Currently, the colored boxes don't fill when toggling categories. It's so annoying to need to look at the tiny strikethrough line on the category's name! https://imgur.com/a/dcBvos9
Yes, WR History
I think the UI of that feature doesn't look good. The categories aren't listed row-by-row, and it just strikes through the text and the colored boxes don't fill for better visibility.
I haven't managed to get a lag frame with any score.
According to Sockfolder's posts: Add 500 to your score before hitting the bullet bill. If the number under R is 4 and the number under I is not 0, you spawn a line of ones.
I did a TAS that had a score of 53750. 53750+500=54250. Number under R is 4 and I is 2, but no line of ones or any lag. Is there something wrong with Sockfolder's post?
How can I know if I have a D70 or CF0 when jumping from the top of the stairs?
Using something like say, a hex editor?
What is the exact cause of this lag frame? And also, there's this one version of lag frame that spawns a line of ones.
What causes the lag frame in 8-2 BBG and is it possible to manipulate it?
I managed to get a good fast acceleration and pipe jump, but the bullet fired just a few frames late.
I'm making a TAS and I would like to find the best setup, and inputs for the pipe jump. What enemy stomps do I need to do? How long do I have to wait on the title screen if I'm not doing 8-1 FPG?
I'm making a TAS and I would like to see the input display for the new TAS 8-2.
Yes, I exclusively downloaded codec 298, which is 60fps.
I got my video file using youtube-dl. Using Virtualdub, I get 476.
And my ban is a perma-ban. It happened almost a year ago, and I still can't get in there due to me being overly curious, too much for Maru's liking.
The start frame is 476 (the first frame where the timer is 400) and the end frame is 9711 (the frame where all sprites are invisible). (9711-463)/60=153.917, which corresponds to console time of 2:33.913.
According to Maru, I was trying to find ways to circumvent that rule.