Well, I got bored and was playing with two windows(I enabled BackGround Input in FCEUX). At that time I noticed that in FCEUX, the game scrolled and stopped one block short in the TurnAround Room while in Nestopia the room scrolled a bit further. Can someone explain it to me??????
At 24 seconds your mario(s) are desynced already when he jumps after the pipe - different variables in the Pellson top readout. mario is a pixel ahead in your right screen. Then in the turnaround room again different variables and speeds.
Could be your controller inputs registered earlier or later depending on several things on the computer.
We know different emulators have different "input lag" time. So pressing a button on your controller might register in 1 millisecond (as an example) on emu1 but in 1.7 milliseconds on emu2... and if that's the difference of a full frame, it will make a difference.
@Darpey I noticed something today. When I was playing on FCEUX with the lag counter enabled, I noticed that the game lagged by 1 frame when the rooms switched. IDK if it is an issue on my computer or the Emulator but it explains why the game desynced in the walljump room and since the game lags by one frame in each room, the game on FCEUX was behind by two frames in the turnaround room and that explains why Mario stopped short by different lengths in that room...
FCEUX is a pretty stable emulator, it might not hold up to some others such as Nestopia, but it all depends on your PC, FCEUX doesn't lag for me a bit.
On YouTube you press (,) to go to the previous frame or (.) to go to the next one. Right at the start of the level you'll see that Marios are not in sync.
Why would you play as Luigi? You need to die 1st which costs a lot of time
Any% (NTSC) runs below 4:57.000 must now fulfill additional requirements in order to be verified.
- The run's full session must be included in the submission description.
- For emulator runs below 4:57.000, some form of input display must be visible for the duration of the run. A hand-cam or input