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#637903984554233069 - R-Type III - Shadow force stage 1-1 only

RType3 - shadow force test.bk2
In 06:06.25 (22011 frames), 10142 rerecords
Game: R-Type III ( SNES, see all files )
156 downloads
Uploaded 6/9/2022 7:07 PM by Darkman425 (see all 55)
  • Emulator used: BizHawk 2.8
  • Core: BSNES v115+
  • Game version: R-Type III - The Third Lightning (Japan)
    • SHA1: 945259EBA6B62E4BA124452A0C393640F4B61A09
    • MD5: E5CB261F53BCA5A8BF70EC05C2A9E3DB
YouTube encode here.
oh dear i took a week to make a proof of concept what the
I did this mostly to test the waters for myself if I wanted to commit to a full run of R-Type III. A full run of course would be a 2-All, or 2 loops cleared. The loops are distinguishable enough to me and there's a lot of potential variability in entertainment possible even between similar levels.
There's a 2 frame lag speed/entertainment tradeoff done before the boss since I thought getting that angled shot was cool.
No guarantees that I'll fully commit to a full run. If anyone wants to use this input file and expand upon it for themselves, just ask me and give credits. Surprised there's not been a collaborative shmup playaround done ever.

#637856382787336763 - Super Hang-On (Genesis) - Junior course improved stage 10 time

sho original mode junior V2.bk2
In 08:40.85 (31211 frames), 14669 rerecords
Game: Super Hang-On ( Genesis, see all files )
137 downloads
Uploaded 4/15/2022 4:51 PM by Darkman425 (see all 55)
Version used: Super Hang-On (W) (REV0) [!]
Input file starts from save state.
Redid the stage 10 inputs to cut down on slowdown and maintain as much speed after turns as much as possible to save 1.87 seconds IGT.

Stage times

Final stage time approximated by subtracting the sum of the other stage times from the displayed course time.
Stage 1 - 34.00 sec    Stage  6 - 31.80 sec
Stage 2 - 31.30 sec    Stage  7 - 35.10 sec
Stage 3 - 30.93 sec    Stage  8 - 34.70 sec
Stage 4 - 36.53 sec    Stage  9 - 30.16 sec
Stage 5 - 32.13 sec    Stage 10 - 32.36 sec
Displayed IGT - 5:29.01

Actual IGT - 5:25.26
No YouTube encode for this since it's not a major improvement.

#637855800973689554 - Super Hang-On (Genesis) - Junior course in 5:27.23

sho original mode junior.bk2
In 08:43.29 (31357 frames), 14069 rerecords
Game: Super Hang-On ( Genesis, see all files )
4 comments, 152 downloads
Uploaded 4/15/2022 12:41 AM by Darkman425 (see all 55)
Version used: Super Hang-On (W) (REV0) [!]
Edit since I forgot to mention it like a fool: this starts from a save state made from the previous inputs of the Beginner course file of mine.
There is some noticeable parts where I intentionally drive into the shoulder. This is to slow down for the much tighter truns that are becoming more frequent.
For reference, the RTA world record is 3:35.36 and the total best RTA is the same from what I could find.

Stage times

Final stage time approximated by subtracting the sum of the other stage times from the displayed course time.
Stage 1 - 34.00 sec    Stage  6 - 31.80 sec
Stage 2 - 31.30 sec    Stage  7 - 35.10 sec
Stage 3 - 30.93 sec    Stage  8 - 34.70 sec
Stage 4 - 36.53 sec    Stage  9 - 30.16 sec
Stage 5 - 32.13 sec    Stage 10 - 34.23 sec
Displayed IGT - 5:30.88

Sum of second fractions of stages 1-9 - 3.65 seconds

Actual IGT - 5:27.23
YouTube encode available here.

#637854309460780380 - Super Hang-On (Genesis) - Beginner course in 3:08.58

sho original mode beginner.bk2
In 05:11.65 (18675 frames), 7610 rerecords
Game: Super Hang-On ( Genesis, see all files )
156 downloads
Uploaded 4/13/2022 7:15 AM by Darkman425 (see all 55)
Version used: Super Hang-On (W) (REV0) [!]
Before anyone asks, the in-game timer has a bug where the fractions of a second is carried over between stages. The real in-game time is determined from taking the displayed in-game time in the high score table at the end and subtracting the second fractions of each completed stage times except the last one. I will write up an explanation of the timer and how it's kind of bugged some time in the future, probably as an entire game resources page.
For reference, the RTA world record is 3:10.99 and the sum of RTA best is approximately 3:09.43.
Edit: I only found this other existing TAS of the Beginner course some time after making this run which is faster than mine in all places except stage 2. The reason I missed it was that it wasn't labelled as a TAS in the description and no comments to call out this fact. A different emulator is used but isn't really an issue since lag doesn't affect the in-game timer at all. In any case I'll probably take a closer look at this some other time to see exactly how far that time could be pushed down.

Stage times

Final stage time approximated by subtracting the sum of the other stage times from the displayed course time.
Stage 1 - 33.96 sec    Stage 4 - 30.30 sec
Stage 2 - 30.71 sec    Stage 5 - 31.10 sec
Stage 3 - 32.46 sec    Stage 6 - 32.58 sec
Displayed IGT - 3:11.11

Sum of second fractions of stages 1-5 - 2.53 seconds

Actual IGT - 3:08.58
YouTube encode available here.

#637825394048027802 - Mega Man: The Sequel Wars - Episode Red demo EX Skull Man stage

Mmtsw Episode Red Demo Ex - Skull EX.bk2
In 04:27.66 (16039 frames), 4270 rerecords
236 downloads
Uploaded 3/10/2022 8:03 PM by Darkman425 (see all 55)
Emulator used: BizHawk version 2.8
Download the demo here.
YouTube encode here. Sorry about the quality since the AVI dump was 15 separate parts.
The demo has an incredibly good vertical slice of what the EX mode of the stages would be, so I decided to make what is essentially a vertical slice of what a potential TAS would be. There's a lot of cool tricks that could be done with weapon switching such as cancelling rain flush to get another out immediately, though weapon switches come at a cost of one lag frame per swap. I did bunny hops to skip both miniboss fights, which is certainly something I expect to be patched out on the full release. This still isn't the most optimal, such as not using rain flush in the shield attacker/batton room, but I already got frustrated enough making the encode and this is a demo anyways. At least all RNG is controllable with player inputs, including pressing the slide button while in midair. I turned down the screenshake to light for personal reasons and turned off extra graphical effects to cut down on some lag.

#637805667552639361 - Mega Man: The Power Battle - MAMEHawk CPS1 test up to Cut Man

Mega Man - CPS1 test up to Cut Man.bk2
In 01:12.00 (4334 frames), 2468 rerecords
158 downloads
Uploaded 2/16/2022 12:05 AM by Darkman425 (see all 55)
MAME game name: megaman
Full name: Mega Man: The Power Battle (CPS1, USA 951006)
DIP switches set to hardest difficulty, the rest default
I mostly did this as a test for CPS1 arcade hardware sync. The movie syncs but I'm probably not gonna finish this since Cut Man RNG is a real thorn in my side. Maybe someone else will come along to finish what I started.
This is an improvement to an old submission for in-game times. The improvements for the parts I did complete as follows:
Ice Man - 7.54 seconds, 0.58 second faster due to only using medium charge shots after the initial large charge shot.
Heat Man - 2.29 seconds, no change in time.
Wood Man - 2.18 seconds, 0.04 second faster due to shots used after launching the second charged atomic fire shot.
It might be possible that a different boss route could save time. Mostly think of Cut Man first since Wood Man goes down quickly enough with charged atomic fire and leaf shield is so bad in this game that using a non-weakness weapon is better.

#637803766210882369 - quartet2a - MAMEHawk Sega System 16 test, 1 player

quartet2a - test through 1 loop.bk2
In 22:49.00 (82112 frames), 19968 rerecords
Game: Quartet ( Arcade, see all files )
179 downloads
Uploaded 2/13/2022 7:17 PM by Darkman425 (see all 55)
MAME game name: quartet2a
Full name: Quartet 2 (unprotected)
DIP switch notes: Difficulty set to Hardest, the rest of the settings are default
Got a full loop finished up. Managed to get this to sync across two different computers (old Windows 7 computer and newer Windows 10 laptop) and even managed to get a nice encode out of it as well. Seems like Sega System 16 hardware is working well on the experimental MAME core.

#637803050556197763 - quartet2a - MAMEHawk Sega System 16 test through stage 24

quartet2a - test through stage 24.bk2
In 17:37.00 (63437 frames), 15578 rerecords
Game: Quartet ( Arcade, see all files )
203 downloads
Uploaded 2/12/2022 11:24 PM by Darkman425 (see all 55)
MAME game name: quartet2a Full name: Quartet 2 (unprotected)
DIP switch notes: Difficulty set to Hardest, the rest of the settings are default
75% of a loop is done and the file seems to still sync on my old computer. Stages 19 and 24 are problem spots in that they don't feel fast to me even though that was the best I could get. For stage 24 it might be possible to not get the power orb in stage 2 and get it at the start but I think the wideness of the full shot is what makes some of the shots on the bosses work in some stages to begin with.

#637802031752235396 - quartet2a - MAMEHawk Sega System 16 Test 2 through stage 16

quartet2a - test through stage 16.bk2
In 11:43.00 (42201 frames), 10489 rerecords
Game: Quartet ( Arcade, see all files )
194 downloads
Uploaded 2/11/2022 7:06 PM by Darkman425 (see all 55)
MAME game name: quartet2a Full name: Quartet 2 (unprotected)
DIP switch notes: Difficulty set to Hardest, the rest of the settings are default
While I'm still having issues with MAMEHawk TAStudio stability including a bad savestate making a .tasproj file crashing in TAStudio but still playable in movie playback, the playback itself seems to be working perfectly fine for me. Movie sync still seems to hold up, and I can confirm that the moving platforms in stages 15 through 17 are indeed working in this version of Quartet.

#637800702066670658 - quartet2a - MAMEHawk Sega System 16 Test 1

quartet2a - MAMEHawk Sega System 16 test 1.bk2
In 05:52.00 (21108 frames), 6471 rerecords
Game: Quartet ( Arcade, see all files )
172 downloads
Uploaded 2/10/2022 6:10 AM by Darkman425 (see all 55)
MAME game name: quartet2a Full name: Quartet 2 (unprotected)
DIP switch notes: Difficulty set to Hardest, the rest of the settings are default
This is a test of the 2022 Feb 8 build of the MAMEHawk core. I did a quick TAS of Quartet up to clearing stage 8. This version was used due to the version of the segas16a.cpp in the current MAMEHawk build doesn't have the emulated protection fixes from the latest MAMEdev revisions, which control the moving platforms on certain stages. I uploaded this to see if this would sync for other users as a preliminary test of Sega System 16 A hardware. I will keep at this to make sure this version of Quartet has working moving platforms.