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Game Resources / SNES / Addams Family

The purpose of this page is to document all of the known tricks of SNES Addams Family, so far.

Because of the nature of this site, we concentrate here on tricks that are nearly difficult to play in real play, but are useful in the making of tool-assisted speedruns. For most of the tricks, a frame advance feature in an emulator is a definite must-have.

Zipping

This occurs when Gomez has a speed of 3 pixels per frame or more, if you jump into a wall going right with the right timing, you will get stuck in the wall and zip upwards very quickly. This can be used a lot to save time because you can go through walls and sometimes, spawn doors to the next room.

Keeping Speed Through A Door

When you enter a door, if you hold up and left, or up and right (depending on the direction you are going), you can keep a speed on 1 pixel per frame into the next room.

Speed Explanation

Optimizing this game to its fullest potential is impossible unless you understand how speed works. From a stop, it takes 8 frames to accelerate to 2 pixels a frame, then it takes 16 frames to accelerate to 3 pixels a frame, then it takes 24 frames to accelerate to 4 pixels a frame (assuming you have 2 speed upgrades that are at the beginning). If you accelerate for 7 frames from a stop, you won't make it to 2 pixels a frame. This would seem useless, but if you stop after you accelerate for 7 frames, and then start moving again, it only takes 1 frame to get to 2 pixels a frame. You can do this with the 16 frames and 24 frames too. So if you optimized the counters enough, you could get 4 pixels a frame in 3 frames. This is very useful for places where you fall down. You can also make the timer infinitely loop if you hold the direction for 9 frames, then let go of the direction for 4 frames, and then hold it for 9 frames, and repeat. You could also do this to keep 2 pixels a frame, or 3 pixels a frame.

Jump Through Hills

You can only do this is a few rooms where you go horizontally only, and there is fairly steep hills, but not too steep. If you jump for 1 frames you can somethimes go through hills.

RAM Adresses

Snes9x

Adress Notes
7E007F X speed in pixels
7E0081 Y speed in pixels
7E0082 X speed (pointer)
7E0075 Y speed (pointer)
7E00A1 X position (blocks)
7E00A2 Y position (blocks)
7E0004 Countdown to 2 pixels
7E0006 Countdown to 3 pixels
7E0008 Countdown to 4 pixels

BizHawk

Address Set #118: The Addams Family
System: Super NES
Download .wch file for: BizHawk
Domain Address Data Type Signed Endian Description
WRAM 0004 Byte Unsigned Little Countdown to 2 pixels
WRAM 0006 Byte Unsigned Little Countdown to 3 pixels
WRAM 0008 Byte Unsigned Little Countdown to 4 pixels
WRAM 006E Byte Unsigned Little X position (without scrolling)
WRAM 0070 Byte Unsigned Little Y position (without scrolling)
WRAM 0075 Byte Signed Little Y speed (pointer)
WRAM 007F Byte Signed Little X speed in pixels
WRAM 0080 Byte Signed Little X speed (level)
WRAM 0081 Byte Signed Little Y speed in pixels
WRAM 0082 Byte Unsigned Little X speed (pointer)
WRAM 009B Byte Unsigned Little X position (while scrolling)
WRAM 009D Byte Unsigned Little Y position (while scrolling)
WRAM 00A1 Byte Unsigned Little X position (blocks)
WRAM 00A2 Byte Unsigned Little Y position (blocks)
WRAM 00EE Byte Unsigned Little Sword weapon
WRAM 00EF Byte Unsigned Little Ball weapon

TODO: Add .GIFs or Video examples of these.


See also



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GameResources/SNES/AddamsFamily last edited by Challenger on 2018-01-28 14:39:42
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