This run exploits a programming error that allows the author to start playing from the second half of stage 5, skipping a lot of this game. If you notice that there's nothing meaningful going on in the first 2 minutes of the movie, this is normal: the actual gameplay takes place only after triggering the "major skip" through one of the demos.

Game Objectives

  • Emulator used: Bizhawk 2.2.1
  • Major skip glitch
  • Takes damage to save time
  • Uses hardest difficulty
Droodbot wrote on the recent TAS that a new glitch that allows Porky to skip most of the game was discovered recently.
Also, since the published run was accepted on Vault, I could consider the 'demo%' a faster any run, for Vault purposes (also, because I noted that run was recently accepted to obsolete a 'full' TAS, which also is in Vault). So, this movie is an attempt to obsolete the published 'full' run.

About the demo glitch

If you wait long enough at the title screen, a demo will start playing. This game has 3 demos:
  • Demo 1 - Stage 1 (room 2)
  • Demo 2 - Stage 3 (room 1)
  • Demo 3 - Stage 5 (room 3)
During the loading transitions of each demo, there are some non-lag frames a bit before the demo fully loads. So, if you press start at one of these frames, the game will be paused until you unpause when the loading finishes, allowing you to control Porky in one of the demos. Since the 3rd demo sets on the second half of stage 5, you must need to wait a lot (about 2 minutes) to this. Also, I choose the hard mode after the first 2 demos, otherwise, the next demo will be set on the normal mode.

Tricks used on this run

Moonwalk
Holding left and right at the same time forces Porky to walk left while in the animation for walking right. It can be made more visually interesting by alternating Left + Right with just Left, every other frame. This causes Porky to spin, or something like it.
Slope technique
Normally, when Porky walks, the maximum speed value is 2, but during a slope, the value can reaches until 4. If you don't hold a direction, you can mantain some speed for a few frames by jumping off a slope or not. With the help of RAM Watch, I discovered that by not jumping off a slope gains 1 more pixel forward (on level 6).
The camera trick
You can move the camera while Porky is stationary. This allows you to load in sprites a bit earlier and get them to more beneficial positions.
Sprite glitch
On the bosses, ff you press left or right (or both) every other frame, their sprite animations will freeze until you stop this movement. This is useful to avoid lag (see the yeti boss path).
Slowing down movement
If you don't press left or right button while on the air, after 4 frames, Porky will lose 1 pixel, and if you don't move on this exact frame, 2 pixels will be gained on the next frame (and now you can move) instead of a couple of one pixels for some frames. This is useful because stopping normally, costs more frames to recover the normal speed (2 pixels).

Weather

The weather effect is notable every time this game is played. This game chooses 'randomly' by entering the demos/start (title screen)/map screen at different frames. Also, some weather takes longer to load than others.
So, during the wait for the first two demos, I pressed up and down for very some frames to get the shortest loading time possible, although the fadeout is delayed for some frames.

Chain swings

During the work on the last stage, I discovered that chain swings has a global timer (0015A1 WRAM - also, freezing this address stops the movement of all chain swings). The position of the swings is determined between 0 and 255 value (the center position is determined every 64 frames - 33, 97, 161, 225). This value only increases during the gameplay and the map screen, but not during lags, transitions (excluding non-lag frames), and other things.
For this reason, that's why I wasted some time on the room 4 of the last stage to reduce lag in order to avoid more wait for the chain swing of the room 6 (bathroom).

Stage-by-stage commentary

Stage 5

  • Room 3: By moving the camera to the left instead of right, the next enemy is loaded some frames later, allowing me to get the ball and skipping the pit much earlier.
  • Room 4: Lag reduction (and probably more due of different weather).
  • Room 5: The skips were improved, respectivelly: First, by loading the bird earlier, second, by using the slowdown movement, third, by the new use of camera trick in order to load the bird, allowing me to take damage to a faster skip.
  • Room 6: During every loading transition between rooms (on non-lag frames), you can move to gain until 4 pixels. But during this transition, I decided to move 3 pixels, because otherwise, Porky will hit the wall, losing speed movement. Another improvement is the use of slowdown movement on one of the enemies.
Boss: With the sprite glitch, all lag (except a unavoidable lag when this boss is defeated) were removed!

Stage 6

On the map, I entered 5 frames later in order to manipulate weather, thus shortening the loading time during the transition between intro and room 1.
  • Room 1: A new route is go to the hidden 'fountain' room, because for some reason, the left of the room isn't 'blocked' and a wrap leads directly to the next room.
  • Room 4: Some frames were wasted on some paths to reduce lag, because of a global timer required for the first chain swing of room 6. Also, another use of slowdown movement to better optimization.
  • Room 6: Unfortunately due of global timer, you need to wait more time to grab the chain swing.
  • Room 8: Slope optimization.
Boss: After the first hit, I waited for the stunned robot reaches next of Daffy Duck, not only delaying the next hit but saving a lot of time on the remaining hits, defeating the robot on the same floor instead of going up and down between floors.

Other comments

I considered that the published run could be improvable, since I haven't used RAM Watch at the time (as well as most of my works before February 2017). I put much more work than the published run (notably by rerecord count).
Special thanks for droodbot for the information about the demo glitch, as well as some improvements for these stages included on the recent 'full' TAS.

Noxxa: Judging.
Noxxa: The demo glitch cuts out a large chunk of the run, and the other new tricks and improvements help spice it up a little bit, but unfortunately the pace isn't changed that much and the movie still suffers from that. Accepting as an improvement to the published movie, still for the Vault.
Fog: Processing.


TASVideoAgent
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This topic is for the purpose of discussing #5717: Challenger's SNES Porky Pig's Haunted Holiday in 09:43.01
EZGames69
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Dang, that final boss fight is alot shorter than in the last TAS. Great improvement.
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Terrible demo glitch and cool moves! Good job. voting yes especially for move tricks and last level!
GAW sms... Totally destroyed
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Definitely yes! It's nice to have a game from my childhood being TASed and with a major skip glitch like this. I still wanna do a lot of research in this game in a near future. Congrats Challenger!
Games are basically math with a visual representation of this math, that's why I make the scripts, to re-see games as math. My things: YouTube, GitHub, Pastebin, Twitter
Challenger
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Added stage-by-stage commentary and added about the slowdown movement and weather that I forgot on the submission.
brunovalads wrote:
It's nice to have a game from my childhood being TASed
I also enjoyed playing this game during my childhood (but I played on emulator. Also, at the time, was the 'beta' ROM!). That's why I TASed this game (now twice).
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
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Great work. Glad to see a well done TAS of demo%. There is a bit more known about the game than is mentioned in the submission message. Here's a link to the speedrun.com page: https://www.speedrun.com/Porky_Pigs_Haunted_Holiday/guides I've used this game as a starting point for learning more about TAS, SNES memory, and speedrunning in general. I'm sure other people with more experience can easily expand on my notes from messing around with this game.
Challenger
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droodbot wrote:
Great work. Glad to see a well done TAS of demo%. There is a bit more known about the game than is mentioned in the submission message. Here's a link to the speedrun.com page: https://www.speedrun.com/Porky_Pigs_Haunted_Holiday/guides I've used this game as a starting point for learning more about TAS, SNES memory, and speedrunning in general. I'm sure other people with more experience can easily expand on my notes from messing around with this game.
This is cool! Thanks for sharing this. Now I understand why that wrap on the hidden room was possible.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [3567] SNES Porky Pig's Haunted Holiday "demo glitch" by Challenger in 09:43.01