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#18644623674341759 - Rockman Glitchless WIP2 (last update: 2014-11-09)

Rockman-glitchless-WIP2.fm2
In 02:38.91 (9550 frames), 636 rerecords
Game: Mega Man ( NES, see all files )
1350 downloads
Uploaded 11/9/2014 3:32 PM by Bisqwit (see all 3)
Glitchless Rockman WIP. Plays until the somewhere in the Elecman stage. Note that it is still uncertain whether it is wise to play Cutman stage before Elecman.
Rules:
No zipping whatsoever. This means:
  • Not using magnetbeam to cram Megaman into a wall or a ceiling
  • Not grabbing ladder from its top to teleport Megaman 24 pixels up in air
  • Not grabbing ladder from its bottom to teleport Megaman 24 pixels up in ladder
  • Not grabbing ladder horizontally to teleport Megaman horizontally to ladder's center, not even a subpixel faster than if he would walk/jump there
  • Under no circumstances overlappping with solid objects wherein that causes Mega Man to zip horizontally faster than 1.375 pixels per frame. Frozen flames in the Fireman stage also count as solid objects.
Note that because the ladder zipping techniques can trivially happen in casual play, the use of RAM watch is pretty much necessary whenever ladders are grabbed, to verify that zipping does not occur. Any kind of technique that results in Megaman moving faster than he would normally walk / jump /climb in the present environment, is categorically banned.
No pause tricks:
  • No pausing to cancel hurt-animation
  • No pausing to repeat projectile damage to enemies
  • No pausing to move through enemies unharmed
Other assorted glitches:
  • No memory overflow glitches / generating objects that suddenly jump to ending
  • No duplicating the Gutsman-throwable bricks
  • No frame-perfect landing+jumps while ground trembles in Gutsman battles to avoid losing balance. While beginning a jump right before the ground starts trembling and landing after it's done trembling is permitted, landing temporarily while the ground is trembling is not permitted, unless you endure the full stun. Taking damage is a permissible way to avoid the stun.
Tricks that are still used:
  • Luck manipulation
  • Jumping to cancel out standstill-walk delays
  • After shooting in a ladder, jumping (releasing the ladder) and regrabbing, allowing climbing to continue immediately rather than after the shooting delay
  • Pausing to stun enemies in place while Mega Man moves (as long as you're not moving through enemies or bullets, cancelling hurt-animation, or repeating enemy damage); primary purpose is lag reduction
  • Magnet beam can still be used for navigational shortcuts of course, as long as it does not produce zipping phenomena.
  • Terminal-speed falling from a dynamic object (such as a Foot holder or a Magnet beam)

The red line behind these rules is “no abuse of programming oversights”, and “no abuse of design choices that trade perfect behavior in corner cases for code size/performance”.

#12238860546621224 - BigFoot WIP (Last update: 4 Mar 2013)

bigfoot-WIP.fm2
In 12:26.42 (44859 frames), 3218 rerecords
Game: Bigfoot ( NES, see all files )
1312 downloads
Uploaded 1/25/2014 3:53 AM by Bisqwit (see all 3)
I seriously believe this game is under-appreciated for its TAS potential. It is also technically full of wonders. I have disassembled the game, and am in the process of reverse engineering it completely.
The game is divided into two parts: Off-road races between two destinations, and races involving hill climbing, car crushing, tractor pulling and other things.
The off-road races are very difficult to optimize. I am currently trying to figure out how they work exactly. The screen scrolling works very chaotically, and it seems quite random where the game decides to suddenly slow down both cars or where it decides to bump them both forward. You can't ever escape the screen, so having the screen scroll as fast as possible is a paramount. Using nitros may help in that regard.
The meat of the game is in the events though. I have completely reverse engineered the simulated car mechanics in this game, and believe me, the simulation is very thorough, down to the gear ratios at various gearbox levels. It is very interesting. I have complete confidence that I can do perfect races in all of those events. In this WIP you can already see a couple of those races completed.
Beating the events is not just a matter of frame-perfect mashing of left and right. You need to take care to shift gears at the right time, and to know when you need to slow down to avoid damaging your engine, your tires, your suspension, or your gearbox at an inconvenient time. There's also the issue of running out of fuel. Sometimes blowing one of those up costs you more than what you gain by going at full speed.
Note that both players can still lose equipment after one of them reaches the goal.
Optimization challenges:
  • The offroad races. The game performs quite erratically there, with the camera's motions playing a large part in how fast you can go. Sometimes you may come to standstill for no reason at all, just because the game decides so. Once I figure this out, I may need to start the TAS over.
  • Your money. For optimal performance at the events, you will need to maintain full equipment in all categories at all time. Luckily this is rather trivial as long as you don't wreck trucks and lose events.
  • Opponent's money. The opponent wrecks his truck like mad in the events. Your job is to ensure he doesn't have money to buy anything back, because he's a horribly slow shopper, or to beat the race before he can do too much damage to his own truck. Be aware that if you bankrupt the opponent, a rich new one takes his place. This can sometimes save time, if the opponent totally wrecked their equipment in the last event and would otherwise need to do shopping to repair it.
Auxiliary goals:
  • Bankrupt the opponent as fast as possible. There are a number of computer opponents, and I'd like to see what happens if you bankrupt the last one. Bankrupting the opponent also means that in the beginning of the next event you don't need to wait for the opponent to repair their truck.
This WIP plays until the beginning of the race to Pueblo.

#12238346580380996 - Rockman Glitchless WIP (last update: Oct 18 2013)

Rockman-glitchless-WIP.fm2
In 01:32.73 (5573 frames), 332 rerecords
Game: Mega Man ( NES, see all files )
1432 downloads
Uploaded 1/25/2014 3:20 AM by Bisqwit (see all 3)
Glitchless Rockman WIP. Plays until the middle of first Gutsman battle.
Rules:
No zipping whatsoever. This means:
  • Not using magnetbeam to cram Megaman into a wall or a ceiling
  • Not grabbing ladder from its top to teleport Megaman 24 pixels up in air
  • Not grabbing ladder from its _bottom_ to teleport Megaman 24 pixels up in ladder
  • Not grabbing ladder horizontally to teleport Megaman horizontally to ladder's center, not even a subpixel faster than if he would walk/jump there
Any kind of technique that results in Megaman moving faster than he would normally walk / jump /climb in the present environment, is categorically banned.
No pause tricks:
  • No pausing to cancel hurt-animation
  • No pausing to repeat projectile damage to enemies
  • No pausing to move through enemies unharmed
Other assorted glitches:
  • No duplicating the Gutsman-throwable bricks
  • No frame-perfect landing+jumps while ground trembles in Gutsman battles to avoid losing balance
Tricks that are still used:
  • Luck manipulation
  • Jumping to cancel out standstill-walk delays
  • Jumping in ladder to cancel out shooting delay
  • Pausing to move before enemies move (as long as you're not moving through enemies)