Couple of things:
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It says all armour is required; does it need to be fully upgraded? Cause some of those upgrades requires scales from the dragons, which aren’t allowed to be collected.
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It makes no mention of All’s Well, is that also required?
Yes, that must have been it. Didn’t know the continue code persisted through reset. Would that not create an issue with the current rules? Cause the current rules mandate a reset before every new run, so using that you could reset and start the run from 8-1, and it would be perfectly legal according to the regulations in place. So then the rules would need to be updated to mandate a hard reset before every run, which would invalidate tons of runs (including some high level runs) that only performed a soft reset before beginning their next attempt.
So I was looking through my emulator, and I noticed that there was an option where you can toggle between Famicom behaviour, AV Famicom/Toploader behaviour, and NES behaviour. Are there actual differences between these consoles? I thought they were functionally identical.
Darn! So close! Thank you for explaining that, I’ve been looking into the “Dream Warp” for like a year now, and I could never figure out why it can’t be incremented twice, it makes sense now. I guess that concludes my journey, but hey, I learned a ton about the game in the process.
Okay, so, on that note, would it be theoretically possible to increment the value at $06D6 twice (from 00, to 01, to 02), by hitting the scroll unlock object twice at the end of 1-2? Essentially, my idea is that you would hit the object, and it would start the subroutine. Then, after it executes the part of the code which increments the value, but before it executes the part of the code which deletes the object, you hit it again, to interrupt the subroutine before it can finish. This would start the subroutine again, and allow a second incrementation before the object is deleted. From here, via clipping through the pipe, and going down the one furthest to the left, you would warp straight to 8-1. Based on how the game handles subroutines and interrupts, could this be done?
- How often is code executed in this game? Is it one line per frame, faster, or slower?
- While code is being executed, is it possible to interrupt the subroutine, and begin a new one, will the subroutine finish before the new one starts, or can the game execute multiple subroutines at once?
So, I’m not sure about the legality of this, but you can run the Pal region version of SMB1 at 60 fps (I used the European rom on my NTSC NES and it ran at 60 fps), and it makes Mario’s run speed faster, the countdown timer run out faster at the end of levels, and cutscenes (like the pipe entry cutscene) way faster. Would this be allowed to be used, and if so, could it save time?
So the other day I found out you can get high score in less than 30 seconds if you are allowed to start from any stage you want; this would also cut out the annoying RNG at the end of the run. My question is this: would anyone be interested in running a “Top Score Any%” of sorts, and if so, would mods be willing to add it as a category?
So I was doing some experimentation this morning and I realized that you can get top score in less than a minute. However, to do so, you’d have to play level 1, press select, and then go to level 5. Is this allowed?
Yes, as far as I can tell, although my theory that incrementing the value twice will send you to world 8 if you clip into the area where the warp pipes after having incremented it twice (this theory been proven through manual incrementation of the value through hacks), it is impossible to do so during regular gameplay, and thus the trick is (based on our current knowledge and testing of the game) impossible.