TASVideos

Tool-assisted game movies
When human skills are just not enough

dwangoAC's movies:


#33691566749055448 - SMB3 Battle Mode watch file
SMB3BattleModeMemoryOrder.wch (502B Memory watch file)
Uploaded 2016-09-17 06:59:50 by dwangoAC (38 files)
For NES Super Mario Bros. 3 (3 files)
3440 views, 93 downloads
This file shows the SMB3 battle mode in memory order.
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#28997585942901671 - Doom is part of my heritage, and this is a surviving file
octfac51.lmp (34.1kB lmp movie [DOOM])
Uploaded 2016-02-18 21:31:13 by dwangoAC (38 files)
For DOOM Doom II: Hell on Earth (1 file)
In 00:03.11 [109 frames], 0 rerecords)
1982 views, 153 downloads
  • Skill 79
  • 4 players
  • Warning: Starts from map 77
  • Note: Fast monsters active
  • Warning: nomonsters active
octfac51.zip is still around courtesy of http://www.doomworld.com/mellow/bots.shtml on his https://www.doomworld.com/3ddownloads/mellow/ page.

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!

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#27793144712275990 - Wolfenstein 3D input and display script
Wolf3d-script-extended.lua (2.83kB Lua script)
Uploaded 2015-12-26 15:42:11 by dwangoAC (38 files)
3636 views, 118 downloads
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.
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#27736909518903421 - File test for Pokemon Red
PokemonRedForPoCGTFOSubmissionFile.lsmv (125kB lsmv movie [SGB])
Uploaded 2015-12-24 02:55:17 by dwangoAC (38 files)
In 04:17.16 [15455 frames], 1542 rerecords)
3500 views, 116 downloads
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".
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#26941437923505036 - Final Pokemon Red payload from AGDQ 2015
dwangoAC-Googolpede-WIP7.jrsr (20.1kB jrsr movie [DOS])
Uploaded 2015-11-18 07:08:17 by dwangoAC (38 files)
In 02:09.67 [7780 frames], 253 rerecords)
3926 views, 144 downloads
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:

http://acbit.net/static/tas/p4test31.lsmv

(Yes, it took 31 tests before we reached the final payload, but that's 31 tests *after* we got the exploit working.)

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#26379843736052819 - Another attempt at TI-83 "Snake" (BMAMBA)
SnakeHeader_v3.bk2 (8.52kB bk2 movie [TI83])
Uploaded 2015-10-24 00:08:26 by dwangoAC (38 files)
In 02:24.82 [8689 frames], 402 rerecords)
3806 views, 125 downloads
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.

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#25951091922111736 - Blockout 5x5x5 maximum score run
Blockout-dwangoACHighScore.bk2 (2.48kB bk2 movie [Lynx])
Uploaded 2015-10-04 16:43:31 by dwangoAC (38 files)
In 00:48.37 [2897 frames], 3388 rerecords)
3902 views, 122 downloads
This movie file demonstrates a hardest-possible scenario in the game Blockout and demonstrates clearing a 5x5x5 pit on the highest difficulty.
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#25447947173144444 - Super Puzzle Figher II Turbo taunting
spf2t-dwangoAC.fbm (38.7kB fbm movie [Arcade])
Uploaded 2015-09-12 00:54:09 by dwangoAC (38 files)
In 07:08.15 [25689 frames], 1619 rerecords)
3890 views, 121 downloads
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.
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#25163975215735496 - Puzzle Bobble (default difficulty) first two levels WIP
PuzzleBobbleWIPdwangoAC.fbm (325B fbm movie [Arcade])
Uploaded 2015-08-30 05:58:20 by dwangoAC (38 files)
In 00:25.73 [1544 frames], 352 rerecords)
3957 views, 128 downloads
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?

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#20389755674972373 - Wonderswan Crazy Climber (truncated)
Wonderswan Crazy Climber dwangoAC.bk2 (9.27kB bk2 movie [WSWAN])
Uploaded 2015-01-27 05:46:10 by dwangoAC (38 files)
In 04:41.55 [21249 frames], 2269 rerecords)
3718 views, 159 downloads
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.
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#19259642534530414 - Pokemon Red after reset ACE
Ikaruga-dwangoAC-Playaround.dtm (21.5kB dtm movie [GC])
Uploaded 2014-12-07 08:17:23 by dwangoAC (38 files)
In 00:45.37 [2722 frames], 52 rerecords)
4195 views, 177 downloads
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:

http://acbit.net/static/tas/PokemonRedREDAfterSramACE.lsmv

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#19259517816336044 - Pokemon Red rival xAxA(Pk) creation to reset
Ikaruga-dwangoAC-Playaround.dtm (21.5kB dtm movie [GC])
Uploaded 2014-12-07 08:09:18 by dwangoAC (38 files)
In 00:45.37 [2722 frames], 52 rerecords)
4166 views, 146 downloads
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:

http://acbit.net/static/tas/PokemonRedREDCreation.lsmv

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#18727497575660169 - Gambatte SGB core Pokemon Red to trainer ID
PokemonRedSGBdwangoACoriginalCore.lsmv (2.68kB lsmv movie [SGB])
Uploaded 2014-11-13 09:07:20 by dwangoAC (38 files)
For SGB Pokémon: Red Version (2 files)
In 01:50.88 [6664 frames], 533 rerecords)
4010 views, 271 downloads
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:

http://acbit.net/static/tas/PokemonRedSGBdwangoACnewGambatteCore.lsmv

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.)

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#18690238763777360 - Original SGB core Pokemon Red to trainer ID
PokemonRedSGBdwangoACoriginalCore.lsmv (2.68kB lsmv movie [SGB])
Uploaded 2014-11-11 16:51:04 by dwangoAC (38 files)
For SGB Pokémon: Red Version (2 files)
In 01:50.88 [6664 frames], 533 rerecords)
3992 views, 297 downloads
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).
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#18167655901372637 - Pokemon Yellow SGB test version
PokemonYellowSGBdwangoACtest.lsmv (2.41kB lsmv movie [SGB])
Uploaded 2014-10-19 04:01:08 by dwangoAC (38 files)
In 01:09.98 [4206 frames], 449 rerecords)
4294 views, 154 downloads
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.
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#17195156219473190 - C64anabalt Fastest Kill Screen
C64anabalt_Encore_dwangoAC.bk2 (3.62kB bk2 movie [NES])
Uploaded 2014-09-05 08:53:42 by dwangoAC (38 files)
In 01:21.03 [4870 frames], 0 rerecords)
4438 views, 153 downloads
Commodore 64 submissions are not yet accepted, so I'm uploading the actual submission to movie storage.
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#12664928324474582 - Atari 2600 Joust to the start of wave 7
dwangoAC_Joust_Atari2600_1P _Wave_7.bkm (52.6kB bkm movie [A2600])
Uploaded 2014-02-13 08:24:36 by dwangoAC (38 files)
In 00:49.73 [2980 frames], 327 rerecords)
5170 views, 197 downloads
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):

Address Set #56: Joust
System: Atari 2600
Download .wch file for: BizHawk
Domain Address Data Type Signed Endian Description
Main RAM 0030 Byte Signed Big Flapping
Main RAM 0034 Byte Signed Big Horizontal pos.
Main RAM 003C Byte Signed Big Vertical pos.
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#12620866196375276 - Atari 2600 Joust to the start of wave 3
dwangoAC_Joust_Atari2600_1P.bkm (14.3kB bkm movie [A2600])
Uploaded 2014-02-11 08:47:08 by dwangoAC (38 files)
In 00:13.38 [802 frames], 129 rerecords)
5195 views, 211 downloads
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 (159kB jrsr movie [DOS])
Uploaded 2014-02-09 07:49:08 by dwangoAC (38 files)
In 01:48.33 [6500 frames], 1857 rerecords)
5207 views, 204 downloads
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 (147kB fm2 movie [NES])
Uploaded 2014-02-09 07:38:24 by dwangoAC (38 files)
In 01:48.92 [6546 frames], 2585 rerecords)
5188 views, 198 downloads
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 (5.05kB fm2 movie [NES])
Uploaded 2013-07-06 07:06:11 by dwangoAC (38 files)
In 00:03.56 [214 frames], 504 rerecords)
6162 views, 203 downloads
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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#7636088769897740 - NES Joust first wave
Joust (U)-0.fm2 (26.1kB fm2 movie [NES])
Uploaded 2013-07-01 21:00:07 by dwangoAC (38 files)
In 00:19.18 [1153 frames], 491 rerecords)
6222 views, 231 downloads
I'm at it again... Here's a WIP completing the first wave of Joust. One minor downside - this is from the (aging) FCEUX 2.1.4a because that's all I had installed on the laptop we took on a long car ride. More to come, possibly in BizHawk...

  Just.wch
  3
  00000	101E	b	u	0	Player height
  00001	1054	b	u	0	Player position
  00002	001A	b	u	0	Player flapping


  A.C.
  ******
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#7268036335388212 - Wolfenstein 3D complete new WIP of E1L1
dwangoAC-Wolfenstein3D-E1L1.jrsr (122kB jrsr movie [DOS])
Uploaded 2013-06-15 07:11:37 by dwangoAC (38 files)
In 00:27.11 [1627 frames], 2021 rerecords)
6276 views, 235 downloads
This completes Wolfenstein 3D E1L1 and represents a significant improvement over my previous WIP. The lurch in the first prison cell combined with improved enemy AI manipulation resulted in a faster completion time with no lost health. I'm not precisely certain how much faster this is as I let the movie run a bit longer the first time after pulling the elevator switch but it's definitely faster.

I'm very satisfied with this work and I do not currently have any plans to re-do E1L1. Anyone want to help with E1L2? :)

  A.C.
  ******
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#7179177067490700 - Wolfenstein 3D new WIP of E1L1 to left turn brown door
dwangoAC-Wolfenstein3D-E1L1.jrsr (55.3kB jrsr movie [DOS])
Uploaded 2013-06-11 07:09:01 by dwangoAC (38 files)
In 00:18.27 [1096 frames], 1690 rerecords)
6263 views, 217 downloads
This is another complete restart, this time with better movement in the first prison cell and more precise angles to ensure maximum speed. It also changes to using right angles in the first brown room you need to turn in; I am not yet sure if this is the fastest possible completion of this room.

One note about the first room: At timetick 11102 as the first prison cell fades into view I send dy=70 (mouse force maximum to direction +y/east), then let go around timetick 11144; at 11230 the player's speed reaches value 45054, then on 11244 speed is 0, then 11258 speed is 14999 until I hit the door at timetick 11344. During the time the speed goes to 45054 and back to 0, the player seems to lurch forward in the room. This is significantly faster than the previous WIP, and appears to be a bug in how the mouse movement is interpreted when the fade-in happens.

  A.C.
  ******
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#7134193711417113 - Wolfenstein 3D WIP of E1L1
dwangoAC-Wolfenstein3D-WIP-E1L1.jrsr (123kB jrsr movie [DOS])
Uploaded 2013-06-09 06:31:48 by dwangoAC (38 files)
In 00:27.57 [1654 frames], 1359 rerecords)
6194 views, 226 downloads
This completes Wolfenstein 3D Episode 1 Level 1 in 16 in-game seconds. The current SDA record is 20 seconds so this represents a respectable improvement. This run takes damage to save time and focuses on strafing and running at the same time for maximum speed. There are still some interesting oddities here - for instance, it's possible to shoot through doors - specifically, look for a muzzle flash happening before the door opens and a guard death animation already playing out as the door opens in at least a couple of places in the run. Also note that delaying pushing against a door that is opening can significantly impact where a guard will attempt to walk to; this can be seen in the largest gray room as delaying walking against the door causes a guard who opens the door at the far end to walk into the room for easier disposal.

I'm very happy with this first level. If someone could make a WIP encode I'd greatly appreciate it (so far all of my efforts have had audio sync issues and have not played back at full speed). Thanks!

  A.C.
  ******
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#7089502560111254 - Wolfenstein 3D WIP pacifist run
dwangoAC-Wolfenstein3D-WIP.jrsr (90.5kB jrsr movie [DOS])
Uploaded 2013-06-07 06:13:33 by dwangoAC (38 files)
In 00:20.48 [1229 frames], 885 rerecords)
6279 views, 225 downloads
I didn't intend this to be a pacifist run, but so far I haven't actually killed anyone... This represents a restart from the fist prison cell and has a bit more emphasis on being at the exact angles 45, 135, 225, and 315 and turning while waiting for doors to open. I frequently move in slightly bizarre ways to ensure shots from guards miss but as far as I can tell none of the movement has affected speed as it's all been done while waiting for doors to open.

I have not had any luck making encodes at full speed and with sound in sync. This WIP is still a bit short but hopefully the next one I post will finish the first level and a proper encode can be made for it.

Enjoy,

  A.C.
  ******
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#7045875420098665 - Wolfenstein 3D WIP to first level brown room
dwangoAC-Wolfenstein3D-brownroom.jrsr (96.4kB jrsr movie [DOS])
Uploaded 2013-06-05 07:04:17 by dwangoAC (38 files)
In 00:22.41 [1345 frames], 711 rerecords)
6242 views, 225 downloads
This is still somewhat unsuitable for human consumption but at least it's getting closer. This uses an improved script from Ilari for using an Xbox controller to create mouse events and send them to jpc-rr. Ilari discovered there were several movement values that couldn't be exceeded and that the maximum in-game speed could be achieved with the mouse alone without even using the run button. I took that and.. er.. ran with it. Unfortunately, I encountered a desync right after the point that this WIP cuts off.

I've created a very badly done WIP encode and uploaded it to:

http://sonic.net/~ac/tas/Wolf3DLevel1Partial.mkv

I had problems with audio sync but the video is intact, although I'm not convinced it's the right speed.

Feedback is welcome in the Wolfenstein 3D forum thread.

Thanks!

  A.C.
  ******
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#7023718437170430 - Initial Wolfenstein 3D WIP
dwangoAC-Wolfenstein3D-initial.jrsr (26.3kB jrsr movie [DOS])
Uploaded 2013-06-04 07:07:23 by dwangoAC (38 files)
In 00:16.34 [981 frames], 159 rerecords)
6227 views, 221 downloads
This is an attempt at a Wolfenstein 3D run. It uses a very unusual mouse and keyboard combination, driven by an Xbox controller (thanks to an initial script created by Ilari). This is not yet suitable for human consumption.

  A.C.
  ******
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#5691611782509024 - Atari 7800 Joust first wave
Joust (1987) (Atari) by dwangoAC WIP 1.bkm (14.1kB bkm movie [A7800])
Uploaded 2013-04-05 07:19:09 by dwangoAC (38 files)
In 00:10.75 [644 frames], 165 rerecords)
6328 views, 232 downloads
So after completely failing to get the Mednafen emulator to behave long enough to make meaningful progress on the Lynx Joust WIP I started a couple of weeks ago, I decided to try my hand at the Atari 7800 port of the game which is widely regarded as a fairly faithful port of the arcade original. The results so far are good - I think this will make a reasonably entertaining movie. The physics are drastically different than the Lynx version - notably, slamming into the ceiling does not produce a corresponding ricochet effect as was the case in the Lynx version, so dropping quickly is far more diffiult. Oddly, the Atari 7800 version has the same flap for two frames, rest for two frames pattern as the Lynx version; luckily, BizHawk's autofire support can set the number of frames on / number of frames off so this was far more pleasant to work with this time around.

I'll eventually get around to starting a forum post for comments, but feel free to create one of your own if you'd like. :) Enjoy,

  A.C.
  ******
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#5271810178001858 - Atari Lynx Joust first wave
dwangoACJoustTAS.mcm (4.51kB mcm movie [Lynx])
Uploaded 2013-03-17 09:34:40 by dwangoAC (38 files)
In 00:24.11 [1453 frames], 295 rerecords)
6225 views, 241 downloads
Greetings,

This WIP completes the first wave of the Atari Lynx port of the classic arcade game Joust. The flight mechanics of Joust have always been a bit difficult to master, but with the aid of TAS tools the flight mechanics become eas... who am I fooling, it makes them even more challenging to master with any adeptness, albeit a lot more fun. It's possible to flap two frames and pause two frames to get significant lift, but the only way to go fast down is to hit your head hard going up and the mechanics of doing that can be incredibly difficult to get right. In the end, the result is something that is impossible in real life and in my opinion makes it look like the flight controls are top-notch.

After setting the difficulty to skill 9 (whatever that means - I did not see any apparent change in my testing), I start by demonstrating how fast the mount can get from the bottom to the screen to the top, subsequently demonstrating that both mount and rider must be helmed as they crash into the top of the playfield with enough speed to ricochet to the bottom in time for the first enemy to appear. Getting the timing right to be above the enemy on the first frame it could be killed was incredibly challenging as the enemy spawn code seems to have been written to avoid placing them in your flight path. I spent literally hours on this before finding a decent solution.

Winning in combat is a matter of being higher vertically than your opponent at the moment of impact at which point an egg is dropped, the enemy rider disappears, and their mount flies off. The egg must be collected to continue on to the next wave which means 6 things must be hit in the first wave (3 riders, 3 eggs). For this WIP I collect both rider and egg in the same pass. The first rider's egg takes an unfavorable bounce but is collected quickly. The second enemy at the top of the screen was hit twice with a ricochet to retain maximum speed and the third rider was hit at just the right angle to also pick up the egg (this is not always possible; I couldn't get it to happen with the first or second rider). I ended up killing the first rider in the second wave by smashing him at very high velocity after being at a virtual standstill a second before, just for the fun of it.

The number of rerecords in this WIP doesn't include the couple thousand attempts I made in other files to get to this point. I had a significant challenge with Mednafen as the order that must be used to get the emulator to not destroy your movie file is a bit specific. This WIP should be in good shape to play back on either Mednafen on Windows version 1.1 or on Linux revision r144. Thanks for any thoughts you have,

  A.C.
  ******
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#4714289820413547 - Sega Galaga fastest high score level by dwangoAC
Sega Galaga fastest high score level by dwangoAC.bkm (56.3kB bkm movie [SG1000])
Uploaded 2013-02-20 06:59:00 by dwangoAC (38 files)
For SG1000 Sega-Galaga (1 file)
In 00:47.91 [2871 frames], 1454 rerecords)
5661 views, 273 downloads
There has been a fair bit of discussion about what the best ending would be for this game. One suggestion that came up was to complete the first level in which the high score occurred. This WIP is a few seconds longer than my previous submission but completes all of stage 4 instead of stopping immediately after the high score is obtained. An encode of this file can be downloaded here. Feedback on this goal choice would be greatly appreciated. Enjoy,

A.C.

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#4183015740739679 - SG-1000 Sega Galaga "Fastest High Score"
Sega Galaga by dwangoAC.bkm (49.9kB bkm movie [A7800])
Uploaded 2013-01-27 08:45:25 by dwangoAC (38 files)
In 00:42.49 [2546 frames], 1191 rerecords)
6207 views, 224 downloads
Sega Galaga for the SG-1000 obtaining the High Score as fast as possible

Game objectives

  • Emulator used: BizHawk 1.4.0
  • Obtains the High Score of 20,000 points as quickly as possible

This is the final file for the submission of this game. The submission form will not accept this file format, likely because no one else has tried submitting an SG-1000 platform game. In order to get past the parser, I've changed the line that reads Platform SG to read Platform A78. You'll need to change the second line back to "Platform SG" to use this movie file.

  A.C.
  ******
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#4182653148725092 - SG-1000 Sega Galaga Memory Address Set
Sega Galaga.wch (252B Memory watch file)
Uploaded 2013-01-27 08:21:54 by dwangoAC (38 files)
6170 views, 244 downloads
I have no idea if this kind of file can be uploaded or not, but here's a BizHawk address set for SG-1000 Sega Galaga. In case the file can't be parsed but this text ends up somewhere anyway, here's the contents of the file:

  Domain Main RAM
  SystemID SMS
  0016	b	u	0	Main RAM	Ship position
  035A	b	u	0	Main RAM	251=move left,  247=move right
  0338	b	u	0	Main RAM	Fire button down
  02B2	b	u	0	Main RAM	Shot 1: 1=firing, 4=in flight
  02C2	b	u	0	Main RAM	Shot 2: 1=firing, 4=in flight
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#4017425429362043 - Atari 7800 Galaga 11 frame improvement
Galaga (1987) (Atari) by dwangoAC.bkm (68.7kB bkm movie [A7800])
Uploaded 2013-01-19 21:46:45 by dwangoAC (38 files)
In 00:53.15 [3185 frames], 1051 rerecords)
6178 views, 237 downloads
This is an 11 frame improvement to my previous submission file. This was all caused by having one shot not hit an enemy; the most recent file I posted (to http://tasvideos.org/userfiles/info/4013434434096596) to be off by 11 frames.

Judges: My apologies for doing this *again*, but please replace the submission file for http://tasvideos.org/3830S.html with this one. Thanks for your patience!

A.C.

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#4013434434096596 - Atari 7800 Galaga Perfect Challenge with no calibration shots
Galaga (1987) (Atari) by dwangoAC.bkm (68.9kB bkm movie [A7800])
Uploaded 2013-01-19 17:27:56 by dwangoAC (38 files)
In 00:53.34 [3196 frames], 923 rerecords)
6190 views, 256 downloads
The previous WIPs all contained "calibration" shots prior to the first wave to demonstrate how quickly shots could be fired and how three shots could be displayed on the screen at once. This caused the hits % that appears after the game over screen to show a 94% hit rate. This updated file removes these calibration shots as well as an errant shot I found in the last wave and moves the ship a bit more toward the center of the playfield prior to the final frame of input.

The movie length is unchanged and this file can be considered a direct replacement of the previous movie. Thanks,

A.C.

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#3972987178759948 - Atari 7800 Galaga final WIP perfect challenge stage
Galaga (1987) (Atari) by dwangoAC.bkm (68.9kB bkm movie [A7800])
Uploaded 2013-01-17 21:44:54 by dwangoAC (38 files)
In 00:53.34 [3196 frames], 911 rerecords)
6215 views, 233 downloads
This is the final WIP which completes the first challenge mode. If someone wants to make an encode of this file that'd be helpful. As before, the game details are currently at: http://tasvideos.org/userfiles/info/3960028627150833

Thanks!

  A.C.
  ******
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#3967927923703311 - Atari 7800 Galaga first challenge wave completed in Expert mod
Galaga (1987) (Atari) by dwangoAC.bkm (42.7kB bkm movie [A7800])
Uploaded 2013-01-17 16:16:48 by dwangoAC (38 files)
In 00:32.99 [1977 frames], 733 rerecords)
6203 views, 243 downloads
A follow-up to http://tasvideos.org/userfiles/info/3960028627150833 - this new WIP also completes the first wave of the challenge stage. It isn't much of a difference but I figured I'd upload it anyway. See the earlier WIP for game details.

  A.C.
  ******
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#3960028627150833 - Atari 7800 Galaga first stage completed in Expert mode
Galaga (1987) (Atari) by dwangoAC.bkm (30.9kB bkm movie [A7800])
Uploaded 2013-01-17 07:44:31 by dwangoAC (38 files)
In 00:23.8 [1426 frames], 669 rerecords)
6257 views, 234 downloads
This completes the Atari 7800 first stage in expert mode. Note that this is effectively a completely different game than the MSX version of Galaga, with unique sound and different enemy patterns (although the same basic concept).

Two shots can be fired at once with a minimum of 5 frames between shots. Shots stop being counted (are returned for use) before they reach the top of the screen and immediately on impact with an enemy. Shooting causes the shot to be registered immediately by the game then two frames later the firing animation occurs.

There are 152 possible horizontal positions with 0 being the far left and 152 being the far right as tracked by the memory addresses below. Note that the first address updates the frame after input and the current ship position updates two frames later. The ship position value jumps by two when moving quickly, but only updates every other frame.

  Domain RAM1
  SystemID A78
  065A	b	u	0	RAM1	Next ship pos.
  048F	b	u	0	RAM1	Current ship pos.
  060B	b	u	0	RAM1	Shot 1 fired
  060C	b	u	0	RAM1	Shot 2 fired
The selection of Expert mode happens as soon as possible (in fact, the word Expert does not get a chance to be displayed). There is a "frame rule" of sorts where the next wave of enemies happens at a set time, even if you eliminated the previous wave long ago. This leads to pauses where nothing happens for a few seconds seconds. I shoot all of the enemy ships at the earliest possible frame anyway, although given the amount of time to play around there's plenty of opportunity for trick shots to mix things up. I'm somewhat concerned that I don't move around enough between waves to keep things entertaining, but there's really only three things you can do: Go left, go right, or stay put. And maybe shoot at thin air.

While it might sound like this is horribly boring, I spent hours playing Galaga on the family Atari 7800 as a kid and making this WIP brought back fond memories. I'm looking forward to doing the rest of the challenge stage sometime soon so I can do a few trick shots and make the run a bit more entertaining. Enjoy and let me know what you think,

  A.C.
  ******
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