Mario moves faster PER FRAME on PAL, so he goes further into a wall before collision occurs. I don't know the exact ratio, but I assume Mario on 50fps PAL moves roughly as quickly as Mario on 60fps NTSC. Where you really lose time on PAL is all the screen transitions that haven't been sped up.
FlagpoleRoutine: ldx #$05 ;set enemy object offset stx ObjectOffset ;to special use slot lda Enemy_ID,x cmp #FlagpoleFlagObject ;if flagpole flag not found, bne ExitFlagP ;branch to leave lda GameEngineSubroutine cmp #$04 ;if flagpole slide routine not running, bne SkipScore ;branch to near the end of code lda Player_State cmp #$03 ;if player state not climbing, bne SkipScore ;branch to near the end of code lda Enemy_Y_Position,x ;check flagpole flag's vertical coordinate cmp #$aa ;if flagpole flag down to a certain point, bcs GiveFPScr ;branch to end the level lda Player_Y_Position ;check player's vertical coordinate cmp #$a2 ;if player down to a certain point, bcs GiveFPScr ;branch to end the level lda Enemy_YMF_Dummy,x adc #$ff ;add movement amount to dummy variable sta Enemy_YMF_Dummy,x ;save dummy variable lda Enemy_Y_Position,x ;get flag's vertical coordinate adc #$01 ;add 1 plus carry to move flag, and sta Enemy_Y_Position,x ;store vertical coordinate lda FlagpoleFNum_YMFDummy sec ;subtract movement amount from dummy variable sbc #$ff sta FlagpoleFNum_YMFDummy ;save dummy variable lda FlagpoleFNum_Y_Pos sbc #$01 ;subtract one plus borrow to move floatey number, sta FlagpoleFNum_Y_Pos ;and store vertical coordinate here SkipScore: jmp FPGfx ;jump to skip ahead and draw flag and floatey number GiveFPScr: ldy FlagpoleScore ;get score offset from earlier (when player touched flagpole) lda FlagpoleScoreMods,y ;get amount to award player points ldx FlagpoleScoreDigits,y ;get digit with which to award points sta DigitModifier,x ;store in digit modifier jsr AddToScore ;do sub to award player points depending on height of collision lda #$05 sta GameEngineSubroutine ;set to run end-of-level subroutine on next frame FPGfx: jsr GetEnemyOffscreenBits ;get offscreen information jsr RelativeEnemyPosition ;get relative coordinates jsr FlagpoleGfxHandler ;draw flagpole flag and floatey number ExitFlagP: rts
The critical part seems to be: lda Player_Y_Position ;check player's vertical coordinate cmp #$a2 ;if player down to a certain point, bcs GiveFPScr ;branch to end the level
4:54 is not the perfect time as long as PAL isn't seperated.
How do you know the 2 worlds version is "more accurate"?
yeah, idk either what you could really do about it and how you'd try to identify the correct clicks and verify that their real unedited audio in a storm of click click click click click click click click click
Uninteresting no effort categories get a ton of submissions while good categories get few. Do you think for example Blindfolded with just 1 run should be replaced by "1-1 Star Mario", "1-1 Big Mario", "World 1 L+R", "World 2 Any%" or whatever other crap lazy people are coming up with, because those have more runs?
https://www.google.com/search?q=Warpless+Walkathon
You can't make that jump, but you can do something else. I don't know of anyone who has done it without TAS tools yet.
When 0:00 happened, we thought -0:01 was the limit.
"Also, about Bizhawk, how can I reduce input lag so my muscle memory won't be so screwed up?" I think Bizhawk has less input delay than snes9x? At least it felt that way to me.
Definitely go to Config -> Rewind & States... and disable Rewind, that's a massive drain and on by default.
Config -> Cores -> SNES - There are 2 options you can test out.
Config -> Display -> Display Method There are 3 options, experiment with these.
I think that's all.
I haven't compared video timestamps but I'm just gonna say that the framerule does not apply to
- the titlescreen to 1-1 transition
- warp zones
- the 8-4 to 9-1 transition (lost levels) in All-Stars.
So 1-1 should differ by n frames. 1-2 can differ by anything. 4-1 should then differ by mx21+n frames. 4-2 can differ by anything. 8-1 to 8-3 should differ by px21+n frames.
EDIT: I didn't realize it's emu. snes9x runs at a lower framerate. If you use snes9x, I'd switch to Bizhawk.
Bullets only spawn in enemy slots 1-3.
The freeze has been TASed and explained on Tasvideos: http://tasvideos.org/forum/viewtopic.php?p=430654&highlight=#430654 There's also a comment there that says lag is different on FDS, so that may be something to look into.
There is an overflow glitch with lag sometimes. Sockfolder looked into it and said there is no potential for memory manipulation with it, but it could probably take a second look by another expert just to be sure.
The 8-2 despawn probably meant the flag. In A-3 of Lost Levels you can despawn the flag with enough fishes and get an automatic fpg saving a framerule. 8-2 seems like the only any% level where there could be enough enemies.
I also had the idea for 8-2 to use the last Koopa in the level to clip into the ground like the warpless TAS does in many levels. But I think I tested every possible spawning pattern of the last Koopa and it never fell into the right hole.
I think it's mostly that Mario moves more pixels per frame in PAL to make up for the lower framerate.