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#637803766210882369 - quartet2a - MAMEHawk Sega System 16 test, 1 player

quartet2a - test through 1 loop.bk2
In 22:49.00 (82112 frames), 19968 rerecords
Game: Quartet ( Arcade, see all files )
80 downloads
Uploaded 2/13/2022 7:17 PM by Darkman425 (see all 49)
MAME game name: quartet2a
Full name: Quartet 2 (unprotected)
DIP switch notes: Difficulty set to Hardest, the rest of the settings are default
Got a full loop finished up. Managed to get this to sync across two different computers (old Windows 7 computer and newer Windows 10 laptop) and even managed to get a nice encode out of it as well. Seems like Sega System 16 hardware is working well on the experimental MAME core.

#637803050556197763 - quartet2a - MAMEHawk Sega System 16 test through stage 24

quartet2a - test through stage 24.bk2
In 17:37.00 (63437 frames), 15578 rerecords
Game: Quartet ( Arcade, see all files )
67 downloads
Uploaded 2/12/2022 11:24 PM by Darkman425 (see all 49)
MAME game name: quartet2a Full name: Quartet 2 (unprotected)
DIP switch notes: Difficulty set to Hardest, the rest of the settings are default
75% of a loop is done and the file seems to still sync on my old computer. Stages 19 and 24 are problem spots in that they don't feel fast to me even though that was the best I could get. For stage 24 it might be possible to not get the power orb in stage 2 and get it at the start but I think the wideness of the full shot is what makes some of the shots on the bosses work in some stages to begin with.

#637802031752235396 - quartet2a - MAMEHawk Sega System 16 Test 2 through stage 16

quartet2a - test through stage 16.bk2
In 11:43.00 (42201 frames), 10489 rerecords
Game: Quartet ( Arcade, see all files )
74 downloads
Uploaded 2/11/2022 7:06 PM by Darkman425 (see all 49)
MAME game name: quartet2a Full name: Quartet 2 (unprotected)
DIP switch notes: Difficulty set to Hardest, the rest of the settings are default
While I'm still having issues with MAMEHawk TAStudio stability including a bad savestate making a .tasproj file crashing in TAStudio but still playable in movie playback, the playback itself seems to be working perfectly fine for me. Movie sync still seems to hold up, and I can confirm that the moving platforms in stages 15 through 17 are indeed working in this version of Quartet.

#637800702066670658 - quartet2a - MAMEHawk Sega System 16 Test 1

quartet2a - MAMEHawk Sega System 16 test 1.bk2
In 05:52.00 (21108 frames), 6471 rerecords
Game: Quartet ( Arcade, see all files )
75 downloads
Uploaded 2/10/2022 6:10 AM by Darkman425 (see all 49)
MAME game name: quartet2a Full name: Quartet 2 (unprotected)
DIP switch notes: Difficulty set to Hardest, the rest of the settings are default
This is a test of the 2022 Feb 8 build of the MAMEHawk core. I did a quick TAS of Quartet up to clearing stage 8. This version was used due to the version of the segas16a.cpp in the current MAMEHawk build doesn't have the emulated protection fixes from the latest MAMEdev revisions, which control the moving platforms on certain stages. I uploaded this to see if this would sync for other users as a preliminary test of Sega System 16 A hardware. I will keep at this to make sure this version of Quartet has working moving platforms.

#637797807642919169 - Final Fantasy Legend II - game end glitch with subtitled commentary

Sa-Ga 2 - Hihou Densetsu (Japan) - game end glitch with subtitles.bk2
In 08:50.00 (31670 frames), 4155 rerecords
84 downloads
Uploaded 2/6/2022 9:46 PM by Darkman425 (see all 49)

#637773833681016153 - Wily Wars zipless - Mega Man 3 completed

Rockman Megaworld (J) [!] - zipless all modes MM3 section.bk2
In 36:53.00 (132589 frames), 46188 rerecords
131 downloads
Uploaded 1/10/2022 3:49 AM by Darkman425 (see all 49)
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

#637769557958248266 - Wily Wars zipless - Mega Man 2 completed

Rockman Megaworld (J) [!] - zipless all modes preliminary run MM2 section.bk2
In 28:24.00 (102102 frames), 26993 rerecords
99 downloads
Uploaded 1/5/2022 5:03 AM by Darkman425 (see all 49)
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

#637767009228272314 - Wily Wars zipless - Mega Man 1 completed

Rockman Megaworld (J) [!] - zipless MM1 completed.bk2
In 20:13.00 (72694 frames), 11883 rerecords
119 downloads
Uploaded 1/2/2022 6:15 AM by Darkman425 (see all 49)
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.

#76495054138133104 - Steamgear Mash - unfinished improvements

Steamgear Mash (Japan) - any% unfinished draft.bk2
In 10:58.33 (39500 frames), 9645 rerecords
Game: Steamgear Mash ( Saturn, see all files )
104 downloads
Uploaded 12/27/2021 11:02 PM by Darkman425 (see all 49)
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