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#637773833681016153 - Wily Wars zipless - Mega Man 3 completed

Rockman Megaworld (J) [!] - zipless all modes MM3 section.bk2

Uploaded 7 days ago by Darkman425 (4 files)

For Mega Man: The Wily Wars (Genesis)

In 36:53.00 (132589 frames), 46188 rerecords

67 views, 9 downloads


Emulator: BizHawk version 2.7
ROM version: Rockman Megaworld (J) (alt 1)
This file starts from a save state because it's from my full file after the Mega Man 1 credits. Thus the actual run time of this run from power on would add about 224 frames total.
I feel pretty proud about this part of the collection since I feel like I've got a better understanding on when to do damage boosts and how to keep moving without pausing. There's some parts that I feel like someone more experienced to route out better but overall I feel good about it.
Approximate time from "power on" until end of inputs to reach credits: 132813 frames, or 36:56.404

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#637769557958248266 - Wily Wars zipless - Mega Man 2 completed

Rockman Megaworld (J) [!] - zipless all modes preliminary run MM2 section.bk2

Uploaded 12 days ago by Darkman425 (4 files)

For Mega Man: The Wily Wars (Genesis)

In 28:24.00 (102102 frames), 26993 rerecords

75 views, 10 downloads


Emulator: BizHawk version 2.7
ROM version: Rockman Megaworld (J) (alt 1)
This file starts from a save state because it's from my full file after the Mega Man 1 credits. Thus the actual run time of this run from power on would add about 224 frames total.
The two notable problems with this collection are the lag problems and the weapon timing differences. It's more significant here since enemies have notable i-frames of at least 9-10 and rapid fire at best is a shot every 9 frames. This makes shooting and moving more complicated as shooting at the absolute fastest rate means some shots get ignored. There are also notable sections that add tremendous lag from things like being airborne and shooting weapons at certain points. The alien fight in particular is a nightmare since the game slows down by half if a bubble shows up for more than a frame at a time, complicating the already troubling rapid fire problem.
Approximate final time from "power on" to final input: 102326 frames, or 28:27.632

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#637767009228272314 - Wily Wars zipless - Mega Man 1 completed

Rockman Megaworld (J) [!] - zipless MM1 completed.bk2

Uploaded 15 days ago by Darkman425 (4 files)

For Mega Man: The Wily Wars (Genesis)

In 20:13.00 (72694 frames), 11883 rerecords

92 views, 18 downloads


Emulator used BizHawk version 2.7
ROM version Rockman Mega World (J) (a1)
The reason for the alternate ROM set is that this is the only version that has working SRAM in BizHawk due to certain cartridge hardware aspects not emulated as of this writing.
This is part of an all games zipless run that I am doing. I managed to finish up Mega Man 1 in 20:13.128 from power on. I do plan on letting the credits play for each game so for a more accurate time I should measure from selection menu to last hit on the final boss.

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#76495054138133104 - Steamgear Mash - unfinished improvements

Steamgear Mash (Japan) - any% unfinished draft.bk2

Uploaded 20 days ago by Darkman425 (4 files)

For Steamgear Mash (Saturn)

In 10:58.33 (39500 frames), 9645 rerecords

103 views, 18 downloads


Made on BizHawk version 2.6.2
Saturn BIOS version 1.00 is needed to sync.
This is a full run but unpolished draft of a TAS improvement that has both Nye's old inputs where I couldn't really improve and my inputs where I mostly used new strategies. The new strategies that were found when this was a Speed Bump game of the month was a quick stage 1 boss kill that bypasses i-frames during the flame attack, a block clip in stage 6 to skip the homing missile pickup in stage 4, and a faster final boss phase 1 kill thanks to the block clip giving more punch weapon ammo to work with.
While this is indeed faster than the old run, I got much worse luck for the stage 2 boss fight and the old stage 5 inputs desynced on the boss fight proper due to likely emulator differences changing the shot patterns. There is also a frame lost in a room shortly after the stage 1 boss that I didn't catch until I had completed this and compared in game input times. There's also a potential improvement on the stage 3 boss to manipulate them into not doing the charge attack after their entrance, which could save maybe a second due to not being in hitstun from being rammed.
I'm posting this here since I don't feel that I'm quite capable yet to get those lost frames all back since the stage 2 boss AI is a complete nightmare to get cooperative. I might come back to this someday but this is here if someone else wants to clean up this or improve upon it. Although if someone could clip through the block in stage 1 for the speed boost item then this file probably wouldn't be too relevant.
Frames lost compared to old TAS:
  • Suboptimal movement - 1
  • Stage 2 boss - 59
  • Stage 5 boss - 101
Total - 161 frames

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