And just for the record, PAL is much slower than NTSC for warpless, even if you could somehow pull off a full flagpole glitch on every level. So there isn't any theoretical time that could be saved by switching to PAL.
There is already a setup that's about as easy as it gets:
Let me also throw in one more just for the heck of it: Run off of the last moving platform, land without holding B, start holding B again on the frame you drop to walking speed, and then do your preferred jump to the flagpole (e.g., 1-frame jump on frame 70).
Kind of awkward so probably won't ever be used (at least not over the other setup), just something I found while messing around with it briefly just now.
The rules state every allowed platform. Anything not listed there is not allowed. The reason why a particular platform might not be allowed could range from "it doesn't behave like original hardware" to "the mods haven't gotten around to verifying/don't have enough data to verify that it behaves like original hardware".
Now, as for the Game & Watch, I timed a few runs on mine a while back and it seems to run slightly faster (???) than expected, but I'm not entirely sure on that yet. If it does in fact actually run faster than an original NES then that seems like a good reason to not allow it. :p
A video isn't going to show much of anything (especially since we don't see the setup in it), because for FPG your x position needs to be within half a pixel, and that's not something you can tell by just looking at an image.
In general, you want to find the rightmost subpixel that you can jump and not land on the flagpole block, which you can do by first finding the earliest frame that you do land on the block and then doing a LR wiggle in the air until you don't land on the block anymore. Then L, nothing, R, L+A, nothing, R should get you the FPG. If it doesn't then release right at a different time as you're falling towards the pole and then it should work.
The way it works is that when you hit a wall, the screen stops scrolling for a set amount of time. So the idea is to move as far as possible into the level during that time, to increase your x position as much as possible. Facing backwards gives you the most acceleration and thus the most x position gain from each bump, but it's not impossible with forwards acceleration. You would need more bumps, however, so it would be slower overall.
FCEUX has a frame delay between when you push an input and when you see the result of that input on the screen. (Have you noticed that if you push jump and then frame advance, you don't see Mario jump on the next frame, but rather on the frame after that?)
So the first frame of control is in fact the frame that the "400" appears. It only looks like you gain control a frame earlier ($E set to 8 ) because of that delay.
The "F7" subpixels you're talking about give you a CF0 Sockfolder value at the pole, not D70 as you would want for FPG.
I wouldn't recommend learning FPG if you're just starting out. You don't need it until you have a 4:57 or so. Better to focus your energy on the bigger things instead of worrying about a multiple-frames-perfect trick that saves 0.35 seconds at best.
Here's the direct link to the script (right-click and Save As to a safe place, then add a Scriptable Auto Splitter component to your layout): https://raw.githubusercontent.com/periwinkle9/cave-story-autosplitters/main/cave-story-combined.asl
I've also been meaning to add this autosplitter to the official list of autosplitters that LiveSplit can automatically download from the Edit Splits window, which would make setting this up much simpler. However, I've only really tested it with the freeware game so far so I'd want to make sure that it actually works with Cave Story+ before I do that. (I see no reason why it wouldn't work, but I haven't gotten around to verifying that yet.)
The time attack challenge board is already linked in the Sub-games page, although for some reason you have to check "Show unofficial releases" to see it.
The problem with the last frame in 8-4 isn't that we don't know the inputs for it, it's that the inputs are really really hard to execute.
There are in fact 2 frames to save on the block climb. ( https://www.speedrun.com/smbce/thread/0yjfy )
Hi all,
Recently Nicalis updated the Switch version of the game to v1.3. This patch fixes an issue with the challenge modes crashing when trying to open them, and for NA/EU regions it also brings over the changes from the Japanese version of the game. The biggest impact this patch has on the speedrun is the patching of the cutscene skip pause glitch, which is the glitch that enables the credits warp to be possible although it also had other uses which saved a couple of seconds in other categories.
Seeing as there is no proper way for people to downgrade to v1.2 (the only game version that has the cutscene skip pause glitch), we are making some changes to the leaderboards:
- The cutscene skip pause glitch is now banned for all future submissions from runners still playing on v1.2, to ensure fairness with runners who updated to v1.3 and newer runners who just bought the game. (This does not affect you at all if you have the most recent game version.) Existing leaderboard runs that use this glitch will not be removed, with the exception of:
- The credits warp category, which has been deleted since it's no longer feasible to obtain the exact version of the game that you need to run that category. The two runs that were on that leaderboard have been archived in the forum thread about the credits warp: https://www.speedrun.com/cave_story_plus/thread/fy4lt . If you're still on v1.2 and you wanted to do some credits warp runs, feel free to share your PBs in that thread! Just know that from here on out, we will no longer be officially tracking this category.
- A co-op option for shared health bars was added to the NA/EU versions of the game in the v1.3 patch. (It was already available in the Japanese version.) Accordingly, we have added a "Shared Health Bar" variable to the Co-op categories, so you can choose to do runs with or without that option enabled. Furthermore, runs with different settings for that option will not obsolete each other, so if you and a friend do two Co-op runs, one with shared health bars enabled and one without, you can submit both runs and have them both shown on the leaderboard.
That's all for now. Have fun caving :)
As of the v1.3 patch, the cutscene skip pause glitch is now patched, which means the credits warp is no longer possible (unless you kept a save file from after performing Core Escape).
Since there isn't a proper way to revert to an older version of the game after updating, I've chosen to delete the credits warp category. Here are the two runs that were on the leaderboard before it was deleted:
23:58 on normal difficulty by me:
38:15 on easy difficulty by @Lor:
For anybody that happens to still be on v1.2 of the game and wants to do some credits warp runs, feel free to share them here! Otherwise let's all mourn the passing of a cool glitch that had a lot of wacky potential.
It's known that it's possible to get the TAS 8-1 framerule with a fast accel that only saves 1 frame. However, in that case you also need a lucky enough subspeed and perfect (?) pole inputs so that you save an extra frame walking to the castle. I'm not one to say how difficult that is to do RTA, but it is one more thing that you'd have to worry about that's not an issue with the current setup.
L+R is explicitly banned in the rules. Even if you modified your controller to be able to press that input, you wouldn't be able to submit any runs using it to the leaderboard.

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