I can't seem to find which IPS i should apply for the NES romhack (the rules link to one and says it's not allowed.. which is helpful.. but not as helpful as a link to an allowed one..)
Based on xerox video it seems like it's this version: https://www.romhacking.net/hacks/527/
SuperMegaDav's looks like it's: https://www.zophar.net/hacks/nes/super-mario-bros-13/Super-Mario-Bros-Special--844.html
There's a couple of things I've noticed that don't seem to be in guides, which were useful to me after I found them and that I've noticed over the last few months that many people have not heard of when I bring them up.
I'm not claiming to be the only person to have found them (they're both pretty obvious) and I wouldn't be surprised if they've already been mentioned somewhere around here.
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In the 4-2 warp zone, if you hold down+left instead of just left as you graze the wall you can save the framerule even if you hit the walljump pixel. After you're clear of the wall, release down. This will make you fall backwards instead of forwards, letting you accelerate back up to speed quicker. A 4-2 walljump pixel normally costs 8 frames, while with this method it costs 3 frames if you hit the pixel (it does not slow you down if you don't hit the pixel.) Example:
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For 8-2 BBG, if you have a practise rom that shows a frame counter when you jump (like pellsson's rom,) you want the frame counter to show an odd number while you're falling toward the flagpole. If the number is even you won't hit the bullet in the right position and can't get the trick. Mostly useful when you're getting comfortable with the inputs.
This may already be well known, but I hadn't seen it before.. Seems like if you hit an enemy on the same frame as you enter the store, it triggers some kind of peculiar behavior.
Not useful for speedruns, but, interesting.
I've extracted all questions and answers from the rom and made a spreadsheet of it:
https://docs.google.com/spreadsheets/d/1awNjcCSov46xAqZpmkUKB6oSd6Zqe7gDgyZOrvzB4Dk/edit?usp=sharing
Hope it helps someone!