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#638865121796498711 - The Final Fantasy Legend - RAM watch file from an old computer

FFL RAM watch speed run RNG notes.wch
5 downloads
Uploaded 8 days ago by Darkman425 (see all 55)
Emulator used: BizHawk 2.7
This came from an older computer from which I made my Final Fantasy Legend 1 TAS. This doesn't have all of the info from The Final Fantasy Legend game resources page but it has all of the relevant ones I used in producing the TAS.

#638865119202751867 - Game Gear Gunstar Heroes - RAM watch file from an old computer

Gunstar Heroes (J) RAM notes.wch
9 downloads
Uploaded 8 days ago by Darkman425 (see all 55)
Emulator used: BizHawk 2.7
Uploading this to bare bones RAM watch to at least give anyone else some sort of start if they want to look into this version of Gunstar Heroes a bit deeper.

#638865117531402033 - Mega Man: The Wily Wars - RAM watch file that I had from an old computer

Rockman Megaworld (J) [!] notes.wch
13 downloads
Uploaded 8 days ago by Darkman425 (see all 55)
Emulator used: BizHawk 2.7
Kind of bare bones but it should have the basic Mega Man X & Y positions as well as boss HP.

#638860734660659277 - Final Fantasy V Advance - 4 Beastmasters VS Omega TAS with the worst theoretical strategy

Final Fantasy V Advance - 4 beastmasters VS Omega theory TAS.bk2
In 51:42.31 (185293 frames), 5845 rerecords
12 downloads
Uploaded 13 days ago by Darkman425 (see all 55)
Emulator used: BizHawk 2.10, mgba core
Encode if you want to waste 50 minutes of your time: https://youtu.be/J6NG5Ahie44
There's no verification movie for the SaveRAM since it game from one made from a casual playthrough.
The GBA version has a bug where !Calm works on the opposite of the intended targets, as in stopping anything NOT tagged as a magical beast. This makes Omega stoppable with Beastmasters. I just thought to make a silly TAS to see if it was even possible with reflected Blitz whip procs and 4 Yellow Dragons to beat Omega at around where most people are leveled by the end of the game. It's also why this isn't remotely optimized in strategy, though at least RNG manipulation through waiting on when to input commands (seems to change every 2 frames and also affected by any inputs done after the action is locked in) meant that I got the minimum number of procs needed to win with this terrible strategy. I just wanted to excise this stupid thought exercise from my system while the 2025 Final Fantasy V Four Job Fiesta was ongoing.

Annotations

No verifiable SaveRAM since it's taken from a save file with a casual 100% run and a Sirocco Fiesta run.

#638849380137521390 - Mega Man: The Wily Wars "zipless" - 230 frame improvement with Wily Machine 3 phase 2 skip

Rockman Megaworld (J) [!] All game no zip - 230 frame improvement.bk2
In 1:37:19.85 (349940 frames), 111019 rerecords
1 comment, 32 downloads
Uploaded 26 days ago by Darkman425 (see all 55)

#638815527686108600 - Crash Nitro Kart watch notes just to disable red flashing in Crash Party USA

Crash Nitro Kart (USA) but just for dancing notes.wch
30 downloads
Uploaded 4/29/2025 7:46 PM by Darkman425 (see all 55)
Emulator used: BizHawk 2.10, mGBA core
This is mainly for figuring out what RAM address are needed to disable flashing in Crash Party USA. Freezing RAM address 0x4778 to 0 when in the minigame disables the function to switch the color used to flash the screen a given color.

#638604957802341133 - Dead Zone (English fan translation) TAS

Dead Zone T+Eng v1.0 Stardust Crusaders.fm2
In 11:57.67 (43131 frames), 1045 rerecords
Game: Dead Zone ( FDS, see all files )
80 downloads
Uploaded 8/29/2024 2:36 AM by Darkman425 (see all 55)

#638557507722280309 - TIC80 Miko Blade - first pass TAS

miko blade - TIC80 test.bk2
In 00:52.27 (3136 frames), 1738 rerecords
System: TIC-80
1 comment, 120 downloads
Uploaded 7/5/2024 4:32 AM by Darkman425 (see all 55)
Emulator used: BizHawk 2.9.1
The game is available here: https://tic80.com/play?cart=1097
If you do check out the developer's stuff, I gotta give a small NSFW warning on some of their works outside of the TIC-80 website.
I've had this completed but probably not refined TAS input file for around for about a year. I intended to come back to this to see if there's something I missed when it comes to finishing stages early. The air dash is fast but meter management is important to keep going fast. I just haven't had the drive to come back to this for a while. With some interest in TASing TIC-80 games right now, I might as well put this up for others to see if they can improve on it. I'll accept co-authorship if anyone does go through and improve things. The game is sync friendly so single stage improvements are easy to implement.

#638424460885615278 - Dragon Warrior III GBC - All gold medals route after fighting BossTroll

Dragon Warrior III GBC all medals.bk2
In 1:09:15.47 (248196 frames), 44503 rerecords
152 downloads
Uploaded 2/2/2024 4:48 AM by Darkman425 (see all 55)
Emulator used: BizHawk 2.9.1, Gambatte core
Just a heads up, I do all the RNG manipulation without a bot. That doesn't excuse accidentally getting an extra PutrePup bronze medal pretty far back before beating the BossTroll, though fixing that would require redoing 2 days worth of heavy RNG manipulation. The worst part of the RNG manipulation so far has been the BossTroll fight as fire attacks have a 30% hit rate and I couldn't get RNG to behave well enough with manual checking to get a 2 round fight.
Despite that big gaffe with the extra medal, I will press on at a later time since as far as I know there's nobody who has had any progress for an all gold medals TAS that has gotten this far. For now I should focus on other things.
Current progress: 23/165 gold medals

#638420079399910632 - Dragon Warrior III GBC - RAM watch values for the battle counteron maps and some active character stats

Dragon Warrior III (USA).wch
113 downloads
Uploaded 1/28/2024 3:05 AM by Darkman425 (see all 55)
NOTE: This is for the Game Boy Color version of Dragon Warrior III only!
This isn't a super fancy RAM watch file as it doesn't have any specific RNG addresses. I don't know how I'd find them but changing inputs and/or delaying inputs works decently enough for figuring this stuff out. An important part for each active character slot is the partial values for stats. Due to an added check to the international versions of the game, these partial values are checked for the Pachisi bug. The important ones are what I assume to be the STR and AGI partial values as those are involved with triggering the level up bug part of the of Pachisi bug.

#638418373811187596 - Dragon Warrior III GBC - How bad could getting gold medals be? (terrible)

Dragon Warrior III GBC all medals.bk2
In 14:12.42 (50913 frames), 10220 rerecords
160 downloads
Uploaded 1/26/2024 3:43 AM by Darkman425 (see all 55)
Emulator used: BizHawk 2.9.1, Gambatte core
I got frustrated with doing the RNG grind for this game in Retro Achievements for the moment. Like, frustrated enough to get the idea of seeing what a potential "all gold medals" TAS could be. Turns out a lot of waiting for RNG medal drops. As Silver medals require 2 Bronze medals and Gold medals require 2 Silver medals for each monster in the game, the actual odds for a Gold medal in a reasonable time is dire.
At least this proof of concept does have a certain party in mind to get through this. A Hero with a personality with a good strength, agility, and intelligence growth, and three mages with two of them having a personality for good agility and intelligence growth. I went with the sexy personality for the Hero as that provides great stat growths across the board and Smart for the two recruited mages for the agility and intelligence. The one already in the tavern is ordinary, which isn't the biggest dealbreaker since it's just base stat growth. Ultimately the plan is to do the Pachisi level up bug for all the main party members to 99 quickly. I might route in changing one of the mages into a sage for better weapon choices but that's definitely pending.

#638349186029646241 - Marble Madness II - 327 frames ahead after first level set

marbmd2 cluster 1 - 327 frames saved.bk2
In 01:30.50 (5423 frames), 2914 rerecords
Game: Marble Madness II ( Arcade, see all files )
115 downloads
Uploaded 11/7/2023 1:50 AM by Darkman425 (see all 55)

#638348938146881792 - Marble Madness II - SRAM setup to disable tutorial messages

marbmd2 - SRAM setup removint tutorial.bk2
In 00:13.52 (810 frames), 0 rerecords
Game: Marble Madness II ( Arcade, see all files )
142 downloads
Uploaded 11/6/2023 6:56 PM by Darkman425 (see all 55)
This is mainly for resyncing this submission so it starts from a verifiable SRAM rather than an unverifiable save state:

The purpose of this file

Due to how sync settings work, accessing the service menu and then continuing with the rest of the TAS in the MAMEHawk core isn't possible as DIP switch settings require core reboots. This input file instead generates a SRAM from a fresh boot with the Service Menu DIP switch ON. In the service menu the Game Settings are adjusted as such:
Game Difficulty3 - Medium (default)
Tries at King of the Mountain2 (default)
First-Time messagesNo
Reset High Score TableNo
Sounds in AttractYes (default)
Restore factory settingsNo
Once this is done by the input file, stop the input file playback. Then the Service Menu DIP switch should be set back to OFF and the core should be rebooted. If done correctly, the SRAM should save with the tutorial messages off when starting a credit from the beginning. It's now possible to make a new input file without any tutorial messages if one is done starting with the SRAM generated.

#638301685773418952 - SMW Quest for Gaming checks with branches

Quest for gaming TAS - checking.tasproj
In 1:44:46.41 (377806 frames), 4183 rerecords
118 downloads
Uploaded 9/13/2023 2:22 AM by Darkman425 (see all 55)

#638290558426321775 - Arkanoid by Genisto - resynced to BizHawk 2.9.1

66M-genisto-arkanoid-resync.bk2
In 16:28.86 (59429 frames), 9329 rerecords
Game: Arkanoid ( NES, see all files )
176 downloads
Uploaded 8/31/2023 5:17 AM by Darkman425 (see all 55)
Emulator used: BizHawk 2.9.1, NesHawk core
I was watching dwangoAC's stream working on verification tests for the Arkanoid TASes but this one didn't sync on stream. I got curious about how hard it would be to sync this on a modern NES emulator. With a minor modification adjusting the time when first input past the title screen starts, I got this old input file originally made in Famtasia to sync. This should in theory make this more likely to be console verifiable. I also edited the header to match the original rerecord count of the original publication.

#638274171696130186 - Power Strike II AKA GG Aleste II personal RAM watch

GG Aleste II (JE).wch
138 downloads
Uploaded 8/12/2023 6:06 AM by Darkman425 (see all 55)
Emulator used: BizHawk 2.9.1
Not sure if the final boss HP RAM watch is completely correct as that value is seemingly used for other variables as well but it was good enough to find the frame of death for RTA timing. Power chip watch is incomplete as there are 3 variables that track their own counts.

#638216822134656857 - Rockman Claw jump movement test - maximal jumps

rockmanclaw jump test - max jumps.bk2
In 00:20.90 (1256 frames), 563 rerecords
Game: Rockman Claw ( NES, see all files )
144 downloads
Uploaded 6/6/2023 9:03 PM by Darkman425 (see all 55)
Emulator used: BizHawk 2.9.1, NESHawk core
This was done as a test for #8309: longbao's NES Rockman Claw in 19:11.40.
This test file checks a segment done with as much jumping as possible.
I accidentally uploaded an untrimmed file the last time.

#638216819467577430 - Rockman Claw jump movement test - minimal jumps

rockmanclaw jump test - min jumps.bk2
In 00:20.90 (1256 frames), 562 rerecords
Game: Rockman Claw ( NES, see all files )
137 downloads
Uploaded 6/6/2023 8:59 PM by Darkman425 (see all 55)

#638210771936783704 - Mikewillplays movie file fix

Scrolls 6 ver 1.1 fix.bk2
In 38:26.04 (137734 frames), 29690 rerecords
197 downloads
Uploaded 5/30/2023 8:59 PM by Darkman425 (see all 55)

#638169970616700723 - Double Dragon 3 (Arcade, US) - Enemy HP RAM watch

Double Dragon 3 - The Rosetta Stone (US).wch
140 downloads
Uploaded 4/13/2023 3:37 PM by Darkman425 (see all 55)
Emulator used: BizHawk 2.9
Arcade game version: ddragon3
This is a simple but effective RAM watch sheet of enemy HP values. There are 4 addresses the game uses to track enemy HP.

#638157954547729465 - Show do Milhao Volume 2 - 21 frames ahead after question 5

Show do Milhao Volume 2 - faster loads.bk2
In 01:36.79 (5800 frames), 273 rerecords
138 downloads
Uploaded 3/30/2023 5:50 PM by Darkman425 (see all 55)

#638131212640097050 - DuckTales 2 - Mu stage minus boss in 4305 frames

Duck Tales 2 (USA) - Mu test.bk2
In 01:27.38 (5228 frames), 1192 rerecords
Game: DuckTales 2 ( GB, see all files )
1 comment, 135 downloads
Uploaded 2/27/2023 7:01 PM by Darkman425 (see all 55)
131 frames faster moving through Mu compared to this submission:
I didn't do the boss fight since the boss RNG works differently from the NES version and doesn't seem to care about Scrooge's X-position.

#638125376207672593 - Delisoba Deluxe - unoptimized Coin Mode counterstop

Delisoba Deluxe - score attack.bk2
In 02:39.25 (9555 frames), 79 rerecords
Game: Delisoba Deluxe ( Saturn, see all files )
181 downloads
Uploaded 2/21/2023 12:53 AM by Darkman425 (see all 55)
Emulator used: BizHawk 2.8
Oops. By the way, even though this is a Saturn exclusive game I went by MARP rules where the settings have to be at whatever defaults are set upon loading the game. Thus there's no adjusting top speed. There are turns and tight maneuvers that require slowing down so adjusting top speed might actually be detrimental for maintaining a consistent coin chain.
Anyways I tried out the analog for this game and it works fine. Probably wouldn't need that for a TAS if all I'm going for is the fastest score counterstop. On the other hand, going for the largest bonus at the end (coins * time * 1000) would want finer adjustments. The problem is that I kinda forgot where that analog viewer lua file was so I just kinda manually did it with a controller. Thus the inputs are a terrible mess but this is a good baseline for both fastest coutnerstop and largest end bonus. I might get back to this later.

#638117409522911950 - Mega Man Zero 3 - post credits save for proof and Hard mode SRAM

MMZ3 buster max score post credits proof.bk2
In 1:07:09.94 (240698 frames), 61549 rerecords
211 downloads
Uploaded 2/11/2023 7:35 PM by Darkman425 (see all 55)
Emulator used: BizHawk 2.9 release candidate 2
This is an input file that saves after the credits as it shows that the regular S rank, buster only S rank, and maximum mission score unlocks are obtained. This also saves so if nothing else this serves as a verification movie for anyone who wants to do a Hard mode TAS of Zero 3 if they're so inclined.

#638114942205017629 - Zippy the Porcupine - basic RAM Watch file

Zippy V2 FINAL NTSC.wch
163 downloads
Uploaded 2/8/2023 11:03 PM by Darkman425 (see all 55)
This has very little info but it has two incredibly important watches: Zippy's speed and the boss's X-position during boss fights.
The main trick to preserving speed is to not be rolling on the ground.