I'm trying not to be pedantic but I think that's the crux of this post, pardon!
We never defined "begins" and I think that's what you are concerned about. It's not the a press, its defined as x frames before some visual cue. This is expected to me; as long as the runs are consistent against the doc I don't care if it doesnt match the TAS.
I've added a more explicit note in the document, thanks! doc link: https://docs.google.com/document/d/1gVoljNjR3lagg9EgqONeQZ9FQVhtBEz5mkyPdmpXZy4/edit#heading=h.8lala6xubnmv
Usually it is fine. Sometimes emulator accuracy is sacrificed in favor of performance, especially on old consoles, so we need to know the specific emulator used.
What is the nes emulator? Name and version?
preferable to leave milliseconds off of submissions
Yep! Mods will delete milliseconds anyways in most cases. It should save you some time to get more practice+attempts in too :)
Scroll to the bottom here: https://docs.google.com/document/d/1gVoljNjR3lagg9EgqONeQZ9FQVhtBEz5mkyPdmpXZy4/edit#heading=h.m9yf2rct9jp4 there's a distinctive image with about 15% of the curtain up top with tan lower 85% or so. That frame is 54 frames after start at 60fps. More detail is in the doc.
We default to permissive and enumerate the small ban list rather than a large allow list. EH manipulation is not mentioned and thus allowed, but we/i can add an explicit note saying eh manip is allowed on console and emulator.
We accept nes classic runs in general (beware: you'll have a harder time syncing with the different framerate!)
We allow flashcart soft resets in general
Pardon the confusion!
edit: I updated the src warpless rules to explicitly state it is allowed
Here is TEEX's spreadsheet: https://docs.google.com/spreadsheets/d/1j5MTbh14h6Rx1zXJpIop5negFPi6OvLts0KFJGJlh9k/edit#gid=677991048 EH+hands sounds useful. Several runners redundantly keep track of it themselves anyways. :D
The right side of the screen is the safest place to be, and spamming fireballs pushes the possibility of taking dmg (from rocky wrenches) to near 0. There is a small element of being near the end of a good pace run and wanting to do something that is simple and unlikely to screw up (vs bouncing on bullets to get 99 lives, 2 minutes before you could PB, which is an unnecessary risk and scary :) ).
Given you are on the right side of the screen and shooting fire already, why not shoot them as fast as possible as a form of practice and flaunting your leet button-mashing ability ;).
"Start Enable" is not a default setting, you may have to go to the layout/scriptable auto splitter tab and check the box.
Do your settings look like this: https://imgur.com/a/Ktn2FmA ? In "Script Path", does the smb3.asl file exist at that path? Are you running a (generally) unmodified rom, like PRG 0, and not a practice rom? FWIW FCEUX 2.2.3 on windows 10 just worked for me (without running as admin).
Note: thread bumping is generally frowned upon in most online communities :)
Do you have a video example? I'd suggest using tools like a wrong warp practice rom to verify your setup is correct. Then we can rule out the most common way of crashing, which is incorrect memoery values. That said, even pixel perfect, we've seen some crashes. Checking a video we can point out where, and playing the practice rom can empower you to figure it out.
Ping me if you get a board up, I'd probably submit a run. I did a couple with a patch and it was so much faster :)
Naively, I'd initially route like hundo but pwing from 7-9 on 5-9 🤷
There exists a subpixel manipulation to set up 7-1. After you kill Lemmy (world 6 airship), there is some time before the wand grab. Position yourself under the wand and come to a stop. Tap right as briefly as possible. If Mario does not move right a pixel, keep pressing single frame inputs to the right. If Mario moves a pixel, stop and wait for wand. When Mario doesn't move, the subpixel is incrementing higher. We want a low subpixel value though, so when he does move the single pixel, this means the subpixel is very low with only whatever remainder is left after incrementing Mario's x position.
Noted here: https://narfman0.github.io/angry-sun/pages/notes.html#7-1-subpixel-manipulation fwiw
Never heard of that one, points for obscurity.
The other 3 categories say "Banned emulators: ZSNES (any version), SNES9x 1.4x". Since FCEU is not explicitly mentioned, and the smb3 folks are pretty chill anyways, you should be safe.
If you do anything to obviously expose some difference , the run would probably not be accepted and the emulator likely banned. I am quite sure the reviewer would notice :)
Good luck, hands have mercy!
Cool - after testing, I did replace my patch with one I made from randomizer. I'd like to revisit 5-9 (though it is a weird one as you say) and maybe patch title screen differently, but it's 95% there IMO.
Cool, I just made a patch myself too: https://github.com/narfman0/romhacks/raw/master/Super%20Mario%20Bros%203%20noauto.ips
I haven't tested it at all... I wonder what "some" autoscrollers are and why some can't. I'm guessing some break the game. I'll have to see the difference :)
IMO this is a great idea for 100%! I'm noting this to look into for a later date :). We need the rom first, then we can have a few runs, and if there are enough runs we can ask category extensions mods to make it a category formally.