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#28997585942901671 - Doom is part of my heritage, and this is a surviving file

octfac51.lmp
In 00:03.11 (109 frames), 0 rerecords
1338 downloads
Uploaded 2/18/2016 9:31 PM by dwangoAC (see all 47)
Run with doombot using the following arguments:
-deathmatch -warp 1 -skill 5 -ctf -file ikbastex.wad octf.wad -nodes octf.nod +teamplay 1 -playdemo octfac51 +exec ctfteam.cfg %1 %2 %3 %4 %5 %6 %7
Now, this is so archaic that it would be a miracle if anyone managed to get it to work and it probably isn't worth it but I didn't want to lose this. Enjoy, if you dare!

#27793144712275990 - Wolfenstein 3D input and display script

Wolf3d-script-extended.lua
Game: Wolfenstein 3D ( DOS, see all files )
1054 downloads
Uploaded 12/26/2015 3:42 PM by dwangoAC (see all 47)
This script requires a custom build of jpc-rr to properly connect the controller to mouse input and also shows important information on the screen.

#27736909518903421 - File test for Pokemon Red

PokemonRedForPoCGTFOSubmissionFile.lsmv
In 04:17.16 (15455 frames), 1542 rerecords
1006 downloads
Uploaded 12/24/2015 2:55 AM by dwangoAC (see all 47)
This is pretty evil; I'm uploading with the wrong gametype to get past the not-yet-complete lsmv file check. To play this movie in an appropriate lsnes emulator with an SGB core, open the .lsmv file, edit gametype, and add the word gambatte_ at the front, to change "sgb_ntsc" to "gambatte_sgb_ntsc".

#26941437923505036 - Final Pokemon Red payload from AGDQ 2015

dwangoAC-Googolpede-WIP7.jrsr
In 02:09.66 (7780 frames), 253 rerecords
1262 downloads
Uploaded 11/18/2015 7:08 AM by dwangoAC (see all 47)
This is the final Pokemon Red movie file that was presented at AGDQ 2015. This version includes the full Twitch chat payload as well as other content that is accessible when specific buttons are sent after the payload has completed.
Or rather, this *would* be that movie, but it's in such a strange format because of the use of SGB that it can't be uploaded here, so I've uploaded the actual movie file to:
(Yes, it took 31 tests before we reached the final payload, but that's 31 tests *after* we got the exploit working.)

#26379843736052819 - Another attempt at TI-83 "Snake" (BMAMBA)

SnakeHeader_v3.bk2
In 02:24.82 (8689 frames), 402 rerecords
Game: Snake ( TI83, see all files )
1 comment, 974 downloads
Uploaded 10/24/2015 12:08 AM by dwangoAC (see all 47)
This is the result of work from scahfy and Weregoose to create the game using a much more efficient method followed by my attempts to TAS it. My biggest concern is that this may not be enough of a difference to be publishable. This version of Snake does not place food pieces inside of the snake which means the position of the snake's body can be used to somewhat manipulate where food will appear (although much less so in the early game). This version also re-seeds the RNG at the segment drawing edge if a direction is pressed (other than back in the direction the snake is coming from). The effect is that you can press a button once per segment redraw and re-seed the RNG, but this makes things go slower because it takes more frames to re-seed the RNG.
Ultimately, if there's no piece nearby you can reposition yourself (very ineffective in the early game it would appear) or you can make yourself go slower in the hopes that you can make food appear closer to you. The catch is this method effectively has as many opportunities to manipulate the RNG as there are segments left to draw. This leads to an annoying catch-22 - you can manipulate a new piece of food next to you but if you do that, say, two spaces away from you you now only have two opportunities to manipulate a good position on the next apple that appears.
At any rate, I'd like feedback on whether this is worth continuing. My best estimate is that this will clock in at a good 12 minutes or longer.

#25951091922111736 - Blockout 5x5x5 maximum score run

Blockout-dwangoACHighScore.bk2
In 00:48.37 (2897 frames), 3388 rerecords
Game: Blockout ( Lynx, see all files )
993 downloads
Uploaded 10/4/2015 4:43 PM by dwangoAC (see all 47)
This movie file demonstrates a hardest-possible scenario in the game Blockout and demonstrates clearing a 5x5x5 pit on the highest difficulty.

#25447947173144444 - Super Puzzle Fighter II Turbo taunting

spf2t-dwangoAC.fbm
In 07:08.15 (25689 frames), 1619 rerecords
1020 downloads
Uploaded 9/12/2015 12:54 AM by dwangoAC (see all 47)
There were requests to do some taunting, so I did a taunt at the end of the Akuma battle and figured out a way to save a couple of frames in the process.

#25163975215735496 - Puzzle Bobble (default difficulty) first two levels WIP

PuzzleBobbleWIPdwangoAC.fbm
In 00:25.73 (1544 frames), 352 rerecords
Game: Puzzle Bobble ( Arcade, see all files )
1061 downloads
Uploaded 8/30/2015 5:58 AM by dwangoAC (see all 47)
Is there any value in continuing? Despite the low rerecord count this has been about 6 hours of work, mostly deducing how evil the RNG in this game is. It turns out that the colors you will get next can only be affected by two things - the frame on which the level is started (either the frame you press start on the beginning menu or the frame on which the previous level was completed) and "missed" shot colors during the level, i.e. ones that don't touch the correct color. No other waiting or button mashing will have any impact on the RNG. This results in odd pauses prior to starting the level and intentionally firing at the wrong color, not to mention the very tedious process of testing entire levels with multiple starting states to see if future luck will be worth early bad looking results.
I've completed two levels but I'm not sure if it's worth continuing as I suspect this would be quite tedious for very little benefit. Thoughts?

#20389755674972373 - Wonderswan Crazy Climber (truncated)

Wonderswan Crazy Climber dwangoAC.bk2
In 04:41.55 (21249 frames), 2269 rerecords
Game: Crazy Climber ( WSWAN, see all files )
907 downloads
Uploaded 1/27/2015 5:46 AM by dwangoAC (see all 47)
The file I used in my Crazy Climber submission was unintentionally longer; I apparently botched it when I saved the movie, even though I thought I had truncated the movie to the last frame. This file now ends as soon as the arm is extended *just* far enough to reach the helicopter.

#19259642534530414 - Pokemon Red after reset ACE

Ikaruga-dwangoAC-Playaround.dtm
In 00:45.37 (2722 frames), 52 rerecords
Game: Ikaruga ( GC, see all files )
1163 downloads
Uploaded 12/7/2014 8:17 AM by dwangoAC (see all 47)
This lsnes + Gambatte movie starts Pokemon Red with an existing (corrupted) GB SRAM state that contains the player character RED, the rival name xAxA(Pk), and FF in *just* the right place to allow further exploitation. This movie file uses input suggested by Masterjun based on FractalFusion's work to execute arbitrary code, which it does very well. One minor caveat: I've discovered with help from Ilari and padz that D+U and L+R (representing bit values 128, 64, 32, and 16 respectively) are canceled out by the SGB BIOS meaning FractalFusion's payload can't be written as it contains the value 0xD3. This movie file contains a bunch of input at the end that softlocks the game in an interesting way but doesn't yet do exactly what we want it to. Still, it shows arbitrary code execution on Pokemon Red, which is good.
Because support for this filetype hasn't been added yet I've used a dummy file in this WIP (and, um, I'd ignore it if I were you, but that's just me. :) I've uploaded the real movie file to: