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#639003610262903376 - NES Silent Assault + WhiteHat94 death warp glitch WIP 14

MESHUGGAH_SilentAssault-WIP14.bk2
In 04:50.505 (17459 frames), 38674 rerecords
Game: Silent Assault ( NES, see all files )
82 downloads
Uploaded 12/3/2025 12:17 PM by MESHUGGAH (see all 310)
BizHawk 2.11 + NesHawk + Silent Assault (USA) (Unl) (Color Dreams)
- Synced up to start of Round 4
- Faster 3rd boss fight (picking up upgrade)
- Need to check if Boss object positions can be influenced
Strategy idea:
Round 1
- Get 0 HP
- Get 2x gun
- Kill boss (5 + 21 HP) 
Round 2
- Get 0 HP
- Use intended warp to boss
- Kill boss (7 + 3 HP) and die at the same time close to the boss 
Round 3
- Die
- Get 2x gun
- Kill Boss (5 + 5 HP) 
Round 4
- Get 0 HP
- Kill Boss (7 + 7 HP) and die at the same time away from the boss 
Round 5
- Die
- Get 0 HP
- Kill Boss (5 + 5 HP) and die at the same time
Round 6
-
- Kill Boss (HP) 
Round 7
-
- 

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#639002900858505662 - NES Silent Assault + WhiteHat94 death warp glitch WIP 10

MESHUGGAH_SilentAssault-WIP10.bk2
In 04:53.051 (17612 frames), 36484 rerecords
Game: Silent Assault ( NES, see all files )
71 downloads
Uploaded 12/2/2025 4:34 PM by MESHUGGAH (see all 310)
BizHawk 2.11 + NesHawk + Silent Assault (USA) (Unl) (Color Dreams)
- Synced up to Round 4 start, 5697 - 5592 = 105 frames faster than WIP 6
- Uses the grenade to die faster
- Uses upgrade for Boss 3
- Need to check if enemy positions alters boss projectile positions
- Need to check if it's really faster to suicide on Boss 3

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#639001992323625372 - NES Silent Assault + WhiteHat94 death warp glitch WIP 6

MESHUGGAH_SilentAssault-WIP6.bk2
In 05:06.595 (18426 frames), 33583 rerecords
Game: Silent Assault ( NES, see all files )
76 downloads
Uploaded 12/1/2025 3:20 PM by MESHUGGAH (see all 310)
BizHawk 2.11 + NesHawk + Silent Assault (USA) (Unl) (Color Dreams)
Synced up to Round 6 starting suicide, looks like we don't need to juggle continues / doesn't affects us so far.
Will need to reoptimize (manipulating favorable enemies and taking damage while falling down at the right time):
- fastest suicide on bosses (this means fastest taking damage to ourselves instead of aiming for fastest boss kills)
- fastest suicide on level starts

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#639001938399253562 - NES Silent Assault + WhiteHat94 death warp glitch WIP 5

MESHUGGAH_SilentAssault-WIP5.bk2
In 05:05.064 (18334 frames), 32365 rerecords
Game: Silent Assault ( NES, see all files )
65 downloads
Uploaded 12/1/2025 1:50 PM by MESHUGGAH (see all 310)
BizHawk 2.11 + NesHawk + Silent Assault (USA) (Unl) (Color Dreams)
- Faster suicide on round 3 start
- Syncs up to Round 6 start, currently planning the timing of continue
WhiteHat94 RTA strategy
1 -
2 - Suicide on boss
3 - Suicide on start of level
4 - Suicide on boss
5 - Suicide on start of level, suicide on boss
6 - Suicide on start of level, health refill (continue)
This WIP strategy
1 - 
2 - Suicide on boss
3 - Suicide on start of level
4 - Suicide on boss
5 - Suicide on start of level, no suicide on boss
6 - 
length of published TAS rounds (to plan the timing of continue. if you have only 1 continue, we can't abuse the death warp)
4 - 2:04 2:39 = 25 seconds, doing the double suicide for the corrupted round 4 wastes time
5 - 2:44 3:32 = 48 seconds
6 - 3:38 4:24 = 48 seconds
7 - 4:30 5:18 = 48 seconds

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#639001839275884494 - NES Silent Assault + WhiteHat94 death warp glitch WIP 4

MESHUGGAH_SilentAssault-WIP4.bk2
In 05:05.497 (18360 frames), 32275 rerecords
Game: Silent Assault ( NES, see all files )
68 downloads
Uploaded 12/1/2025 11:05 AM by MESHUGGAH (see all 310)
BizHawk 2.11 + NesHawk + Silent Assault (USA) (Unl) (Color Dreams)
- Faster 2nd boss suicide
- Need to figure out when to use continue and where to use death abuse
- With the current strategy, we can't suicide on round 4. Since Boss 3 suicide leads to corrupted Round 4 but we won't have enough continue to do the glitch falling
Round 4 glitch after boss 3 suicide
- If you go right on this level, you will eventually die from falling on no tile and trigger boss level. Since you are already dead, you will be returned to start of the level.
- If you go right on this level BUT turn left before dying from fall, you won't trigger the boss level and respawn at the start level. If you now go right, you will trigger the boss level :)
- Syncs up to start of round 6

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#639001795982858622 - NES Silent Assault + WhiteHat94 death warp glitch WIP 1

MESHUGGAH_SilentAssault-WIP1.bk2
In 05:06.795 (18438 frames), 30827 rerecords
Game: Silent Assault ( NES, see all files )
78 downloads
Uploaded 12/1/2025 9:53 AM by MESHUGGAH (see all 310)
2018. 04. 26. 4:26 WhiteHat94 found a nice glitch: Dying on a boss stage after killing the boss and having 0 HP, the next time you die on a stage, you will be warped to the last room of that stage.
This movie syncs up to the start of 3rd Boss on:
BizHawk 2.11 + Silent Assault (Color Dreams) [!] + NesHawk
- the movie loads 1 frame faster due to emulation differences
Current strategy:
Round 1: get submachine gun + upgrade (submachine gun twice) and reduce health to 1
Boss 1: kill it as fast as possible
Round 2: game intended warp to boss room
Boss 2: do the WhiteHat94 glitch. We have to give space otherwise we won't register damage from the enemy objects if we finished the boss. Finishing the boss means a forward sommersault which is done by the game, not inputted by the player, that's why I move way to the left.
Round 3: death abuse
Boss 3: currently work in progress.
I guess the Boss 2 suicide could be faster.
RAM watch values
SystemID NES
0009	b	u	0	RAM	X
002C	b	u	0	RAM	Lives
06B1	b	u	0	RAM	Boss HP 1
06B2	b	u	0	RAM	Boss HP 2
002C	b	u	0	RAM	Power 1
0062	b	u	0	RAM	Power 2
00BB	b	u	0	RAM	? 1
00D6	b	u	0	RAM	? 2

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#638999352935986098 - Duck Tales 2 TAS for BizHawk 2.11

DuckTales2-final-80frames-compact.fm2.bk2
In 08:41.291 (31329 frames), 76823 rerecords
Game: DuckTales 2 ( NES, see all files )
80 downloads
Uploaded 11/28/2025 2:01 PM by MESHUGGAH (see all 310)
No inputs changed only the metadata to make the (FCEUX fm3) movie compatible with BizHawk 2.11

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#638999286434153940 - NES Duck Tales rolling boulder zip fail

DuckTales-J-africanzip-boulderfail.bk2
In 00:52.830 (3175 frames), 8402 rerecords
Game: DuckTales ( NES, see all files )
84 downloads
Uploaded 11/28/2025 12:10 PM by MESHUGGAH (see all 310)
Uploaded movie before getting banned

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#638999218829781966 - NES Duck Tales African Mines zip fail

DuckTales-J-africanzip.bk2
In 07:05.117 (25549 frames), 8297 rerecords
Game: DuckTales ( NES, see all files )
72 downloads
Uploaded 11/28/2025 10:18 AM by MESHUGGAH (see all 310)
BizHawk 2.11 + NesHawk + ROM tests + published TAS (made on FCEUX 2.2.1 and console verified)
There are only 3 identical places with snails and the zip doesn't happens, no matter the gap between the stair wall and the snail.
I assume it's either the size of the enemy or the size of the wall is too small.

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#638999218285905707 - NES Duck Tales E (desync)

DuckTales-E.bk2
In 07:04.617 (25519 frames), 8111 rerecords
Game: DuckTales ( NES, see all files )
73 downloads
Uploaded 11/28/2025 10:17 AM by MESHUGGAH (see all 310)
BizHawk 2.11 + NesHawk + published TAS (made on FCEUX 2.2.1 and console verified)
Desyncs at 1st level 1st enemy, however it loads the game 1+1 (lag) frame faster (the unnecessary lag frames are removed in this movie file)
From TCRF: The European version increases Scrooge's movement speed in an attempt to compensate for the lower framerate of 50 Hz televisions. As a side effect of this change, Scrooge can just barely jump over the large gap in the second part of the Amazon without assistance from Launchpad.

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#638999215917156503 - NES Duck Tales U Prototype (desync)

DuckTales-U-Proto.bk2
In 07:04.734 (25526 frames), 8180 rerecords
Game: DuckTales ( NES, see all files )
71 downloads
Uploaded 11/28/2025 10:13 AM by MESHUGGAH (see all 310)
BizHawk 2.11 + NesHawk + published TAS (made on FCEUX 2.2.1 and console verified)
Desyncs at 1st level due to lag frame at f1130
Requires different input at starting the game (S, L, S). Need to check if P2 can press S earlier

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#638999214913337529 - NES Duck Tales U 2 (desync)

DuckTales-U2.bk2
In 07:04.734 (25526 frames), 8077 rerecords
Game: DuckTales ( NES, see all files )
75 downloads
Uploaded 11/28/2025 10:11 AM by MESHUGGAH (see all 310)
BizHawk 2.11 + NesHawk + published TAS (made on FCEUX 2.2.1 and console verified)
Changed input at level 1 falling bridge to reduce loss to 1 lag frame.
If you insert 1 frame of L after falling bridges, the next desync point is at f14202, a mountain goat giving us lag frames

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#638999211879456402 - NES Duck Tales U (desync)

DuckTales-U.bk2
In 07:04.734 (25526 frames), 8066 rerecords
Game: DuckTales ( NES, see all files )
62 downloads
Uploaded 11/28/2025 10:06 AM by MESHUGGAH (see all 310)
BizHawk 2.11 + NesHawk + published TAS (made on FCEUX 2.2.1 and console verified)
Desyncs at 1st level after falling bridges due to extra lag frames.

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#638998471873472996 - NES Duck Tales 1st level zip test

DuckTales-1stleveltest.bk2
In 00:27.971 (1681 frames), 8451 rerecords
Game: DuckTales ( NES, see all files )
83 downloads
Uploaded 11/27/2025 1:33 PM by MESHUGGAH (see all 310)
(This movie uses the Japanese ROM. If you have the same USA rom as the released TAS uses, it will sync up to this point)
Good news! we can use the WhiteHat94 zipping method (take dmg and jump on the pogo stick at the same time an enemy squeezes us inside a wall) where the original method (just stand and wait for an enemy to squeeze us).
The height difference is not enough to just zip through any ground, but we can skip under between walls.

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#638998448744429031 - Duck Tales stone + Monkey (WhiteHat94 zip fail)

DuckTales-zip-1stlevel.bk2
In 00:09.950 (598 frames), 8359 rerecords
Game: DuckTales ( NES, see all files )
68 downloads
Uploaded 11/27/2025 12:54 PM by MESHUGGAH (see all 310)
(This movie uses the Japanese ROM. If you have the same USA rom as the released TAS uses, it will sync up to this point)
On the first level, McScrooge gets zips back to top as the ground wall is way too thick.

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#638998439508492645 - NES Duck Tales WhiteHat94 zipping movie file

DuckTales-originalzip.bk2
In 01:48.754 (6536 frames), 8215 rerecords
Game: DuckTales ( NES, see all files )
74 downloads
Uploaded 11/27/2025 12:39 PM by MESHUGGAH (see all 310)
(This movie uses the Japanese ROM. If you have the same USA rom as the released TAS uses, it will sync up to this point)
Originally found by WhiteHat94, you can zip with the balls and chains guy by
1. Take damage (we don't have enough space to fit between the ball and the guy)
2. Position yourself right next to the ball. Jump and press B+Down at the same time for 1 frame once the invulnerability timer goes off and you are about to hit the platform to pogo stick off
3. (Extra step if you want horizontal zip) press R to zip left, or L to zip right the next frame.
Example of the glitch input:
T+0: D B
T+1: R/L if you want horizontal zip as well
Holding the B button will make McScrooge zip back from the bottom of this platform upwards.
On this platform, McScrooge will be placed many units below the platform.

Annotations

MovieOrigin .fm2 version 3
emuOrigin FCEUX version 22020
microphone 0
FDS 0
NewPPU 0


#638734044089430066 - V3 - Kirby any% 1 frame save in 1-1 end

DarkRiolu27-Kirby-V3.bk2
In 00:34.393 (2067 frames), 149 rerecords
195 downloads
Uploaded 1/25/2025 12:20 PM by MESHUGGAH (see all 310)

#638734043701335756 - V2 - Kirby any% 2 frames save in 1-1 end

DarkRiolu27-Kirby-V2.bk2
In 00:34.377 (2066 frames), 102 rerecords
192 downloads
Uploaded 1/25/2025 12:19 PM by MESHUGGAH (see all 310)

#637821744515140397 - Mortal Kombat 3 USA test

MK3USA_1stFight1stRound.bk2
In 00:38.304 (2302 frames), 9849 rerecords
Game: Mortal Kombat 3 ( SNES, see all files )
353 downloads
Uploaded 3/6/2022 2:40 PM by MESHUGGAH (see all 310)
  • Optimized menu navigation
  • Simple 1st round HP and 2 LP to check manipulability

#73731758414279415 - Fist of the North Star WIP6

Fist of the North Star_WIP6.bk2
In 06:07.728 (22100 frames), 3030 rerecords
412 downloads
Uploaded 8/25/2021 12:20 PM by MESHUGGAH (see all 310)
  • avoids all lags (like WIP4) and waits for the 2 final enemy within a short distance from triggering boss cam x pos
  • timer 99 hits at 1387

#73353048780342013 - Fist of the North Star WIP5

Fist of the North Star_WIP5.bk2
In 06:07.961 (22114 frames), 2910 rerecords
388 downloads
Uploaded 8/8/2021 11:00 AM by MESHUGGAH (see all 310)

#73353016102155940 - Fist of the North Star HUD v6

hokuto2-fancy.lua
380 downloads
Uploaded 8/8/2021 10:58 AM by MESHUGGAH (see all 310)
  • Added but disabled zero page addresses shown for debugging purposes
  • Changed powerup to ID

#73265863092820188 - Fist of the North Star HUD v6

hokuto2-fancy.lua
397 downloads
Uploaded 8/4/2021 12:46 PM by MESHUGGAH (see all 310)
  • HUD became fancier
  • projectiles disabled
  • Encode of Lucky Bacon's submission with this HUD script can be found here: https://youtu.be/w6YV1FI7uVM
TODO:
  • fix projectiles position address
  • fix enemy really alive id address
  • fix states address
  • reposition lag messages

#73228759550285392 - Fist of the North Star HUD v5

hokuto2.lua
396 downloads
Uploaded 8/2/2021 8:40 PM by MESHUGGAH (see all 310)
  • added all enemy object data when they are alive
  • projectile positions not perfect, need to be fixed
  • lag information disabled (remove -- from line 98 to reenable

#73227026846335122 - Hokuto no Ken 2 next level glitch power up

Hokuto no Ken 2 - Seikimatsu Kyuuseishu Densetsu.bk2
In 00:14.909 (896 frames), 28 rerecords
386 downloads
Uploaded 8/2/2021 6:47 PM by MESHUGGAH (see all 310)
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