is not implemented so far: Enemy/projectiles IDs, these being alive
There's also a bad quickfix on the bottom of the script which doesn't cares about BizHawk loaded a ROM, so loading this script twice will closes BizHawk... will fix it in next version
lua: make a spd notifier
because tree's can be hit and reduce your speed
because you can also stuck while jumping through platforms (hudson hawk style)
removed lag frames by turning left as soon as possible. The lag is caused primarily by Y which's function is executed after level shown. This is also the reason Y ruining the warping glitch, because after game end the "time left" function further delays the glitch, doing other visual corruptions (longer loading, multiple loading level before giving up and restarting etc).
This movie does what mintlody's TAS and still have 0 corruption
The difference between this and the other movie is just the action we use before stage transition.
improves few frames between start and end of 2nd game end by minimalizing lag frames
inevitable misery at 3rd game end. Currently it's the "no level corruption" one. I need to replicate (if possible on BSNES with currentdefault setups) the "instant level restart" what mintlody has with the sideeffect of level 41.
#49105814211840580 - SNES Prince of Persia warp to level 8
BSNES + USA, should work on Europe too. Won't work on japanese because the glitch is different (after pulling off the glitch, you start the level with glitched state. I only warped to the intro cutscene).
leave 1st room
fall down in 2nd room too
go right to 3rd room and die to soldier
you can use the menu to avoid waiting for "press button to continue"
pull off glitch in the 1st room
if everything was OK, you are warped to level 8. this movie warps to level 0 for whatever reason for a brief moment.
P2 boss 7 frames faster with jumping start (first frame)
p4l1 dropping from first platform is 2 frames faster than instead of dropping from first frame and dropping again, but no time save (whatever frame rule)
1 frame faster P1L1 (sub x optimal) but doesn't matter, probably there is a frame rule (which would also explain the manual "insert 1 frame and remove 1 frame before and after a section" this isn't the reason as that one depends on lag frames)
16 frames faster P2 boss by climbing the wall on the left and jumping off to get to the green goo earlier
edit: this movie includes the P3 boss 2 lag frames improvement
Nearly 100% optimized but didn't checked subpixels
Note
there can be random 2 frames of saving or loss between levels (and cinematics)
edit2: you can also insert 1 frame before sections and delete 1 frame after. not sure if this has any potential use or why is it works in the first place...
planet 1 level 1 - only final dmg taken matters
planet 3 level 1 - not sure if it's fastest on last enemy
all lag frames eliminated except for...
planet 3 level 3 - jumping asap triggers enemy earlier, so this is faster than jumping later
planet 3 boss - 9 lag frames is best for me
planet 5 level 1 - mixing vertical and horizontal optimization but 1 lag frame is still there
So need to check subposes, p3l3, p3boss, p5l1.
edit: p3boss can be 2 frames faster with lag optimization (removing R at specific frames)