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#637821744515140397 - Mortal Kombat 3 USA test

MK3USA_1stFight1stRound.bk2
In 00:38.30 (2302 frames), 9849 rerecords
Game: Mortal Kombat 3 ( SNES, see all files )
143 downloads
Uploaded 3/6/2022 2:40 PM by MESHUGGAH (see all 292)
  • 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 06:07.73 (22100 frames), 3030 rerecords
221 downloads
Uploaded 8/25/2021 12:20 PM by MESHUGGAH (see all 292)
  • 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 06:07.96 (22114 frames), 2910 rerecords
225 downloads
Uploaded 8/8/2021 11:00 AM by MESHUGGAH (see all 292)

#73353016102155940 - Fist of the North Star HUD v6

hokuto2-fancy.lua
225 downloads
Uploaded 8/8/2021 10:58 AM by MESHUGGAH (see all 292)
  • 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
236 downloads
Uploaded 8/4/2021 12:46 PM by MESHUGGAH (see all 292)
  • 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
239 downloads
Uploaded 8/2/2021 8:40 PM by MESHUGGAH (see all 292)
  • 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 00:14.91 (896 frames), 28 rerecords
224 downloads
Uploaded 8/2/2021 6:47 PM by MESHUGGAH (see all 292)

#73202511855948771 -

Fist of the North Star_WIP4.bk2
In 06:08.04 (22119 frames), 2443 rerecords
223 downloads
Uploaded 8/1/2021 4:17 PM by MESHUGGAH (see all 292)

#73202494606517660 -

Fist of the North Star_WIP3_minidoublekilltest.bk2
In 06:09.46 (22204 frames), 2414 rerecords
222 downloads
Uploaded 8/1/2021 4:16 PM by MESHUGGAH (see all 292)

#73202434469889014 -

Fist of the North Star_WIP2.bk2
In 06:08.74 (22161 frames), 2139 rerecords
236 downloads
Uploaded 8/1/2021 4:12 PM by MESHUGGAH (see all 292)

#73201490362265633 - Fist of the North Star HUD v4

hokuto2.lua
218 downloads
Uploaded 8/1/2021 3:11 PM by MESHUGGAH (see all 292)
  • fixed bizhawk crash bug when drag and dropping this script two times
  • logging to console increased lag level and horizontal lag level and total count

#73199531389776805 - Fist of the North Star HUD v3

hokuto2.lua
212 downloads
Uploaded 8/1/2021 1:04 PM by MESHUGGAH (see all 292)
  • Added enemy object ID, X, Y
  • Added lag level indicators:
    • when 2nd number becomes 200 from a different number, the previous frame was a lag frame. Usually this is what you see if there was a lag frame:
    • (1st number something) 200 0 32 208

#73194288044847889 - Fist of the North Star HUD v2

hokuto2.lua
218 downloads
Uploaded 8/1/2021 7:24 AM by MESHUGGAH (see all 292)
  • Repositioned and fixed (found the right) memory variables for gui texts
  • enemy object/projectile data not done so far

#73111147014864254 - Fist of the North Star HUD v1

hokuto2.lua
212 downloads
Uploaded 7/28/2021 1:32 PM by MESHUGGAH (see all 292)
An edited version of my Hokuto no Ken (the first game of the series) for FCEUX to work with Fist of the North Star on BizHawk.
  • Ignore the "template" comments, as I had to change the format for BizHawk (cannot read word, have to use read_u16_le or something)
  • The memory variables are very similar between Hokuto no Ken and Fist of the North Star, so the following variables are OK: Cam X, PX, PY
  • The following is not implemented so far: Enemy/projectiles IDs, these being alive
  • There's also a bad quickfix on the bottom of the script which doesn't cares about BizHawk loaded a ROM, so loading this script twice will closes BizHawk... will fix it in next version

#52196178845186531 - NES Tom Sawyer WIP7v4 (2016)

MESHUGGAH_Tom_Sawyer_WIP7v4.fm2
In 06:36.25 (23814 frames), 13934 rerecords
700 downloads
Uploaded 12/29/2018 3:39 PM by MESHUGGAH (see all 292)
My old notes for this movie:
lua: make a spd notifier because tree's can be hit and reduce your speed because you can also stuck while jumping through platforms (hudson hawk style)

This movie improves the published [2185] NES Adventures of Tom Sawyer by BillBull in 10:09.00 by...
  • 6 frames faster at the 1st ladder (optimal movement)
  • 2 frames faster at the 1st boss fight (boss dmg is delayed if you don't wait the minion's spawn timer)
  • 28 frames faster 2nd boss fight (using double damages by abusing the boss timers)
  • 21 frames faster stage 3 (optimal movement + lag frames removed)
See you until my next TAS =)
TODO:
  • 22270 optimize boss fight
  • go through wall on next stairs
  • optimize boss fight
  • go through wall on next stairs
  • defeat boss
  • final level.

#49547545543096629 - j-pop WIP 16 corruption 0hp

Prince of Persia (Japan)-WIP16-corruption.bk2
In 00:47.87 (2877 frames), 6615 rerecords
816 downloads
Uploaded 9/1/2018 8:53 AM by MESHUGGAH (see all 292)

#49547517303331911 - j-pop WIP 16 no corruption

Prince of Persia (Japan)-WIP16-nocorruption.bk2
In 00:47.84 (2875 frames), 6608 rerecords
834 downloads
Uploaded 9/1/2018 8:51 AM by MESHUGGAH (see all 292)
Comparison to previous movie:
  • removed lag frames by turning left as soon as possible. The lag is caused primarily by Y which's function is executed after level shown. This is also the reason Y ruining the warping glitch, because after game end the "time left" function further delays the glitch, doing other visual corruptions (longer loading, multiple loading level before giving up and restarting etc).
  • This movie does what mintlody's TAS and still have 0 corruption
The difference between this and the other movie is just the action we use before stage transition.

#49524221069320476 - j-pop softlock WIP 12

Prince of Persia (Japan)-WIP12_147at1103.bk2
In 01:12.55 (4360 frames), 5769 rerecords
804 downloads
Uploaded 8/31/2018 7:40 AM by MESHUGGAH (see all 292)
comparing to mintlody's TAS
  • improves few frames between start and end of 2nd game end by minimalizing lag frames
  • inevitable misery at 3rd game end. Currently it's the "no level corruption" one. I need to replicate (if possible on BSNES with currentdefault setups) the "instant level restart" what mintlody has with the sideeffect of level 41.

#49105814211840580 - SNES Prince of Persia warp to level 8

popusa.bk2
In 01:08.06 (4090 frames), 142 rerecords
796 downloads
Uploaded 8/12/2018 11:26 AM by MESHUGGAH (see all 292)
BSNES + USA, should work on Europe too. Won't work on japanese because the glitch is different (after pulling off the glitch, you start the level with glitched state. I only warped to the intro cutscene).
  • leave 1st room
  • fall down in 2nd room too
  • go right to 3rd room and die to soldier
  • you can use the menu to avoid waiting for "press button to continue"
  • pull off glitch in the 1st room
  • if everything was OK, you are warped to level 8. this movie warps to level 0 for whatever reason for a brief moment.

#46713824525438699 - WSWAN Clock Tower WIP11

ClocktowerWIP11.bk2
In 03:51.19 (17448 frames), 7281 rerecords
745 downloads
Uploaded 4/26/2018 6:04 PM by MESHUGGAH (see all 292)
Doesn't finishes the game, uploaded for comparison.
Comparison to original submission by ruadath:
Most saves comes from optimizing cursors beforehand and optimized movement (door animation skip and X position).
  • 12 frames faster at starting the game
  • another 12 frames faster at starting the game
  • ~224 frames difference after first level
  • ~187 frames difference after scissorman introduction
  • ~411 frames difference when using the key for the car

#46332766305389526 - Street Fighter 2010 v18

Street Fighter 2010 (J) [!]v18.fm2
In 06:50.24 (24655 frames), 10556 rerecords
881 downloads
Uploaded 4/9/2018 2:12 PM by MESHUGGAH (see all 292)
Added all faster portals (nesrocks' trick) to my latest WIP.
  • Some levels had a few gains and losses because of this, nothing special or new thing apart from this

#46089418810177679 - Street Fighter 2010 v14

Street Fighter 2010 (J) [!]v14.fm2
In 06:54.73 (24925 frames), 9314 rerecords
905 downloads
Uploaded 3/29/2018 3:10 PM by MESHUGGAH (see all 292)
  • P2 boss 7 frames faster with jumping start (first frame)
  • p4l1 dropping from first platform is 2 frames faster than instead of dropping from first frame and dropping again, but no time save (whatever frame rule)
Need to check P4L1 and debug that frame rule

#46084629646941337 - Street Fighter 2010 v11

Street Fighter 2010 (J) [!]v11.fm2
In 06:54.85 (24932 frames), 9075 rerecords
900 downloads
Uploaded 3/29/2018 10:00 AM by MESHUGGAH (see all 292)
Changed movement a lil bit.
  • 1 frame faster P1L1 (sub x optimal) but doesn't matter, probably there is a frame rule (which would also explain the manual "insert 1 frame and remove 1 frame before and after a section" this isn't the reason as that one depends on lag frames)
  • 16 frames faster P2 boss by climbing the wall on the left and jumping off to get to the green goo earlier
edit: this movie includes the P3 boss 2 lag frames improvement

#46050206845626622 - Street Fighter 2010 v7

Street Fighter 2010 (J) [!]v7.fm2
In 06:55.15 (24950 frames), 8300 rerecords
877 downloads
Uploaded 3/27/2018 8:48 PM by MESHUGGAH (see all 292)
Nearly 100% optimized but didn't checked subpixels
Note
  • there can be random 2 frames of saving or loss between levels (and cinematics)
  • edit2: you can also insert 1 frame before sections and delete 1 frame after. not sure if this has any potential use or why is it works in the first place...
  • planet 1 level 1 - only final dmg taken matters
  • planet 3 level 1 - not sure if it's fastest on last enemy
  • all lag frames eliminated except for...
  • planet 3 level 3 - jumping asap triggers enemy earlier, so this is faster than jumping later
  • planet 3 boss - 9 lag frames is best for me
  • planet 5 level 1 - mixing vertical and horizontal optimization but 1 lag frame is still there
So need to check subposes, p3l3, p3boss, p5l1. edit: p3boss can be 2 frames faster with lag optimization (removing R at specific frames)

#46029177311336504 - Street Fighter 2010 v4

Street Fighter 2010 (J) [!]v4.fm2
In 06:56.93 (25057 frames), 5326 rerecords
933 downloads
Uploaded 3/26/2018 10:04 PM by MESHUGGAH (see all 292)
Completes the game using the pause glitch.
Not fully optimized but enough to be useful for comparison.
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