GJTASer2018
He/Him
Joined: 1/24/2018
Posts: 266
Location: Stafford, NY
DarkRiolu27 wrote:
This appears to mean that saving a lag frame will save one overall frame (assuming all other lag is the same), but saving a frame through better movement will either save 0 or 5 frames, depending on when the door is reached relative to the framerule.
So this would work like the flagpole frame rule in SMB - the framerule could potentially "eat" any small movement improvements and render them irrelevant?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
Joined: 3/21/2024
Posts: 9
Location: USA
GJTASer2018 wrote:
DarkRiolu27 wrote:
This appears to mean that saving a lag frame will save one overall frame (assuming all other lag is the same), but saving a frame through better movement will either save 0 or 5 frames, depending on when the door is reached relative to the framerule.
So this would work like the flagpole frame rule in SMB - the framerule could potentially "eat" any small movement improvements and render them irrelevant?
Correct, although it can also be leveraged in many situations since subpixels are maintained through doors, so as I mentioned in a previous post if you have an extra frame or two you can use it to set your subpixels to favorable values or perform other actions at the cost of movement, without losing frames. In going back through the TAS I've mostly gotten door entries mid-framerule or right at the end, so I haven't lost much time to them. In the couple situations where I've reached the door right at the start of a framerule I've been able to save enough subpixels to press up a frame sooner and get a faster framerule.

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