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#19259517816336044 - Pokemon Red rival xAxA(Pk) creation to reset

Ikaruga-dwangoAC-Playaround.dtm
In 00:45.37 (2722 frames), 52 rerecords
Game: Ikaruga ( GC, see all files )
1018 downloads
Uploaded 12/7/2014 8:09 AM by dwangoAC (see all 47)
This lsnes + Gambatte movie starts Pokemon Red, names the player character RED, and names the rival xAxA(Pk). After getting into the game, it resets and should be truncated on the frame the reset occurs. This will allow for later hardware reset testing at movie end. I do not know if support for this filetype has been added yet so 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:

#18727497575660169 - Gambatte SGB core Pokemon Red to trainer ID

PokemonRedSGBdwangoACoriginalCore.lsmv
In 01:50.88 (6664 frames), 533 rerecords
1254 downloads
Uploaded 11/13/2014 9:07 AM by dwangoAC (see all 47)
IMPORTANT NOTE: the file that is uploaded here is the wrong file and is simply a placeholder (because the parser does not understand the as-of-yet unreleased Gambatte core). The correct file can be found at:
This is a comparison movie that completes Pokemon Red up to identifying the trainer ID using the new Gambatte SGB core in lsnes. I tried to always do everything on the very first frame possible. As was somewhat expected, this move does not synchronize on real hardware without some twiddling because the core or the process of handoff from SNES to SGB is somewhat inaccurate (by about 1 frame). Raw data dump from my testing sequence:
There's exactly 1 frame off at the beginning of the movie (i.e. I had to add 1 frame in order to allow the start button press to be recognized when playing back the dumped run on real hardware). The base movie trainer ID is 25143 per emulator; adding 1 frame before first button press causes the emulator to desync, manually playing through anyway changes trainer ID to 40964. I got it to sync further on real console by adding one frame at the very start and adding another immediately after acknowledging the grandson's name; that allowed the real console to sync until meeting Prof. Oak, late enough that the Trainer ID should have already been decided. I played through the rest manually and got trainer ID 18765.
Late in my testing, I replayed the exact same file I had tested before and for whatever reason the timing is was wrong at the very beginning. I'm not sure if I mangled the .r16m replay file somehow or if there is other saved data impacting the real hardware startup - if it's the latter it is far more concerning. Additional testing is required.
(Again, the file in this upload is the wrong one, please download the correct file from http://acbit.net/static/tas/PokemonRedSGBdwangoACnewGambatteCore.lsmv instead.)

#18690238763777360 - Original SGB core Pokemon Red to trainer ID

PokemonRedSGBdwangoACoriginalCore.lsmv
In 01:50.88 (6664 frames), 533 rerecords
1245 downloads
Uploaded 11/11/2014 4:51 PM by dwangoAC (see all 47)
This is a comparison movie that completes Pokemon Red up to identifying the trainer ID using the original SGB core in lsnes. I tried to always do everything on the very first frame possible. As expected, this move does not synchronize on real hardware because the core is not very accurate (likely 14 lag frames would be needed at the beginning based on past experience). I'll be doing this again on the new Gambatte core implemented by Ilari to compare the differences (loosely - I didn't actually intend to make this movie, all of this work was supposed to have happened on the new core).

#18167655901372637 - Pokemon Yellow SGB test version

PokemonYellowSGBdwangoACtest.lsmv
In 01:09.99 (4206 frames), 449 rerecords
946 downloads
Uploaded 10/19/2014 4:01 AM by dwangoAC (see all 47)
This is an instance of Pokemon Yellow for SGB for use with lsnes for console verification. This is supposed to get to the point of asking if you want to save the game (but doesn't hit yes). Initial console verification tests show that this is not console sync-stable, likely due to emulator inaccuracies in lsnes.

#17195156219473190 - C64anabalt Fastest Kill Screen

C64anabalt_Encore_dwangoAC.bk2
In 01:21.03 (4870 frames), 0 rerecords
Game: C64anabalt ( C64, see all files )
955 downloads
Uploaded 9/5/2014 8:53 AM by dwangoAC (see all 47)
Commodore 64 submissions are not yet accepted, so I'm uploading the actual submission to movie storage.

#12664928324474582 - Atari 2600 Joust to the start of wave 7

dwangoAC_Joust_Atari2600_1P _Wave_7.bkm
In 00:49.72 (2980 frames), 327 rerecords
Game: Joust ( A2600, see all files )
1016 downloads
Uploaded 2/13/2014 8:24 AM by dwangoAC (see all 47)
I'm very pleased with how this is turning out - this is a far better port than I initially gave it credit for. It's a bit odd working with this because the player sprite is drawn on one frame and then all of the enemies are drawn on the other. On a CRT I imagine the flickering wouldn't be as bad but it's a bit disconcerting trying to TAS this when you can't see yourself literally half the time. Having said that, I am extremely impressed what they accomplished on such a limited platform.
Addresses for this game (should be up shortly): https://tasvideos.org/UserFiles/Info/637936906484319946

#12620866196375276 - Atari 2600 Joust to the start of wave 3

dwangoAC_Joust_Atari2600_1P.bkm
In 00:13.38 (802 frames), 129 rerecords
Game: Joust ( A2600, see all files )
952 downloads
Uploaded 2/11/2014 8:47 AM by dwangoAC (see all 47)
I admit, this was surprisingly more entertaining than I expected. Very short WIP, just for the heck of it.
A.C.
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#12575562193951512 - PC Joust no new content

dwangoAC_Joust_WIP.jrsr
In 01:48.33 (6500 frames), 1857 rerecords
Game: Joust ( DOS, see all files )
855 downloads
Uploaded 2/9/2014 7:49 AM by dwangoAC (see all 47)
WIP of Joust for PC until no new content appears. Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects.
A.C.
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#12575396669799321 - NES Joust through unique content

dwangoAC_Joust.fm2
In 01:48.92 (6546 frames), 2585 rerecords
Game: Joust ( NES, see all files )
928 downloads
Uploaded 2/9/2014 7:38 AM by dwangoAC (see all 47)
NES Joust through the end of unique content. WIP. May spontaneously ignite. Handle with care. Notes forthcoming eventually. Too many short sentences. Enjoy.
A.C.
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#7734253530891403 - NES Joust through wave 5 (egg wave)

Joust-dwangoAC-WIP.fm2
In 00:03.56 (214 frames), 504 rerecords
Game: Joust ( NES, see all files )
973 downloads
Uploaded 7/6/2013 7:06 AM by dwangoAC (see all 47)
I've gotten far further on this run than on the Atari 7800 or Atari Lynx runs I started, in part due to long car rides where the only emulator I had available was FCEUX. I've confirmed that this WIP (which completes the 5th "egg" wave of NES Joust) syncs with FCEUX 2.2.1 as I've since downloaded that version and completed the last portion using that emulator. I'll stop after the last wave where new content is introduced, so there's a bit more to go before this can be submitted.
I'll try to get around to starting a forum thread for the game unless someone beats me to it. Enjoy,
A.C.
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