I know that there isn't any DS emulators with Re-record support but I can give you a few pointers on Zelda Phantom Hourglass which will become useful in the future.
The annoying feature (even more for a TAS at times) is the dizziness condition caused by rolling or Spin attacking too many times.
It's usually either 4 continous rolls or Spin attacks that makes Link dizzy. It mainly lose frames but it could save frames from damage boosting by a near by enemy, when this happens it should reset the roll/spin counter to 0. Using the Hammer or Grappling hook freezes the roll/spin counter@
For example: I did 3 rolls then I take my Hammer out I use it for 5 seconds then did another roll and Link gets dizzy.
During Linebeck sailing segments you should spam the jump button it's notably faster for some reason.
The drawing in a TAS will be odd because it's touch operated not D-pad/Analouge, maybe you should make a "special frame" that has the entire icon made and let the game do it as fast as possible.
I tried drawing the line on the Map (on Linebeck's sea chart when making ship paths) from the bottom to the top of the screen and the feather doesn't catch up with the stylus so it has cap a max speed for drawing.
If the re-record Emulator is made and doesn't have Reset support (like Mupen) don't worry there is a Save & Quit feature which can be useful for both Save Warping and resetting NPC ship positions. There is a save warp that is really useful for Joleane's second battle (as she is nearer to your ship after save & quit has been made).
I know a bit on Weapon damage and Bosses HP as I'll list most of them on here
Weapon Damage points (DP):[/
Simple strikes (Stab or slash) are 10 DP
Jump attacks are 15 DP
Spin attacks are 20 DP
Bombs explosions are 30 DP.
Bombchu deals the same damage as Bombs.
Grapple hook: 10 DP
Boomerang ?
Arrows: (15 or 20 DP)
Hammer ? (I think it's 30 DP)
Super Hammer ? ( 2x stronger than Hammer probably 60 DP)
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Boss stats and tactics for TAS:[/u]
Blaaz: 300Hp. Each cycle he warps out after reciving 100Hp of Damage.
Cyclok: 300HP. Recovers after taking 6 hits from any weapon, since Bombs is the strongest weapon at this time, spam the weapon because it's possible to face it with only 2 cycles.
Giant Water beast: 5 hits. Try and not let the boss use his attack twice in a row.
Crayk: 7 Hits (doesn't matter how strong the weapon is it's always 7 hits)
Joleane: 3 Hits, followed by chance. Luck manipulation is useful on this mini-boss
Eox: Manipulate his arrows, they are easier to avoid, easier to hit his weak spots and takes longer to finish his attack. His second phase is easy too. He only takes 14 hits no matter what weapon is used. After 10 hits he tries to shake you off, use a bomb this gives you Temporary invincibility that will keep you on his head during the shake and deal the last 3 hits.
6 Eye fish boss:
http://www.youtube.com/watch?v=sVqmwyG_Bag
Very annoying boss. Manipulate the projectiles coming from him and a good time would be before his 2nd near unavoidable charge attack.
Dongorongo:
1st Phase: Make sure he is near to Link's side to deliver bombchus quickly (probably quite cool to make a bombchu path before he is down to shock the players thinking he's psychic). Do not let the boss use his charge attack he becomes invincible and charges you.
2nd Phase: Don't get the bomb flower you don't get enough time to chuck it in his mouth. Use bombs on his weak spot and manipulate Bomb drops from the minions coming from the ground.
Gleeok:
http://www.youtube.com/watch?v=Yxe0z7NXREY
Very linear battle. Entertain it by doing world record damage boosts in a Zelda Game.
2nd Phase: Make sure that the bosses don't try to bite you too much. It's usually 1 chomp and then a charging beam attack. When the boss is vunerable use:
Bomb (set it before you take it down), Hammer hit then Super hammer hit. This should defeat them instantly but there is a bug that prevents you to clear the boss in under 3 tidal waves. They accept death after the 3rd tidal wave.
Joleane Round 2:
It's possible to make her charge attack all of the time. You can do a neat trick which is to use the boomerang around Link which is possible to hit her back during the Charge strike.
It's 3 hits then a Chance and then another hit.
Bellum:
The 1st Bellum Battle in the pool.
150 HP.
55HP he (usually) reacts and goes away, best damaging way is 3 jumps, Spin = 65
But I do 5 jumps on the first 2 and usually a double hit spin/ single hit spin + stab/slash.
Manipulate this phase by keeping him near Link's side.
Bellum Floor 1
5 eyes. No rotation attack in this one.
Go around the room and shoot arrows. These eyes don't close.
1st Bellum Battle in pool. second time
Again 150 hp it's possible that Bellum doesn't go away.
Bellum Floor 1 again.
After 3 out of 5 eyes destroyed
It rotates anti-clockwise 2 tiles per turn twice.
Bellum Floor 2 :
After destroying every 2 eyes:
It rotates anti-clockwise 2 tiles per turn. Up to 4 turns. (expect this to happen again after the 4th eye has gone).
1st Bellum Time Freeze
Number of Normal attacks.
400 HP. (20 Spins).
Do a double hit spin 3 times then constantly perform jump attacks and in the last 30 Phantom freeze time seconds. perform another double hit spin.
Jump attacks doesn't change the spin counter so it's best to perform the 4th double hit spin last.
The second boss battle I can't really tell much about this one, it's unique and all I can say is that you can defeat the boss quicker if you destroy one side of the ship in the first visit (I.e. Right then Left -- destroy all of the left side ones then finish off the right ones). Manipulate the boss' attacks and get every shot on each eye.
Final Bellum
Eye weak spot:
500HP.
3 cycles = At least over 165 DP per cycle!!
Sounds hard but not really, activate the time freeze when the eye is opened and perform 3 double spin hits = 120 DP so far, then continue performing Jump attacks until you have 30 freeze time seconds to perform the last double hit spin. That amount can be around over 200 DP.
After dealing around 350-400+ of Damage he usually performs a spin attack, the quickest way to end is to avoid it and not counter it by spinning back. It's possible that he doesn't so make sure in the TAS he doesn't use the great spin attack.