After testing, I can say that with the correct subspeed value as well as the added right input, the subpixel value can be increased to 112. Which still doesn't save a frame, but another subpixel might (or should, depending on.)
For the flagpole glitch to work, many things need to correct. After testing, this is the new list that I believe to be correct:
Pixel
Sub-Pixel
X-Speed
Y-Speed
X-Sub-Speed
Trajectory of jump
I will work on getting a list of what these values need to be in order for the flagpole glitch to work with the correct input.
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
I'm not sure if I'm missing anything incredibly obvious, or if something just isn't working for me, but I can't find a place in FCEUX to view the direct input of 6502 ASM code to reverse engineer on the NES. By this, I mean view the commands sent to the registers from the game. As a simple example:
LDA #57
Is there a way to do this kind of thing in FCEUX, and if so, how do I get to it?
EDIT: On second thoughts, this would most likely have been better off in the FCEUX or general subforums.
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
I had the idea to submit it on april fools just in case by whatever reason it got rejected so we could call it an april fools joke to avoid embarrassment? surely that was me?
No, me. For quite some time now, I discussed it with Coojay.
How can you ignore the yes vote RNG manipulation???!?!?!?!?!???
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
I uh... had the idea to turn on the console? I'm sure the run would've desynced without that.
That was Moth who did that.
Oh yes, I remember now. uh...
I had the idea to submit it on april fools just in case by whatever reason it got rejected so we could call it an april fools joke to avoid embarrassment? surely that was me?
And I also helped influence the yes vote RNG, surely that was a useful part of the run, no?
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
In 1-1 (and other levels I believe) an extra right input can be added on the frame after the jump+L+R to get a subpixel value of 96 instead of 80... doesn't save any frames but I like to get the subpixel maxed :P
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
sorry for double posting, but after looking for an improvement in 1-1, I am almost entirely certain there isn't one. I managed to squeeze an extra subpixel out of the flagpole (be a subpixel ahead after the flagpole glitch) but it doesn't save a frame. I will have to check if it's possible to get another one out of it, but I pretty much certain that it isn't possible.
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
If no one cares about toads branching I will apply my own decision.
I care. I would be fine with having all of them as seperate branches. (e.g. glitched, 2 player warps, 2 player warpless) because they are all different enough IMO. I also dislike warpless obsoleting warps (why not in other games like SMB if you're going to do it in battletoads?) and I'm not that fond of having 2 player obsoleting 1 player, because you have to game over in 2 player, which doesn't look good. For entertainment purposes, 1 player looks better, because there is no glitch stopping you from beating the game without getting a game over. The problem is, 2 player is almost 2 minutes faster. This tells me that 2 player and 1 player should be split as well. 1 player looks more optimised (to casual watchers), but 2 player is faster.
Current TAS:
[SNES] Jelly Boy
[NES] Street Fighter 2010
Sorry if this has already been asked, but is a limit of enemies/sprites known? I think there are only 4 enemies that can be on screen at a time, and I have know idea how many sprites can be loaded at one time, so want to check.