got all but the two in 5-3. hilariously, my fix for that one affected slot 6 ysub which causes that very last goblin in 6-3 to hit Ryu right before he reaches the exit.
before edit $47e = 0x52
after edit $47e = 0x57
and anything <= 0x56 would be fine.
Problem:
the bat boost in 2-2C can put Ryu a half-pixel more to the left—enough to reach the exit a frame sooner in this case. But that change would make the next tosser throw an unavoidable knife, negating that tiny improvement.
Solution:
use spin slash instead of windmill star to clear 2-2A (-1)
take better 2-2C bat boost. now the upcoming tosser cooperates because of the different timing. (-1)
kill one enemy with down+b due to lack of ninpo (+1)
act II ends a frame sooner (0-1-1+1=-1)
But none of that matters. The tosser-boost in 3-2 is acting as a gatekeeper, and it would take at least another 2 frames of improvement before 3-2 to get past him.
The RTA trick in 5-1 feos found a way to make TAS-worthy the other day only turned out to save 2 frames since it had to be traded for another damage-boost due to health limitations. It's also possible to grab the windmill star in 5-1 and trade 1 frame for 4 more health, but seemingly not without killing the slot 6 bird from the unused boost at the same time.
That 2 frame difference set up a new boost in 5-3E which saves another 3 frames. Reaching that point at least 2 frames sooner would also save save another frame, but oh well.
Those improvements finally fixed the two tossers in 6-2 that were each costing 1 frame to deal with.
Stage 5-6 from 39110 WIP pasted onto Meshuggah's stage 4 changes with a few tweaks to sync things up again.
5-1: Attacks on frames 22761, 23014 delayed one frame to fix slots 5 & 6 subpix values so 2nd bird-boost works.
6-1: Jumps/attack changed before axe-tosser to avoid axe
6-2A: Check out that club that Ryu nearly runs into. Scary!
6-2B: Jumps/attack changed so tossed axe gets killed and fixes xsub for booster enemy 2 screen ahead
6-2D: Less windmill action for now, $BF causes ghoul to stand in the way
6-2E: Tosser still not cooperating, so still losing 1 frame to get through here. Adjusting spawn iterator (interrupt@33781) in dead frames on platform jumps isn't quite enough to fix it either.
6-3C: disc-guy killed one frame earlier so the bird cooperates. (xsub again)
I still haven't looked at the 4-2 changes closely. Not expecting to improve it, but I should probably at least know that for myself
#16204503253094566 - Skip the Stom fight, still get Telepathy
Taking damage on the same frame as killing a boss results in $75 being set to 4, where normally $75 is always 0. This can occasionally prevent speed values from being added to enemy projectile positions, illustrated here with the bullet-boost leaving 4-1A causing a desync (though other bullets in the level are affected too).
51 frames faster than published run. needs new post-boss rejoicing before submission. and i want to finish game resource page before submitting as well.