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#638263374139051838 - Gimmick! "Subframe Input" in 10 frames, Assuming RAM is initialized with all zeroes

Gimmick!_10f_100th_Coin_AllZerosInRAM.bk2
In 00:00.18 (70 frames), 13 rerecords
Game: Gimmick! ( NES, see all files )
73 downloads
Uploaded 7/30/2023 6:10 PM by OnehundredthCoin (see all 12)
I've uploaded a 15 frame TAS of Gimmick! in the past, where I press the reset button twice. This TAS only presses the reset button once, though it only works if address $00F4 is initialized as a 00 instead of FF. Since the CPU power up state is inconsistent on actual hardware, I'm assuming this is (for some consoles) a valid power up state, and would run just fine.
As a brief recap of how this works, Gimmick! initializes every byte except addresses $F0 - $FF with zeroes. (then overwrites $FA - $FF) The NMI on frame 5 happens whether the PC is spinning or not, and I abuse this by stalling on frame 4 with 59 subframe inputs. The PC is at address $88E1 with PRG bank 0x7 when the NMI occurs, some banks are swapped out, and the RTI sends us to $88E1 with PRG bank 0x1B, which happens to be JSR $00A2. The controller data is stored at addresses $F5 - $F8.
The idea is to execute JSR $E0F0 which jumps to the credits, specifically for the good ending. This is done by pressing 0xC0 on controller 2 (A + B) and no buttons on controller 1, resetting the game, then pressing 0xE0 on controller 2 (A + B + Select) and 0xF0 on controller 1 (A + B + Select + Start) after the subframe stalling. That leaves addresses $F4 through $F8 as 00 F0 20 F0 E0, or BRK, JSR $E0F0. Again, this only works if address $F4 is initialized as 00, instead of Bizhawk's power up state of FF for that byte.