This code is run beforehand at $0302, before the branch that realigns the code to $02FA.
Also, a new requirement in the OAM was noticed at $02D4, which must be either 1C, 20, or 26 for a section of the credits to appear. 1C is the Yoshis, 20 is the enemy list, and 26 is the THE END text. The result of going straight to THE END is... interesting.
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Mine is still the (J) ROM, since there is no (U) or (E) ROM in existance. You have to figure some stuff out on your own, unfortunately, but it at least has the tutorials to walk you through it.
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I like how no one notices the obvious sarcasm.
Also, weee, quote pyramid.
Anyway, I'm not against Brandon asking here, but I don't think this site is the best place to ask. It doesn't seem like many people here have plans for a site that requires good coding.
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Well, all you have to do is land on the shell a short while after the shell has been thrown (I don't know the exact amount, but I'm going to guess ~30 frames). Its best to throw the shell near the height of the jump, so that it doesn't start falling faster than you.
As for related tricks, there's stuff like block duplication or the Yoshi glitch for sending them through walls (and mid-air shelljumping, if you count that seperately).
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Well, this here is a surprise. Definite yes vote.
Your math is a bit off, though. 5 + 6 = 11, not 12.
EDIT: Nevermind, just noticed the "frame saved from lag" part.
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Mukki wrote:
Great to see that this is still being worked on. The 3-2 strategy was awesome, very good use of the bubble item. I look forward to seeing more, the next two worlds are my favourites.
Thanks! Though, so far, I'm not liking World 4's water physics very much, they're pretty hard to optimize. D:
EDIT: Just got to the surfboard level, officially loving this world.
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DarkMoon wrote:
FuSoYa locked it in a hex editor. It's nigh impossible to unlock it.
He didn't lock it in a hex editor, that would make it really easy to unlock. He made it into a HiROM, which Lunar Magic does not support and can not be changed back to LoROM without screwing things up.
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Saethori wrote:
...But there's the problem. It's a Kaizo run. These are runs not meant to be played by unassisted players, their very design requires absurd amounts of, at least, savestate usage to be within the realm of beatable.
I've always liked how people don't remember that the original Kaizo Marios were actually meant to be played tool-less.
Also, another reason Fethy might not have submitted his Kaizo 1 TAS was because a large improvement was found soon after.
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A lot of people have been bugging me about this since I first posted this Kaizo 2 TAS on YouTube, so I'd like to make sure of this. Would a Kaizo 2 TAS have any chance of being accepted, or would be it be declined due to too many categories?
If SMB Air can get accepted, I don't think the hack will be declined due to its quality.
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FriedChckn wrote:
Great Run!
Just one question... what's 6/5 jumping?
Its a speed trick, that also keeps the P-meter up. Whenever in the air at a speed of 49, you just release the directional key for 6 frames before pressing it again for 5 frames.
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Mr. Kelly R. Flewin wrote:
Granted it'd eat up frames like a bitch, is there not a way to mess around with the ? boxes on Valley of Bowser 4 via a Koopa shell or spring and be able to manipulate a key there too? 500-1000 frames extra to add another exit to this already incredible run would be awesome!
Unfortunatly, to current knowledge, no. There are no ? boxes that could possibly contain a key, and not a single dragon coin in the level. Since you can't corner clip to the key (and would still need a way out anyway), it's been deemed impossible unless a Yoshi-less item swap is found. D:
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