User Files from Darkman425

Upload All User Files

#637927613920656566 - Alwa's Awakening (NES) - zipless WIP up to Block 2

AlwasAwakening - zipless Tower and Block 2.bk2
In 15:03.86 (54321 frames), 13425 rerecords
78 downloads
Uploaded 7/7/2022 3:29 AM by Darkman425 (see all 49)
Emulator used: BizHawk 2.8, NESHawk core
I have to label this zipless since a new out of bounds glitch was discovered that beats the game in about 10 minutes, involving only Block 1 and Bubble 1. For now I'm gonna keep at it with what I have since I do like navigating through the rooms. A lot of interesting stuff going through the Void Tower.

#637926753949437295 - Alwa's Awakening (NES) - WIP up to Bubble 2

AlwasAwakening - Sea Monk to Bubble 2.bk2
In 10:31.74 (37967 frames), 9726 rerecords
75 downloads
Uploaded 7/6/2022 3:36 AM by Darkman425 (see all 49)

#637925661270209087 - Alwa's Awakening (NES) - WIP up to Sea Monk Shrine

AlwasAwakening - up to Sea Monk Shrine.bk2
In 04:48.94 (17365 frames), 4269 rerecords
75 downloads
Uploaded 7/4/2022 9:15 PM by Darkman425 (see all 49)
Emulator used: BizHawk 2.8, NESHawk core
There's a bit of unoptimized movement immediately after leaving the Amber Sanctum but that's easily fixable. Block jumping is still in and is still powerful.
EDIT: Turns out that bit of movement that I thought was unoptimized ended up being faster without a ladder boost by 12 frames, thanks to the block spell cooldown getting in the way.

#637912781916759106 - Mario VS Airman [d] version - first full draft

SMB LuigiVSAirman MK edition.bk2
In 01:44.43 (6276 frames), 2304 rerecords
1 comment, 111 downloads
Uploaded 6/19/2022 11:29 PM by Darkman425 (see all 49)
Emulator used: BizHawk 2.8, NESHawk core
ROM hack available here.
YouTube encode here.
This is a completed first draft. For improvements I got better screen transition locations that saved 15 frames. I'm not happy with the Air Man fight since he got 6 attacks in compared to HappyLee's regular Luigi run where Air Man only attacked 3 times. Figuring out the boss fight strats will be a huge time save right. There's also the problem that I haven't quite figured out how to get fast acceleration on Luigi quite yet, so there's probably a decent number of frames to be saved there.

#637903984554233069 - R-Type III - Shadow force stage 1-1 only

RType3 - shadow force test.bk2
In 06:06.25 (22011 frames), 10142 rerecords
Game: R-Type III ( SNES, see all files )
69 downloads
Uploaded 6/9/2022 7:07 PM by Darkman425 (see all 49)
  • Emulator used: BizHawk 2.8
  • Core: BSNES v115+
  • Game version: R-Type III - The Third Lightning (Japan)
    • SHA1: 945259EBA6B62E4BA124452A0C393640F4B61A09
    • MD5: E5CB261F53BCA5A8BF70EC05C2A9E3DB
YouTube encode here.
oh dear i took a week to make a proof of concept what the
I did this mostly to test the waters for myself if I wanted to commit to a full run of R-Type III. A full run of course would be a 2-All, or 2 loops cleared. The loops are distinguishable enough to me and there's a lot of potential variability in entertainment possible even between similar levels.
There's a 2 frame lag speed/entertainment tradeoff done before the boss since I thought getting that angled shot was cool.
No guarantees that I'll fully commit to a full run. If anyone wants to use this input file and expand upon it for themselves, just ask me and give credits. Surprised there's not been a collaborative shmup playaround done ever.

#637856382787336763 - Super Hang-On (Genesis) - Junior course improved stage 10 time

sho original mode junior V2.bk2
In 08:40.85 (31211 frames), 14669 rerecords
Game: Super Hang-On ( Genesis, see all files )
59 downloads
Uploaded 4/15/2022 4:51 PM by Darkman425 (see all 49)
Version used: Super Hang-On (W) (REV0) [!]
Input file starts from save state.
Redid the stage 10 inputs to cut down on slowdown and maintain as much speed after turns as much as possible to save 1.87 seconds IGT.

Stage times

Final stage time approximated by subtracting the sum of the other stage times from the displayed course time.
Stage 1 - 34.00 sec    Stage  6 - 31.80 sec
Stage 2 - 31.30 sec    Stage  7 - 35.10 sec
Stage 3 - 30.93 sec    Stage  8 - 34.70 sec
Stage 4 - 36.53 sec    Stage  9 - 30.16 sec
Stage 5 - 32.13 sec    Stage 10 - 32.36 sec
Displayed IGT - 5:29.01

Actual IGT - 5:25.26
No YouTube encode for this since it's not a major improvement.

#637855800973689554 - Super Hang-On (Genesis) - Junior course in 5:27.23

sho original mode junior.bk2
In 08:43.29 (31357 frames), 14069 rerecords
Game: Super Hang-On ( Genesis, see all files )
4 comments, 60 downloads
Uploaded 4/15/2022 12:41 AM by Darkman425 (see all 49)
Version used: Super Hang-On (W) (REV0) [!]
Edit since I forgot to mention it like a fool: this starts from a save state made from the previous inputs of the Beginner course file of mine.
There is some noticeable parts where I intentionally drive into the shoulder. This is to slow down for the much tighter truns that are becoming more frequent.
For reference, the RTA world record is 3:35.36 and the total best RTA is the same from what I could find.

Stage times

Final stage time approximated by subtracting the sum of the other stage times from the displayed course time.
Stage 1 - 34.00 sec    Stage  6 - 31.80 sec
Stage 2 - 31.30 sec    Stage  7 - 35.10 sec
Stage 3 - 30.93 sec    Stage  8 - 34.70 sec
Stage 4 - 36.53 sec    Stage  9 - 30.16 sec
Stage 5 - 32.13 sec    Stage 10 - 34.23 sec
Displayed IGT - 5:30.88

Sum of second fractions of stages 1-9 - 3.65 seconds

Actual IGT - 5:27.23
YouTube encode available here.

#637854309460780380 - Super Hang-On (Genesis) - Beginner course in 3:08.58

sho original mode beginner.bk2
In 05:11.65 (18675 frames), 7610 rerecords
Game: Super Hang-On ( Genesis, see all files )
57 downloads
Uploaded 4/13/2022 7:15 AM by Darkman425 (see all 49)
Version used: Super Hang-On (W) (REV0) [!]
Before anyone asks, the in-game timer has a bug where the fractions of a second is carried over between stages. The real in-game time is determined from taking the displayed in-game time in the high score table at the end and subtracting the second fractions of each completed stage times except the last one. I will write up an explanation of the timer and how it's kind of bugged some time in the future, probably as an entire game resources page.
For reference, the RTA world record is 3:10.99 and the sum of RTA best is approximately 3:09.43.
Edit: I only found this other existing TAS of the Beginner course some time after making this run which is faster than mine in all places except stage 2. The reason I missed it was that it wasn't labelled as a TAS in the description and no comments to call out this fact. A different emulator is used but isn't really an issue since lag doesn't affect the in-game timer at all. In any case I'll probably take a closer look at this some other time to see exactly how far that time could be pushed down.

Stage times

Final stage time approximated by subtracting the sum of the other stage times from the displayed course time.
Stage 1 - 33.96 sec    Stage 4 - 30.30 sec
Stage 2 - 30.71 sec    Stage 5 - 31.10 sec
Stage 3 - 32.46 sec    Stage 6 - 32.58 sec
Displayed IGT - 3:11.11

Sum of second fractions of stages 1-5 - 2.53 seconds

Actual IGT - 3:08.58
YouTube encode available here.

#637825394048027802 - Mega Man: The Sequel Wars - Episode Red demo EX Skull Man stage

Mmtsw Episode Red Demo Ex - Skull EX.bk2
In 04:27.66 (16039 frames), 4270 rerecords
144 downloads
Uploaded 3/10/2022 8:03 PM by Darkman425 (see all 49)
Emulator used: BizHawk version 2.8
Download the demo here.
YouTube encode here. Sorry about the quality since the AVI dump was 15 separate parts.
The demo has an incredibly good vertical slice of what the EX mode of the stages would be, so I decided to make what is essentially a vertical slice of what a potential TAS would be. There's a lot of cool tricks that could be done with weapon switching such as cancelling rain flush to get another out immediately, though weapon switches come at a cost of one lag frame per swap. I did bunny hops to skip both miniboss fights, which is certainly something I expect to be patched out on the full release. This still isn't the most optimal, such as not using rain flush in the shield attacker/batton room, but I already got frustrated enough making the encode and this is a demo anyways. At least all RNG is controllable with player inputs, including pressing the slide button while in midair. I turned down the screenshake to light for personal reasons and turned off extra graphical effects to cut down on some lag.

#637805667552639361 - Mega Man: The Power Battle - MAMEHawk CPS1 test up to Cut Man

Mega Man - CPS1 test up to Cut Man.bk2
In 01:12.00 (4334 frames), 2468 rerecords
76 downloads
Uploaded 2/16/2022 12:05 AM by Darkman425 (see all 49)
MAME game name: megaman
Full name: Mega Man: The Power Battle (CPS1, USA 951006)
DIP switches set to hardest difficulty, the rest default
I mostly did this as a test for CPS1 arcade hardware sync. The movie syncs but I'm probably not gonna finish this since Cut Man RNG is a real thorn in my side. Maybe someone else will come along to finish what I started.
This is an improvement to an old submission for in-game times. The improvements for the parts I did complete as follows:
Ice Man - 7.54 seconds, 0.58 second faster due to only using medium charge shots after the initial large charge shot.
Heat Man - 2.29 seconds, no change in time.
Wood Man - 2.18 seconds, 0.04 second faster due to shots used after launching the second charged atomic fire shot.
It might be possible that a different boss route could save time. Mostly think of Cut Man first since Wood Man goes down quickly enough with charged atomic fire and leaf shield is so bad in this game that using a non-weakness weapon is better.