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- +-------------------------------+
- | Mickey Mousecapade 2023 Notes |
- +-------------------------------+
- - Earliest frame to start game is appears to be frame 63 from power on (tested in BizHawk)
- [Fun House]
- Fancy ASCII map of the Fun House. True GameFAQs fans remember.
- S - Start E - End
- # - Ladder * - Star Chest
- ' - Open Door : - Locked Door $ - Key
- +--------+--------+--------+--------+
- | ' 04B ' 05B : |
- |---03-#-|--------|--------|---06-#-|
- | ' 04A ' 05A $| |
- +#-------+--------+--------+#-------+
- | |* 11A ' 08B ' |
- |---02-#-|--------|--------|---07-#-|
- | ' 11B *| 08A ' |
- +#-------+--------+#-------+--------+
- | | | |$ |
- |---01-#-| 12 |---09-#-|---10-#-|
- |S : E | ' |
- +--------+--------+--------+--------+
- Room 01
- - Good Snakes vs Bad Snakes (~1.8s on average)
- Room 10
- - 0 Hit Wizard Skip (Fastest)
- > Jump at (68,58)
- - 1 Hit Wizard Skip (about 1 second slower than No Hit)
- > Get off ladder (earliest ladder exit is Y-coord 5B)
- > Jump at wall panel line left of 2nd lamp
- > Jump should be held about 8-11 frames
- > Turn left before apex of jump; hold right again before apex (about 3f)
- - 2 Hit Wizard Skip (about 50f slower than 1 Hit, nearly 2 seconds on No Hit)
- > Standing against the left wall, wait for the wizard to jump before moving right.
- [The Ocean]
- TAS Wave Jump
- - This saves roughly 30 frames
- Poop Skip Window
- - 3 frames to jump
- Post Poop Shooting
- - Jump at center of platform to kill fish and bird as descending
- - Full Jump at sharp point in platform > Kill high fish with Minnie
- [The Woods]
- Fast Spring Door
- - Saves about 20 frames
- > 4 shots must land on door after clearing pit
- Clearing vs Walking through Bears
- - Bears 1
- > Always kill
- - Bears 2
- > Shoot at edge of pit,
- > Do not shoot while descending; getting hit by boulder is important
- - Bears 3
- > Start shooting when left pit leaves the screen
- - Bears 4
- > Walking by seems way too risky
- > There might be one-off cases worth considering here
- [Pirate Ship]
- Room 01
- - Frame Counter C determines Pirate position
- > Pirate position can cause about a 1 second variance
- - Minnie-sync not worth on 1st screen
- Room 02
- - Retested big Pirate skip here. The TL;DR is, it's not really worth it based on this test run.
- > 276 Kill (getting hit)
- > 241 kill (not getting hit)
- > 232 skip (jumping into projectile to walk past)
- Room 03
- - Avoiding Pirate projectile can save about 10 frames at the risk of desyncing Minnie
- Room 04 (Boss)
- 345 - 1 Jump
- 370 - Delayed Knife hit
- [The Castle]
- Room 03
- - Corner clipping to next room does seem to save about 10-12 frames
- > Mickey's X position carries to the next vertical transition
- > Hitting corner exits room 4 frames later, but places you about a "tile" right of the pit
- Room 04A
- - Not syncing saves 10-15 frames lag
- Room 05A
- - Syncing does not matter here
- Room 06
- - 99% of the time, it's worth taking damage from the dragonflies to knock them out
- Room 04A (Backtrack)
- - Syncing is better here overall because of the descent
- Room 03 (Backtrack)
- - Best to sync Minnie here if possible
- Room 02 (Backtrack)
- - It's best to have Mickey & Minnie both facing right entering this room
- > Move/Fall right at least 1 frame then hold left to avoid both from falling
- Room 1B
- Boss Room
- - In order for Minnie to turn around, she has to still be moving when you tap left.
- [Misc]
- Fairy manipulation info (credit goes to spandaism):
- T = thousands place
- H = hundreds place
- Exact game calculation:
- (T ^ (H mod 4)) mod 4
- Simplified:
- (T ^ H) mod 4
- or just look at the bottom 2 digits in binary of each number and exclusive OR them:
- fairies are 00
- 0 1 2 3 4 5 6 7 8 9
- 00 01 10 11 00 01 10 11 00 01
- Jump height is determined by how long the button is held. Some of the tighter strats require a specific jump height in order to execute (specifically the Wizard Skips).
- *Minnie will NOT jump if the Jump Button is held for 4 frames or less.
- +-----------------------+
- | Jumps Heights |
- +-----------------------+
- | 1f press* | 30 pixels |
- | 2f press* | 31 pixels |
- | 3f press* | 34 pixels |
- | 4f press* | 36 pixels |
- | 5f press | 38 pixels |
- | 6f press | 40 pixels |
- | 7f press | 41 pixels |
- | 8f press | 44 pixels |
- | 9f press | 44 pixels |
- | 10f press | 47 pixels |
- | 11f press | 47 pixels |
- | 12f press | 49 pixels |
- | 13f press | 49 pixels |
- | 14f press | 51 pixels |
- | 15f press | 51 pixels |
- | 16f press | 53 pixels |
- | 17f press | 54 pixels |
- | 18f press | 55 pixels |
- | 19f press | 56 pixels |
- | 20f press | 56 pixels |
- | 21f+/hold | 58 pixels |
- +-----------------------+
- Some useful memory addresses spandaism provided to me.
- +----------------------------+
- | Memory Addresses |
- +----------------------------+
- | 005D | Frame Counter A |
- | 0075 | Frame Counter B |
- | 0078 | Frame Counter C |
- +----------------------------+
- | 007D | Mickey X Coordinate |
- | 007F | Mickey Y Coordinate |
- | 007E | Minnie X Coordinate |
- | 0080 | Minnie Y Coordinate |
- +----------------------------+
- | 00C2 | Mickey Life Bar |
- | 0792 | Boss Life Bar |
- +----------------------------+
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