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MESHUGGAH wrote:
It exists as the debugged information shows. You can easily verify this by doing 2 little jumps in a row. If you remove the 1st jump, the 2nd jump's vertical boost (and it's total height depending on the delay between the 2 jumps) will be changed. If Y sub 1 wouldn't change all the (in-game) time, every jump on the same platform would be equally high and would have the same boost. Currently I'm sticking to brute forcing all jump possibilities whenever I need to be higher or lower.
Still seems very consistent to me after testing. Jumping twice makes the peak of jumps to be only the difference between the y-subpixel values before each jump. You probably know what you're talking about though, just that the two of us most likely have very different ways to analyse a situation like this :) Something new to me while testing this was that when not doing a full jump, the y-position is set to the start of the pixel where you released the "a" button plus 51 subpixels.
feos wrote:
Only Aglar can improve this now.
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Demonstration: http://tasvideos.org/userfiles/info/8276427459843689 Best way to test this is jumping multiple times on the same platform without touching the ceiling. Try to jump for 1 frame around boss 2 start (without changing the other inputs).
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The reason why it desyncs is this: In your run at frame 7346 (the frame before you jump) your y-subpixel value is 108. If you do a jump at frame 7327 before this your y-subpixel value at frame 7346 will be 88. In your run this will result in a y peak position of 167.7 while the peak position in the other case naturally is 166.243, your position thus gets pushed to 167.51 while in the other it get pushed to 166.51 meaning that you'll reach position 180 (the one required for you to land) 1 frame earlier and thus it desyncs. Still can't see where those extra subpixels show up, other than if you simply look at this in a completely different way. I'm quite a lot more old-school than you for example :)
feos wrote:
Only Aglar can improve this now.
AnS
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Joined: 2/23/2006
Posts: 682
MESHUGGAH wrote:
Now if this wouldn't be enough, the way the game calculates the Y sub position is ridiculous.
It's not ridiculous, it's the only sane way to substract 16-bit fixed-point numbers on a 8-bit platform. Judging by the tracelog, 0x7B0-0x7BF stores fractional part of YSpeed, while 0x7C0-0x7CF store integer part of the YSpeed.
MESHUGGAH wrote:
Y sub 1 changes on every in-game frame even when you are on ground. Y sub 2 changes only when you are jumping/falling.
That's because "Y sub 2" is speed, not position.
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Aglar wrote:
The reason why it desyncs is this: In your run at frame 7346 (the frame before you jump) your y-subpixel value is 108. If you do a jump at frame 7327 before this your y-subpixel value at frame 7346 will be 88. In your run this will result in a y peak position of 167.7 while the peak position in the other case naturally is 166.243, your position thus gets pushed to 167.51 while in the other it get pushed to 166.51 meaning that you'll reach position 180 (the one required for you to land) 1 frame earlier and thus it desyncs. Still can't see where those extra subpixels show up, other than if you simply look at this in a completely different way. I'm quite a lot more old-school than you for example :)
I can verify that jumping at different times (on the same position for the same length) can make a different maximum jumping height. Jumping height also changes depending on previous jumping. This is shown in my demonstration. Also note that the lua script doesn't shows the "correct" Y pos nor the Y sub position. This is because I can't calculate it. Since the only thing I found is the subroutine I added to the post, I can't really understand how would your description should match the debugged information even if I take away the Y sub 2 from the calculation (I mean that I'm not really sure about my theory either). edit: the memory values again: 0x07C0 - the vertical boost, jumping makes it 4...3..2... 0x07B0 - Y sub 1, changes only when you jump. Values like -120, 35, 84... 0x0660 - Y sub 2 at least what I think. Changes everytime during the in-game frames. -102, 68, -17... 0x0640 - Y position. 180, 175, 171... 0x07B0 and 0x660 starts the very same pattern similar but in different direction. 660 starts with 51, -103, 50 while 7B0 starts with -51, -102, 103.
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Expert player (3641)
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MESHUGGAH wrote:
I can verify that jumping at different times (on the same position for the same length) can make a different maximum jumping height. Jumping height also changes depending on previous jumping. This is shown in my demonstration. Also note that the lua script doesn't shows the "correct" Y pos nor the Y sub position. This is because I can't calculate it. Since the only thing I found is the subroutine I added to the post, I can't really understand how would your description should match the debugged information even if I take away the Y sub 2 from the calculation (I mean that I'm not really sure about my theory either). edit: the memory values again: 0x07C0 - the vertical boost, jumping makes it 4...3..2... 0x07B0 - Y sub 1, changes only when you jump. Values like -120, 35, 84... 0x0660 - Y sub 2 at least what I think. Changes everytime during the in-game frames. -102, 68, -17... 0x0640 - Y position. 180, 175, 171... 0x07B0 and 0x660 starts the very same pattern similar but in different direction. 660 starts with 51, -103, 50 while 7B0 starts with -51, -102, 103.
Well just as Ans pointed out, one Y sub is for position (0x0660) and the other is for speed (0x07B0), which explains the misunderstanding. Think about that the position should be unsigned to make it easier to read.
feos wrote:
Only Aglar can improve this now.
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Aglar wrote:
Well just as Ans pointed out, one Y sub is for position (0x0660) and the other is for speed (0x07B0), which explains the misunderstanding. Think about that the position should be unsigned to make it easier to read.
A lua script that implements this idea:
local lastXpos = memory.readbyte(0x720) + memory.readbyte(0x730) * 0x100 + memory.readbyte(0x670)/400
local lastYpos = memory.readbyte(0x640) + memory.readbyte(0x660)/400

function Stuff()

	local Xpos = memory.readbyte(0x720) + memory.readbyte(0x730) * 0x100 + memory.readbyte(0x670)/400
	local Ypos = memory.readbyte(0x640) + memory.readbyte(0x660)/400
	local Yspdtemp = memory.readbyte(0x7C0) + memory.readbyte(0x7B0)/400
	
	local Xspd = Xpos - lastXpos
	local Yspd = Ypos - lastYpos
	local scrnX = memory.readbyte(0x650)

	gui.text(scrnX-10, Ypos+10, string.format("%.2f\n%.2f",Xspd,Yspd), "#ffff00ff")

	gui.text( 0, 8, string.format(
		"X: %.2f\nY: %.2f",Xpos,Ypos
	))
	gui.text(150,8, string.format("Y speed?: %.2f", Yspdtemp))

	lastXpos = Xpos
	lastYpos = Ypos
end

emu.registerafter(Stuff)
This way it shows Scrooge's Y position changes in every frame. And needless to say, depeding on when he jumps makes his jump peak vastly different. I'm not sure that this would be the solution. edit: however it seems to be right. using cheats, 07B0 does increases the Y speed and freezing a value to 0660 (Y sub) will make the same jump height. So the game really changes the Y subposition every frame? I don't understand the logic behind doing this.
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MESHUGGAH wrote:
So the game really changes the Y subposition every frame? I don't understand the logic behind doing this.
Yup, the value increases by 51 every frame which is the minimum y-speed when falling of a platform. For more details, read the subpixel paragraph in my Chip 'n' Dale submission. Replace 85 with 51 and 171 with 205. Thus, in this game, 205 is the best y-subpixel value to jump from if you're looking for the highest jump height.
feos wrote:
Only Aglar can improve this now.
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Aglar wrote:
Yup, the value increases by 51 every frame which is the minimum y-speed when falling of a platform. For more details, read the subpixel paragraph in my Chip 'n' Dale submission. Replace 85 with 51 and 171 with 205. Thus, in this game, 205 is the best y-subpixel value to jump from if you're looking for the highest jump height.
Thank you AnS and Aglar for helping with figuring this out! And feos for telling me to write in to this thread. I wonder if it's possible to abuse this everchanging Y subposition other than highest jump / fastest fall down. Now that I write this sentence, maybe this is the reason your newer wip has scrooge humping the air after beating the 1st boss in Duck Tales?
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MESHUGGAH wrote:
Now that I write this sentence, maybe this is the reason your newer wip has scrooge humping the air after beating the 1st boss in Duck Tales?
Nah, that's a common thing which I did already in 1991 I think. It sometimes happens when you have the cane jump animation after beating a stage, don't know what causes it.
feos wrote:
Only Aglar can improve this now.
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Got to the first vine 1 frame faster here. In this and similar cases, test what exact pixel you need to be at in order to hit an enemy (vertically in this case), then try to position yourself so that you're as close to that pixel as possible at the frame before you would hit it. EDIT: Ok, apparently the last part of the input wasn't recorded. Here is the full one. Notice that I didn't left the wall above the plant with the best x-subpixels in order to grab the vine with even better subpixels. This might make you either lose or gain time later on so try the other subpixel pattern as well.
feos wrote:
Only Aglar can improve this now.
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Aglar wrote:
Got to the first vine 1 frame faster here. In this and similar cases, test what exact pixel you need to be at in order to hit an enemy (vertically in this case), then try to position yourself so that you're as close to that pixel as possible at the frame before you would hit it.
I did that already (actually have 896.0 because I change subposition at wall). Currently I have to delay 5 frames at level 2 boss start to get the "fastest" hit for 1st time (so boss flies up a little bit and starts to move right and down). So I'm trying the other possible routes (level 1 - level 5 - level 2 for example). However sometimes this spawns extra lag frames.
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MESHUGGAH wrote:
I did that already (actually have 896.0 because I change subposition at wall).
I thought you might have, after having better understanding in the physics. Though position 896.128 is better since you'll grab the next vine 1 frame earlier (frame 913).
MESHUGGAH wrote:
Currently I have to delay 5 frames at level 2 boss start to get the "fastest" hit for 1st time (so boss flies up a little bit and starts to move right and down). So I'm trying the other possible routes (level 1 - level 5 - level 2 for example). However sometimes this spawns extra lag frames.
Somehow it should be possible to manipulate the bosses without losing time. In the moon level I remember being able to do so to the rat boss by playing the level up til that point a little different but always getting there at the same time. I suppose you can spot what variables the boss pattern depends on in the code?
feos wrote:
Only Aglar can improve this now.
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I don't know if yours would be faster, but here's my latest WIP. Also here's my modified lua script:
Language: lua

-- HUD (all functions except stuff()) by Pasky13 -- rest made by mostly feos and MESHUGGAH local camx lastXpos = 0 function findbit(p) return 2 ^ (p - 1) end function hasbit(x, p) return x % (p + p) >= p end local function hex(val) val = string.format("%X",val) if string.len(val) == 1 then val = "0" .. val end return val end local function axis(x,y,color) gui.line(x,y-16,x,y+16,color) gui.line(x-16,y,x+16,y,color) end local function camera() camx = memory.readbyte(0xF2) + (memory.readbyte(0xF3) * 256) end local function player() local x = (memory.readbyte(0x720) + memory.readbyte(0x730) * 256) - camx local y = memory.readbyte(0x640) local offset = memory.readbytesigned(0x7D0) local action = memory.readbyte(0x620) if hasbit(action,findbit(3)) == true then axis(x,y,"#FF0000") else axis(x,y,"#FFB000") end end local function objects() for i = 1,15,1 do if memory.readbytesigned(0x700 + i) < 0 then local x = (memory.readbyte(0x720 + i) + memory.readbyte(0x730 + i) * 256) - camx local y = memory.readbyte(0x640 + i) local fill = "#FF0000FF" local outl = "#FF000030" local xrad = 0 local yrad = 0 local enemy = false local offset = 0 local etype = memory.readbytesigned(0x7D0 + i) if etype < 0 then if bit.band(etype,0x70) == 0 then fill = "#FFFF00FF" outl = "#FFFF0030" else enemy = true end offset = bit.band(etype,0x7F) if enemy == true then if memory.readbyte(0x620) == 3 then offset = offset + 7 end end xrad = rom.readbyte(0x1F4C8 + offset) yrad = rom.readbyte(0x1F4A8 + offset) if xrad < 0x50 then gui.box(x+xrad,y+yrad,x-xrad,y-yrad,outl,fill) end else offset = memory.readbyte(0x610 + i) xrad = rom.readbyte(0x18675 + offset) offset = bit.band(memory.readbyte(0x7D0+i),0x7F) yrad = rom.readbyte(0x1F4A8 + offset) if xrad < 0x50 then gui.box(x+xrad,y+yrad,x-xrad,y-yrad,outl,fill) end end --gui.text(x,y,"E" .. hex(i) .. "/" .. hex(offset) .. "/" .. hex(xrad) .. "/" .. hex(yrad)) end end end function Stuff() camera() player() objects() local Xpos = memory.readbyte(0x720) + memory.readbyte(0x730) * 0x100 local Xsub = memory.readbyte(0x670) local Ypos = memory.readbyte(0x640) local Ysub = memory.readbyte(0x660) local Yspd = memory.readbyte(0x7C0) + memory.readbyte(0x7B0) / 1000 local Xspd = Xpos + (Xsub / 1000) - lastXpos local bossHP = memory.readbyte(0xB1) local bossInv = memory.readbyte(0x6FF) local scrnX = memory.readbyte(0x650) gui.text(scrnX-10, Ypos+10, string.format("%.3f\n%.3f",Xspd,Yspd), "#ffff00ff") gui.text( 0, 8, string.format("X: %4d.%3d\nY: %4d.%3d",Xpos,Xsub,Ypos,Ysub)) gui.text(70, 8, string.format("Boss HP:%d\nBoss Inv:%d",bossHP,bossInv)) lastXpos = Xpos + Xsub / 1000 end emu.registerafter(Stuff)
I'm gonna look at boss RNG now. I know that "killing enemies differently" can change boss 1 and boss 3 behaviour. Boss 2 (didn't started to debug yet) depends on in-game timer. So if I remove a lag frame (by not holding that arrow before the lag frame) will be the same as entering the boss fight 1 frame later (literally, saves 1 frame).
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MESHUGGAH wrote:
I don't know if yours would be faster, but here's my latest WIP.
I grab the second vine 1 frame faster here by that subpixel thing.
MESHUGGAH wrote:
I'm gonna look at boss RNG now. I know that "killing enemies differently" can change boss 1 and boss 3 behaviour. Boss 2 (didn't started to debug yet) depends on in-game timer. So if I remove a lag frame (by not holding that arrow before the lag frame) will be the same as entering the boss fight 1 frame later (literally, saves 1 frame).
Yeah, that's a good old strat. It might work to advance quite a few ingame frames without losing time on the falling bridge, which I guess you've thought about already.
feos wrote:
Only Aglar can improve this now.
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Aglar wrote:
I grab the second vine 1 frame faster here by that subpixel thing.
You are right, it's really faster by 1 frame. Not changing the X subpos and jumping from the flower to the bee gives a much better Y position on the 2nd vine. I didn't saw that the game doesn't changes the Y spd (only Y pos) when grabbing vines but talespin (the guy in the helicopter). However I'm still don't understand how could you made that very good jump with just 38 rerecords. I would be glad if we could work as a team (and I'm okay with being a coauthor and you as an author). edit: I've created the Wiki: GameResources/NES/DuckTales page for more recent things. Updating continuously RNG is at $C2E6 subroutine
A:00 X:06 Y:01 S:BF P:nvUBdIZc $DC23:20 E6 C2  JSR $C2E6
A:00 X:06 Y:01 S:BD P:nvUBdIZc   $C2E6:A2 00     LDX #$00
A:00 X:00 Y:01 S:BD P:nvUBdIZc   $C2E8:A0 04     LDY #$04
A:00 X:00 Y:04 S:BD P:nvUBdIzc   $C2EA:B5 C0     LDA $C0,X @ $00C0 = #$85
A:85 X:00 Y:04 S:BD P:NvUBdIzc   $C2EC:29 02     AND #$02
A:00 X:00 Y:04 S:BD P:nvUBdIZc   $C2EE:85 00     STA $0000 = #$8D
A:00 X:00 Y:04 S:BD P:nvUBdIZc   $C2F0:B5 C1     LDA $C1,X @ $00C1 = #$1E
A:1E X:00 Y:04 S:BD P:nvUBdIzc   $C2F2:29 02     AND #$02
A:02 X:00 Y:04 S:BD P:nvUBdIzc   $C2F4:45 00     EOR $0000 = #$00
A:02 X:00 Y:04 S:BD P:nvUBdIzc   $C2F6:18        CLC
A:02 X:00 Y:04 S:BD P:nvUBdIzc   $C2F7:F0 01     BEQ $C2FA
A:02 X:00 Y:04 S:BD P:nvUBdIzc   $C2F9:38        SEC
A:02 X:00 Y:04 S:BD P:nvUBdIzC   $C2FA:76 C0     ROR $C0,X @ $00C0 = #$85
A:02 X:00 Y:04 S:BD P:NvUBdIzC   $C2FC:E8        INX
A:02 X:01 Y:04 S:BD P:nvUBdIzC   $C2FD:88        DEY
A:02 X:01 Y:03 S:BD P:nvUBdIzC   $C2FE:D0 FA     BNE $C2FA
A:02 X:01 Y:03 S:BD P:nvUBdIzC   $C2FA:76 C0     ROR $C0,X @ $00C1 = #$1E
A:02 X:01 Y:03 S:BD P:NvUBdIzc   $C2FC:E8        INX
A:02 X:02 Y:03 S:BD P:nvUBdIzc   $C2FD:88        DEY
A:02 X:02 Y:02 S:BD P:nvUBdIzc   $C2FE:D0 FA     BNE $C2FA
A:02 X:02 Y:02 S:BD P:nvUBdIzc   $C2FA:76 C0     ROR $C0,X @ $00C2 = #$14
A:02 X:02 Y:02 S:BD P:nvUBdIzc   $C2FC:E8        INX
A:02 X:03 Y:02 S:BD P:nvUBdIzc   $C2FD:88        DEY
A:02 X:03 Y:01 S:BD P:nvUBdIzc   $C2FE:D0 FA     BNE $C2FA
A:02 X:03 Y:01 S:BD P:nvUBdIzc   $C2FA:76 C0     ROR $C0,X @ $00C3 = #$28
A:02 X:03 Y:01 S:BD P:nvUBdIzc   $C2FC:E8        INX
A:02 X:04 Y:01 S:BD P:nvUBdIzc   $C2FD:88        DEY
A:02 X:04 Y:00 S:BD P:nvUBdIZc   $C2FE:D0 FA     BNE $C2FA
A:02 X:04 Y:00 S:BD P:nvUBdIZc   $C300:60        RTS (from $C2E6) -----------------
Boss 2 RNG is loaded at the last "smoke" sprite before transforming to a bird
f7351   A:22 X:0F Y:26 S:BB P:nvUbdIzc     $8020:6C 00 00  JMP ($0000) = $A335
f7351   A:22 X:0F Y:26 S:BB P:nvUbdIzc     $A335:BD 90 06  LDA $0690,X @ $069F = #$00
f7351   A:00 X:0F Y:26 S:BB P:nvUbdIZc     $A338:F0 0A     BEQ $A344
f7351   A:00 X:0F Y:26 S:BB P:nvUbdIZc     $A344:BD 00 07  LDA $0700,X @ $070F = #$E1
f7351   A:E1 X:0F Y:26 S:BB P:NvUbdIzc     $A347:29 0F     AND #$0F
f7351   A:01 X:0F Y:26 S:BB P:nvUbdIzc     $A349:A8        TAY
f7351   A:01 X:0F Y:01 S:BB P:nvUbdIzc     $A34A:B9 85 A5  LDA $A585,Y @ $A586 = #$86
f7351   A:86 X:0F Y:01 S:BB P:NvUbdIzc     $A34D:85 00     STA $0000 = #$35
f7351   A:86 X:0F Y:01 S:BB P:NvUbdIzc     $A34F:B9 8A A5  LDA $A58A,Y @ $A58B = #$A3
f7351   A:A3 X:0F Y:01 S:BB P:NvUbdIzc     $A352:85 01     STA $0001 = #$A3
f7351   A:A3 X:0F Y:01 S:BB P:NvUbdIzc     $A354:6C 00 00  JMP ($0000) = $A386
f7351   A:A3 X:0F Y:01 S:BB P:NvUbdIzc     $A386:BD 20 06  LDA $0620,X @ $062F = #$2A
f7351   A:2A X:0F Y:01 S:BB P:nvUbdIzc     $A389:C9 2A     CMP #$2A
f7351   A:2A X:0F Y:01 S:BB P:nvUbdIZC     $A38B:D0 29     BNE $A3B6
f7351   A:2A X:0F Y:01 S:BB P:nvUbdIZC     $A38D:BD 10 06  LDA $0610,X @ $061F = #$01
f7351   A:01 X:0F Y:01 S:BB P:nvUbdIzC     $A390:F0 23     BEQ $A3B5
f7351   A:01 X:0F Y:01 S:BB P:nvUbdIzC     $A392:BD 30 06  LDA $0630,X @ $063F = #$05
f7351   A:05 X:0F Y:01 S:BB P:nvUbdIzC     $A395:C9 05     CMP #$05
f7351   A:05 X:0F Y:01 S:BB P:nvUbdIZC     $A397:D0 1C     BNE $A3B5
f7351   A:05 X:0F Y:01 S:BB P:nvUbdIZC     $A399:A9 5E     LDA #$5E
f7351   A:5E X:0F Y:01 S:BB P:nvUbdIzC     $A39B:9D 20 06  STA $0620,X @ $062F = #$2A
f7351   A:5E X:0F Y:01 S:BB P:nvUbdIzC     $A39E:A9 00     LDA #$00
f7351   A:00 X:0F Y:01 S:BB P:nvUbdIZC     $A3A0:9D 30 06  STA $0630,X @ $063F = #$05
f7351   A:00 X:0F Y:01 S:BB P:nvUbdIZC     $A3A3:9D 10 06  STA $0610,X @ $061F = #$01
f7351   A:00 X:0F Y:01 S:BB P:nvUbdIZC     $A3A6:A5 C0     LDA $00C0 = #$7A
f7351   A:7A X:0F Y:01 S:BB P:nvUbdIzC     $A3A8:65 C2     ADC $00C2 = #$0D
f7351   A:88 X:0F Y:01 S:BB P:NVUbdIzc     $A3AA:85 C1     STA $00C1 = #$F8
f7351   A:88 X:0F Y:01 S:BB P:NVUbdIzc     $A3AC:29 03     AND #$03
f7351   A:00 X:0F Y:01 S:BB P:nVUbdIZc     $A3AE:A8        TAY
f7351   A:00 X:0F Y:00 S:BB P:nVUbdIZc     $A3AF:B9 8F A5  LDA $A58F,Y @ $A58F = #$68
f7351   A:68 X:0F Y:00 S:BB P:nVUbdIzc     $A3B2:9D B0 06  STA $06B0,X @ $06BF = #$3C
f7351   A:68 X:0F Y:00 S:BB P:nVUbdIzc     $A3B5:60        RTS ------------------------------
If he finished his last pattern, he goes to the next
f7372   A:5E X:0F Y:01 S:BB P:nvUbdIzC     $A3B6:20 84 F2  JSR $F284
f7372   A:5E X:0F Y:01 S:B9 P:nvUbdIzC       $F284:BD 60 06  LDA $0660,X @ $066F = #$AB
f7372   A:AB X:0F Y:01 S:B9 P:NvUbdIzC       $F287:38        SEC
f7372   A:AB X:0F Y:01 S:B9 P:NvUbdIzC       $F288:FD B0 07  SBC $07B0,X @ $07BF = #$80
f7372   A:2B X:0F Y:01 S:B9 P:nvUbdIzC       $F28B:9D 60 06  STA $0660,X @ $066F = #$AB
f7372   A:2B X:0F Y:01 S:B9 P:nvUbdIzC       $F28E:BD 40 06  LDA $0640,X @ $064F = #$6A
f7372   A:6A X:0F Y:01 S:B9 P:nvUbdIzC       $F291:FD C0 07  SBC $07C0,X @ $07CF = #$03
f7372   A:67 X:0F Y:01 S:B9 P:nvUbdIzC       $F294:9D 40 06  STA $0640,X @ $064F = #$6A
f7372   A:67 X:0F Y:01 S:B9 P:nvUbdIzC       $F297:60        RTS (from $F284) -----------------
f7372   A:67 X:0F Y:01 S:BB P:nvUbdIzC     $A3B9:BD 40 06  LDA $0640,X @ $064F = #$67
f7372   A:67 X:0F Y:01 S:BB P:nvUbdIzC     $A3BC:DD B0 06  CMP $06B0,X @ $06BF = #$68
f7372   A:67 X:0F Y:01 S:BB P:NvUbdIzc     $A3BF:B0 2A     BCS $A3EB
f7372   A:67 X:0F Y:01 S:BB P:NvUbdIzc     $A3C1:A5 C1     LDA $00C1 = #$0F
f7372   A:0F X:0F Y:01 S:BB P:nvUbdIzc     $A3C3:65 C3     ADC $00C3 = #$D4
f7372   A:E3 X:0F Y:01 S:BB P:NvUbdIzc     $A3C5:85 C2     STA $00C2 = #$CB
f7372   A:E3 X:0F Y:01 S:BB P:NvUbdIzc     $A3C7:29 07     AND #$07
f7372   A:03 X:0F Y:01 S:BB P:nvUbdIzc     $A3C9:A8        TAY
f7372   A:03 X:0F Y:03 S:BB P:nvUbdIzc     $A3CA:B9 97 A5  LDA $A597,Y @ $A59A = #$B0
f7372   A:B0 X:0F Y:03 S:BB P:NvUbdIzc     $A3CD:9D C0 06  STA $06C0,X @ $06CF = #$00
f7372   A:B0 X:0F Y:03 S:BB P:NvUbdIzc     $A3D0:98        TYA
f7372   A:03 X:0F Y:03 S:BB P:nvUbdIzc     $A3D1:29 01     AND #$01
f7372   A:01 X:0F Y:03 S:BB P:nvUbdIzc     $A3D3:A8        TAY
f7372   A:01 X:0F Y:01 S:BB P:nvUbdIzc     $A3D4:B9 93 A5  LDA $A593,Y @ $A594 = #$96
f7372   A:96 X:0F Y:01 S:BB P:NvUbdIzc     $A3D7:9D B0 06  STA $06B0,X @ $06BF = #$68
f7372   A:96 X:0F Y:01 S:BB P:NvUbdIzc     $A3DA:A9 00     LDA #$00
f7372   A:00 X:0F Y:01 S:BB P:nvUbdIZc     $A3DC:9D D0 06  STA $06D0,X @ $06DF = #$00
f7372   A:00 X:0F Y:01 S:BB P:nvUbdIZc     $A3DF:9D E0 06  STA $06E0,X @ $06EF = #$00
f7372   A:00 X:0F Y:01 S:BB P:nvUbdIZc     $A3E2:B9 95 A5  LDA $A595,Y @ $A596 = #$02
f7372   A:02 X:0F Y:01 S:BB P:nvUbdIzc     $A3E5:9D E0 07  STA $07E0,X @ $07EF = #$02
f7372   A:02 X:0F Y:01 S:BB P:nvUbdIzc     $A3E8:FE 00 07  INC $0700,X @ $070F = #$E1
f7372   A:02 X:0F Y:01 S:BB P:NvUbdIzc     $A3EB:60        RTS ------------------------------
Will further debug later.
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...
MESHUGGAH
Other
Skilled player (1917)
Joined: 11/14/2009
Posts: 1353
Location: 𝔐𝔞𝔤𝑦𝔞𝔯
Just a few notes to reminder me and Aglar about the movie.
    - Our WIP now really uses the hardest difficulty which needs an extra frame to select it. However we get 1 lag frame fewer (with trading) so if everything goes well, it will be the same length as the normal difficulty run. - Level 3 boss "transforming to a ball until transforming back to hittable" is 212 frames if it's the fastest (214 if it's slower). RNG resync needed. - Level 4 goat should be very similar to the non-hard movie (so lag frame should be traded again by removing "R" before that)
And we target for a final time of 07:05.48 (=length of normal difficulty) (not sure if 1 frame improvement by Aglar on level 4 will save extra frame(s)).
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...
Hydrilla
He/Him
Joined: 9/29/2015
Posts: 2
*necrobumping* Found this post on gamefaqs from DDCecil. http://www.gamefaqs.com/boards/587253-disneys-ducktales/72263320
Hold UP on Controller 2 and fall down a hole that leads you somewhere (aka not a bottomless pit that kills you). Enjoy!
I tried doing this and it causes Scrooge to wrap around from the bottom of the screen back to the top. I think this could be useful in making the climbing screens quicker. Anyone want to play with it? Also it doesn't appear to work in the sequel.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
It's probably a debug code, not a glitch, meaning it's banned from use in TASes.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Post subject: DuckTales (NES) Secret Bonus Level
XTREMAL93
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Active player (445)
Joined: 1/6/2012
Posts: 585
Location: Azerbaijan, Baku
To visit secret bonus level, you need the amount of money you've got in the 10'000's a 7 (so 70'000, 170'000, 270'000 thousand etc.), then find Launchpad McQuack in a level and agree to go back to Duckburg. He will drop you off at a secret bonus stage. Link to video