(There is no sound, and the start looks like it is frozen. These are expected behaviors.)

Mega Man 83 - ASM

for the TI-83 Calculator

in 7:39.667


So, while TI83Hawk has been a part of Bizhawk since the very beginning in early 2012, it's never really been reasonable to try to submit TASes for the TI-83 calculator. As far as I can tell, the original Hawk core never had the ability to handle assembly-level programs, and possibly even BASIC programs, meaning that the two attempts at submissions over the years resorted to TASing the process of programming a game into the emulated calculator, and then finishing the TAS by playing through the entered game. Neat idea, was not accepted into Vault. (Maybe new Playground rules?)
But in 2022, CasualPokePlayer released a brand new TI-83 core for Bizhawk, called Emu83, and it addressed these lingering issues. Thanks to this YouTube video posted by TiKevin83, I learned how to run Assembly-coded TI83 games--probably the only ones worth running! The process was pretty complicated at first and I could not find any actual write-up on how to use this core, so, for anyone who's interested, I'll quickly type out the process I followed from TiKevin83's youtube video:

HOW TO USE THE EMU83 CORE

  1. Use the Multi-Disk Bundler to combine your Assembly Shell Program (AShell, ION, MirageOS, etc.) and your game's program file (or files) into one .xml, and load that into Bizhawk.
    The core wants them to be .83g and .83p files. Anything else is likely a version intended for a different calculator model and probably won't work.
  2. Turn the calculator on using the ON button, which is spacebar by default. Bizhawk has a clickable 'Keypad' window you might use, but the ON button does not work very well with it.
  3. Press the SEND button once. This key is not bound by default for some reason, and there is no associated button in Bizhawk's 'Keypad' window! You must go into the controller configs and bind it to a keypress or mouse press.
  4. In Bizhawk's lower status bar, an activity LED icon will light up into a yellow circle, indicating that a program is being SENDed into the emulator. When this yellow circle becomes un-lit again, the first program pointed to in the .xml is done.
  5. Repeat steps 3 and 4 once for each file in the .xml. This is often only two times total for Assembly-coded TI-83 games, but some games have, for example, individual level files loaded separately from the main program.
  6. Now you can continue like you would on any TI-83 calculator. Go into the PRGM menu, run your Assembly Shell program to get it installed, and when it's done, go back into the PRGM menu and run program A at the top of the list to load into the shell. Your game should now be at the start of the list. Enter into it, and you're off to the races.

FILES USED IN THE MULTI-DISK BUNDLER FOR THIS SUBMISSION:

MEGAMAN.83P
ASHELL.83G
^^ In that order.
I am linking to them for judging simplicity because none of the files are paid-for licensed products, this is all homebrew. Oh, I also used the TI-83 v1.02 firmware rom, in case that matters.

THE GAME

MegaMan83-ASM is the Assembly-language version of the TI-83 version of Dave Jaklitsch's homebrew Mega Man game for TI calculators. He ported it to quite a few different calculators in the line. Apparently there's even a soundtrack in the game, although it definitely doesn't play on the emulator. TI-83 calculators don't have dedicated sound hardware, but people figured out how to use the I/O port as a headphones jack to output 1-bit audio waves, which is neat as hell.
Anyhoo, this game is a very stripped down Mega Man experience, though it's definitively still a Mega Man-style game. You must defeat 8 stages in any order, and then one final stage to end the game. Each stage has an end boss. Defeating him will give you his weapon, and all 8 bosses are weak to one of the other boss's weapons. Each of the final boss's two forms is also weak to one of the 8 copied weapons. There is also a secret weapon that Mega Man can acquire, but the process to make it work is a secret, and I cannot find the answer anywhere on the internet anymore. I did find it once twenty-something years ago I swear but haha yeah good luck with that nowadays. I feel like it wouldn't help speedruns either, but I really can't remember for sure.

THE RUN

I'm not going to describe things level by level because the game is basic enough that the viewer can understand most things just by watching. The level sequence is Anchorman > Policeman > Madman > Salesman > Milkman > Mailman > Doorman > Freshman. The final boss is weak to Anchorman and then Mailman.
  • Horizontal moving enemies take three shots to kill, vertical ones take two shots.
  • Mega Man can fire his selected weapon only once every 20 frames, depending on lag.
  • Ceilings are a lot more restrictive to Mega Man's movement than you would expect.
  • He also does not move with 'momentum' of any kind, so jumping before a ledge makes no difference compared to just walking off. So each stage is just "run to the right, jump when necessary, shoot if you really have to," and not much more thinking than that.
  • Bosses do not have quick or evasive movements, so it's just a matter of running up to them, firing as quickly as possible.
  • Some boss weapons freeze the screen when used, either by the boss or by Mega Man, this is normal.
  • Some boss weapons only move forward a few steps from Mega Man before disappearing or boomeranging back--boss fights where I use these require some extra walking forward at the start before the shots can reach the boss.
  • It is ideal to defeat Freshman last because his copy weapon actually requires Mega Man to be very very close to his enemies to hurt them, so it's faster to not have to use it.
  • The first phase of the final boss can only be damaged at the tip of its laser weapon, so jumping to its height is necessary--it could be shot twice per jump if only you had one more frame of airtime, but it is impossible, so many jumps are required.
Aaaaand that's about it! Thank you to CasualPokePlayer, TiKevin83, everyone involved in making Bizhawk and bringing the TI-83 into its fold in the first place, Dave Jaklitsch, and to you for reading all this, you're so nice

CoolHandMike: Claiming for judging.

despoa: Processing...


TASVideoAgent
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This topic is for the purpose of discussing #10079: Twisted_Eye's TI83 Mega Man 83-ASM in 07:39.667
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Never knew this existed.... Idk from where you guys come up with these games haha. It was weirdly entertaining though, even without sound.... Maybe because I just love Mega Man games? Yes vote of course!
I still learn more about English. https://www.youtube.com/user/McBobX100
I wrote:
Working is the best way to achieve goals in speedruning. Hardworking is a pain.
GJTASer2018
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Would be amazing if there was some way to get that sound working, but alas it being silent takes a lot away from the experience. Definitely "truth in advertising", but still not enough to save it from getting a "Meh" vote.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
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I didn't expect to see a TI-83 submission today! Yes vote!
SMB2U is the best NES Mario game.
CoolHandMike
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Had a lot of fun watching this one! Makes me wish I had this game during some math classes
discord: CoolHandMike#0352
Twisted_Eye
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you're all welcome for me manifesting the Mega Man reveal at the game awards show by submitting this TI-83 run hours beforehand btw
CoolHandMike
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Unable to get this running properly. The file you linked for the MEGAMAN.83P is actually named mm83asm.z80. Could that be it? I posted my xml for the multidisk bundler below.
<BizHawk-XMLGame System="TI83" Name="mmti83">
<LoadAssets>
<Asset FileName="./mm83asm.z80"/>
<Asset FileName="./ASHELL.83G"/>
</LoadAssets>
</BizHawk-XMLGame>
discord: CoolHandMike#0352
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CoolHandMike wrote:
Unable to get this running properly. The file you linked for the MEGAMAN.83P is actually named mm83asm.z80.
The .z80 file would be source code, not an actual ROM. I assume the actual ROM is what's present here: https://ticalc.org/pub/83/asm/games/ashell83/mm83.zip
CoolHandMike
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CasualPokePlayer wrote:
CoolHandMike wrote:
Unable to get this running properly. The file you linked for the MEGAMAN.83P is actually named mm83asm.z80.
The .z80 file would be source code, not an actual ROM. I assume the actual ROM is what's present here: https://ticalc.org/pub/83/asm/games/ashell83/mm83.zip
Thanks! Replacing with the MEGAMAN.83P worked correctly. Ok so the games for this would be here https://ticalc.org/pub/83/asm/games/ashell83/
discord: CoolHandMike#0352
Twisted_Eye
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Sorry about that. Was looking for the file online again after the fact using that site's search function and didn't quite pay enough attention to what I found. The site has Assembly games sorted into different folders depending on which Shell the game uses. So, some games will use the link you posted, but only if they use the ASHELL.83G shell. The 'Super Mario' TAS I posted used a different shell called 'ION,' it seems like the different games have to use different shells to work sometimes. So you have to "Previous..." back from the folder in the link you posted to see the other branches for other shells which leads to other games.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [6897] TI83 Mega Man 83-ASM by Twisted_Eye in 07:39.667