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#638427851823728215 - NES Super Mario World - World 1 complete

Super Mario World (Unl).bk2
In 03:17.08 (11844 frames), 1433 rerecords
1 comment, 17 downloads
Uploaded 15 days ago by Darkman425 (see all 49)
Emulator used: BizHawk 2.9.1, NESHawk core
Game hash:
Sha1: ACEC431CAB42C1143374499482B0A1332A93AAA0
Md5 :          5870755E1652C3C62BF21C319853FB15
Just the first world done. Lots of trying to be grounded for max speed when possible, usually involving the shorter spin jump or even shorter low jump to get back to being grounded. Entering doors quickly is a matter of releasing left or right for a while. Level 1-2 does a little lag management at the start by tossing the shell at the koopas as otherwise they cause a ton of lag.
Gotta do a check on how the RTA runs play the rest of the game since the cape is helpful but you're not grounded. There might be a few cases where not flying over the level might actually be faster due to faster grounded movement.

#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
15 downloads
Uploaded 19 days ago by Darkman425 (see all 49)
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
9 downloads
Uploaded 24 days ago by Darkman425 (see all 49)
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
11 downloads
Uploaded 26 days ago by Darkman425 (see all 49)
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 )
29 downloads
Uploaded 11/7/2023 1:50 AM by Darkman425 (see all 49)

#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 )
38 downloads
Uploaded 11/6/2023 6:56 PM by Darkman425 (see all 49)
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
System: Super Nintendo Entertainment System
34 downloads
Uploaded 9/13/2023 2:22 AM by Darkman425 (see all 49)

#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 )
33 downloads
Uploaded 8/31/2023 5:17 AM by Darkman425 (see all 49)
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
26 downloads
Uploaded 8/12/2023 6:06 AM by Darkman425 (see all 49)
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 )
50 downloads
Uploaded 6/6/2023 9:03 PM by Darkman425 (see all 49)
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.