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#15045352169512805 - NG1 pacifisting WIP57v3

NG1_pacifist_WIP57v3-compact.fm3
In 11:38.65 (41988 frames), 120356 rerecords
Game: Ninja Gaiden ( NES, see all files )
1162 downloads
Uploaded 5/31/2014 1:17 PM by MESHUGGAH (see all 292)
I miswrote my marker note, so spawn avoidment really saves time.
Level 1: 2206 currently (without extra optimizations)

#15044857790271010 - NG1 pacifisting WIP57v2

NG1_pacifist_WIP57v2-compact.fm3
In 11:38.78 (41996 frames), 119952 rerecords
Game: Ninja Gaiden ( NES, see all files )
1101 downloads
Uploaded 5/31/2014 12:45 PM by MESHUGGAH (see all 292)
  • 2 frames saved with 10978 enemy positioning with same "time of dog spawn" and better positioning afterwards
  • 2 frames saved by avoiding 2 guy spawn to avoid old route boost to platform

#15026643100388111 - NG1 pacifisting WIP55v5 test

NG1_pacifist_WIP55v5_31kniferemoved-compact.fm3
In 11:38.85 (42000 frames), 118999 rerecords
Game: Ninja Gaiden ( NES, see all files )
1125 downloads
Uploaded 5/30/2014 5:03 PM by MESHUGGAH (see all 292)
Spawn delaying and avoidment is tricky and doesn't works everywhere.
3-1: starting with much better position, getting worse knife-cheetah vertical combination (11000th frame) so removed knife tosser. Same time as previous runs because of the spawn avoidment. edit: but worse next level positions
We need to somehow go through that knife-cheetah with previous method (empty, l, l : -1.5 -2.0 - 2.0 sacrfice instead of this 5*-2.0 (-5.5 < -10.0)).. subposes mostly or miraculous (spawn) delay somewhere.

#15020018877511324 - NG1 pacifist avoid enemy spawn trick

NG1_pacifist_nospawn-compact.fm3
In 00:13.20 (793 frames), 118702 rerecords
Game: Ninja Gaiden ( NES, see all files )
1117 downloads
Uploaded 5/30/2014 9:54 AM by MESHUGGAH (see all 292)
Not sure if works with any object. "Spawn delaying" (pressing opposite direction for) 5 times can enemies not appear / spawn.
For comparison:
  • Object spawn avoidment: 5 * opposite direction = -10px in air, much more on ground (next time: 2-3-4 frames later)
  • Object spawn delay: -0.5px in air, -1.5px on ground each time (next time: 2-3-4 frames later)
  • interrupt juggling: -3.5px~-4.5px each time (since you are zigzagging)

#15019682868951917 - NG1 pacifisting spawn delay trick

NG1_pacifist_spawndelayer-compact.fm3
In 00:06.86 (412 frames), 118254 rerecords
Game: Ninja Gaiden ( NES, see all files )
1066 downloads
Uploaded 5/30/2014 9:32 AM by MESHUGGAH (see all 292)
How I didn't thought of this earlier... basically the game only spawns when you reached the spawnable object's X position AND moving to that direction.
So going left at those frames when the game wants to do this, you can delay it for 2~3(4?) frames.
Saves time in certain situations (edit: because interrupt juggling freezes object positions) (3-1 start, maybe 1-1 start?), it's time to start the fucking TAS from the beginning... AGAIN =D

#14998451859765493 - NG1 pacifisting WIP54v4

NG1_pacifist_WIP54v4-compact.fm3
In 11:38.87 (42001 frames), 115586 rerecords
Game: Ninja Gaiden ( NES, see all files )
1160 downloads
Uploaded 5/29/2014 10:35 AM by MESHUGGAH (see all 292)
Frames!
  • 3-2: couldn't squeeze more pixels, can't sacrifice position because of our birdy nor the missile and walking guard's bad subpositions. Still think it's probably improvable
  • 3-3: 45 frames shaved! looks like we can hit the boss inside his hitbox if we use the opposite direction of attacking. Have no idea why this works.
  • 4-1: worse subpositions took 1 frame away but gives a slightly better knife and missile guy positions as well as no dog follows Ryu.
  • 1 frame gained on last screen
Plans: try differnt subpositions for 3-2 new situations (slot4 slot7)

#14997049079846642 - NG1 pacifisting WIP54v2

NG1_pacifist_WIP54v2-compact.fm3
In 11:39.60 (42045 frames), 113562 rerecords
Game: Ninja Gaiden ( NES, see all files )
1111 downloads
Uploaded 5/29/2014 9:04 AM by MESHUGGAH (see all 292)
edit: 11 frames saved (12-1 delay) with new 3-2. Route changes:
  • 1 frame delay on 3-1 for next level knife tosser
  • Changed old "walljumping" to simple platforming to check possible X positions. Only 1110.5 works.
  • Keeping the first bird for 2 boosts. While the first one is somewhat as fast as the old one, the second boost let me to ignore waiting for next jumps (Ryu jumps so long in time)
  • Minimal subpositioning (taking damage boost at a bit lower levels)
Probably improvable with a few half pixels and frame(s?)

#14979094480289965 - NG1 pacifisting WIP53v6

NG1_pacifist_WIP53v6_delayat3-1endv2-compact.fm3
In 11:39.78 (42056 frames), 109716 rerecords
Game: Ninja Gaiden ( NES, see all files )
1207 downloads
Uploaded 5/28/2014 1:40 PM by MESHUGGAH (see all 292)
Made another stab from the beginning. Changes:
  • First level includes headbanging to music. Probably decreases entertainment value, waiting for starman's opinion
  • Tried to spend our 1 frame delay elsewhere, but it doesn't helped in later screens
  • 2-2 last screen is perfect for me
  • 3-1 uses a little bit different route and an extra delay at the end to get better knife tosser for 3-2 (which isn't possible if you don't delay here. This is because you have no control over Ryu while boosting off the bird to time the spawn of knife tosser)
3-2 maybe improvable with half pixel which could change things.

#14960471367664459 - NG1 pacifisting WIP 52v7

NG1_pacifist_WIP52v7-compact.fm3
In 11:39.76 (42055 frames), 105180 rerecords
Game: Ninja Gaiden ( NES, see all files )
1192 downloads
Uploaded 5/27/2014 5:32 PM by MESHUGGAH (see all 292)
Saved 1 frame on 3-1 with new route:
  • subpos manipulation on previous non-boss level
  • interrupt juggling to maximize X pos
  • interrupt juggling for 1 frame between dog and knife tosser sacrificing only half pixel
  • using "fastest" knife-cheetah (probably a half pixel can be saved?) positions (interrupt juggling timed/positioned to spawn them as fast as possible)
Sweet. Only one problem. 3-2 knife tosser became angry and hurls knives.

#14933302241624906 - NG1 pacifisting WIP51v10

NG1_pacifist_WIP51v10-compact.fm3
In 11:39.78 (42056 frames), 103912 rerecords
Game: Ninja Gaiden ( NES, see all files )
1126 downloads
Uploaded 5/26/2014 12:10 PM by MESHUGGAH (see all 292)
Saved 1 frame on 3-2 (jump 1 frame earlier without sacrificial green guy manipulation).
3-1 would require a half pixel to improve it, doesn't seems to be implementable (even the same position isn't enough without proper interrupts).
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