I have been looking into improving this run, but am completely stuck. The world ending fade out makes very little sense to me, although I have discerned that there is a 46 (!) frame rule in effect. I save one frame throughout the entire run, due to pressing start one frame earlier. This 1 frame savings lasts until I complete level 1-3, where I suddenly gain another 11 frames due to a faster fadeout / faster "princess to fly" flying right animation. HOWEVER, this causes an absolutely horrible setup for the bonus game (ideal is x1 life w/o using the ladder). If I delay one frame to match the prior movies time, it somehow causes me to lose 35 frames (46 frame rule -11 frames saved).
This does not seem to be affected by score, nor amount of coins collected (as I have altered both vairables with the exact same results). It seems to be affected by subpixel location of mario when triggering the level end sequence, or possibly frames of slowdown (ie not holding B). I think I have figured out that the fadeout to the bonus screen is affected by the flies movement patterns, but have no way to predict when a favorable one will appear (I have also been able to delay 6 or 7 frames and achieve the same result as xenos's WIP above, but still with horrible bonus level set up.)
So, in short, I'm very confused, and I'm not quite sure where to go from here. Does anyone with more programming experience have any suggestions as to how I should approach this? Or a RAM address that may be helpful (I've tried looking with no success). Despite this being a GB thread, I'm hopeful I'll get some sort of response before the thread dies.
Here's my version with 12 total frames saved, but terrible bonus screen:
http://dehacked.2y.net/microstorage.php/info/1879184794/Super%20Mario%20Land%20%28W%29%20%28V1.1%29%20%5B%21%5D.vbm
Here's xenos's low score attempt with 4 frames lost due to various causes, but 8 total frame saved with ideal bonus screen:
http://dehacked.2y.net/microstorage.php/info/1126605424/SMLTASlowscore.vbm