Yeah there's some Disney's games like The Lion King anf Beauty and the Beast that was released in 1994.Wario's wood was released in 1994.And if I remember correctly there is some games that was released in 1995 but don't remember their titles.
Going to be working on a TAS with Vilsol I think. The game uses similar mechanics to the PCE version but has different stage layouts. I think the one difference between mechanics is that you don't maintain horizontal speed from a damage boost.
EDIT:
User movie #47599133190400309Link to video
There is the possibility for a hover off the first crocodile to save time but I haven't managed it yet, so far I lose all my savings at the 2nd flower boost.
User movie #47614647209221382
About 20f faster after first boost, most from better acceleration at the start of the stage. I need to delay some frames hitting the flower to hit the enemy, loosing 9px.
Doesn't sync for me currently. If you did this on fceux I can just work with the original fceux file and convert anything manually. Apparently it syncs on QuickNES and not NESHawk, really wish that the conversion process created proper metadata.
Also found out that the smiley faces cause lag so it needs to be timed whether or not each smiley saves time against the countdown at the end of the stage.
I don't have interrest in picking up this game, I just looked for improvements on the submission, so feel free to use whatever emulator you want.
Final WIP, saves 7 more frames after first flower:User movie #47703142718125924
A rough lua for BizHawk:User movie #47703003744204809
The game has a few hidden lag frames here and there, you should try to find the lag address.
Subpixels only increment, a high value also means a low value. Positions update if the subpixel overflow according to speed and direction.
E.g: From standstill the position of 32:48 gives a traveled distance to next frame of 0:16 when right is pressed, but 1:48 when left is pressed.
Landing reduces speed to 3 for 5 frames. Constantly jumping can get rid of 3 frames with reduced speed, hovering off enemies doesn't reduce speed at all.
List with addresses:
...
33C - 341 ?
342 - 347 X Direction
348 - 34D ?
34E - 353 X On Screen
354 - 359 X Off Screen
35A - 35F Y On Screen
360 - 365 Y Off Screen
366 - 36B X Speed
36C - 371 X Speed State
372 - 377 X Subpixel
378 - 37D ?
37E - 383 Y Speed
384 - 389 Y Speed State
38A - 38F Y Subpixel
390 - 395 ?
396 - 39B ?
39C - 3A1 ?
3A2 - 3A7 XY Direction
3A8 - 3AD Timer
3AE - 3B3 ?
3B4 - 3B9 State
3BA - 3BF Gravity Modifier
3C0 - 3C5 Jump Height ?
3C6 - 3CB ?
3CC - 3D1 ?
3D2 - 3D7 ?
3D8 - 3DD ?
...
Thanks for the additional improvements and for the lua script. I'll take a look at them in a little bit. I had managed to find some improvements on my own but did not post them because I didn't feel finished.
Do you wish to be listed as an author even if you do not plan on being involved further in the project? Currently I have your name listed in my movie but if you do not wish to be listed, that is also fine.
EDIT: It appears my undocumented work was ahead of yours anyways but I'm still planning on looking into things more.
Link to videoUser movie #49753064590104663
I timed the countdown of smileys to roughly take 11 frames per smiley so I elected to not collect the ones at the end of the stage.
I included Vilsol and TASEditor in the authors' field but if either of you feel you would like to not be listed, let me know.
Finished a rough draft of sorts
Link to videoUser movie #50176966022598816
There's still some known areas of improvement on this and some I think are likely to be improved: prior to halfway through 3-1, I didn't realize that jumping out of the water made you stop for a frame. I also didn't think to manipulate the final positions of the 2nd and 4th bosses the first time you fight them. Wouldn't be surprised if 3-2 can be improved and the waterfall section before the boss re-fights as well.