This is an unbelievably sloppy TAS that I made back in December to test if the DPCM audio bug exploit could be done in Kirby's Adventure. Unfortunately, after many tests for Console Verification, there has been no luck. I imagine the culprit is the DPCM audio bug, as unlike Super Mario Bros. 3, the title screen has DPCM audio.
I honestly don't know all the details of the DPCM audio bug or how emulating it works, but my hypothesis is that the bug is inconsistent on console, and so emulating here isn't "inaccurate", but the results may vary.
Anyway, the trick that made this TAS work happened by mistake, and reproducing it on purpose has been exceedingly difficult. I manipulated the stack in such a perfect manner to pop a value of the stack, store it in X, and use X as an offset that ends up storing a NOP at the JMP instruction that rests inside the programmable interrupt. From there, the programmable interrupt happens, and I use the bytes that appear after where the JMP was to write code, as that's where the controller data is stored.
Again, this TAS is crude and sloppy, but until I can get it working on console (or figure out why it doesn't work), I have no desire to attempt improving it.
Rerecord count is inaccurate.
VBlankCount is also probably inaccurate. I don't know why, but the .bk2 file didn't include VBlankCount.