TASing the N64 version isn't really realistic. I run the game on console, and the emulators just aren't up to snuff.
The "lag" mentioned throughout this thread is actually frameskipping on console. For some reason, on emulator, it lags instead of frameskipping. This makes timing and testing stuff stupid, and a horrible comparison to console.
There are a few things I was wondering if someone more experienced with TASing could help with. I discovered a few glitches that may be useful for a TAS of Legends of Mega Man 64. You can store a kick's "push" by pausing at times, and edit the properties of in-flight buster shots, as well as delay the energy stat from updating after you lower it.
https://docs.google.com/document/d/18x1TfC2VcIbv5kR6HDPM8hBZGCwvRQn3zCQhR1QaNkM/edit
One thing I can't figure out? How does the timer work? On N64, it seems to vary quite a bit, and through manual timing with livesplit and then comparing to the in-game timer, it seems inconsistent as well. Some load times seem to pause the timer, where as others don't.
Also, the ram expansion for the N64 makes the game run much faster, and does affect the in-game timer and menu inputs.