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#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 )
53 downloads
Uploaded 6/6/2023 8:59 PM by Darkman425 (see all 49)

#638210771936783704 - Mikewillplays movie file fix

Scrolls 6 ver 1.1 fix.bk2
In 38:26.04 (137734 frames), 29690 rerecords
59 downloads
Uploaded 5/30/2023 8:59 PM by Darkman425 (see all 49)

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

Double Dragon 3 - The Rosetta Stone (US).wch
58 downloads
Uploaded 4/13/2023 3:37 PM by Darkman425 (see all 49)
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
59 downloads
Uploaded 3/30/2023 5:50 PM by Darkman425 (see all 49)

#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, 58 downloads
Uploaded 2/27/2023 7:01 PM by Darkman425 (see all 49)
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 )
54 downloads
Uploaded 2/21/2023 12:53 AM by Darkman425 (see all 49)
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
63 downloads
Uploaded 2/11/2023 7:35 PM by Darkman425 (see all 49)
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
68 downloads
Uploaded 2/8/2023 11:03 PM by Darkman425 (see all 49)
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.

#638114940436284980 - Zippy the Porcupine - test TAS

Zippy V2 FINAL NTSC.bas.bk2
In 14:51.50 (53421 frames), 4633 rerecords
60 downloads
Uploaded 2/8/2023 11:00 PM by Darkman425 (see all 49)
Emulator used: BizHawk 2.8
This is a preliminary TAS to see how long a Zippy TAS could take. One thing I noticed is that only 10 levels out of 16 are needed to be played to reach the ending. The boss locations are also determined by the frame the title screen is cleared. This run does it on the first frame which leads the the tremendous problem of playing all of the very laggy Aqua Zone levels. There might be some optimizations per level but I think that the levels themselves are sync friendly.
The boss fights are influenced by player input so some of that will be needed in a more refined pass of this game. This is especially important since this affects how long each cycle takes between hits by about a range of 100-200 frames.

#638100084868122059 - Somari speed and positioning RAM watch

Somari (SOMARI-W) (Unl) [!].wch
Game: Somari ( NES, see all files )
57 downloads
Uploaded 1/22/2023 6:21 PM by Darkman425 (see all 49)
A simple RAM watch that has Somari's screen position, map position, horizontal and vertical speed, and a boolean check for ascending state. Things of note is that just running is faster than using the spin dash, and that jumping in the air loses horizontal speed.
This one made for despoa.