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#41959449580433288 - NES Battletoads void jump WIP2

btoads-fceux.fm2
In 00:55.68 (3346 frames), 157693 rerecords
Game: Battletoads ( NES, see all files )
997 downloads
Uploaded 9/24/2017 3:19 PM by MESHUGGAH (see all 292)
Syncs on FCEUX 2.2.3, endings starts after game over screen
Probably "final" version in the sense of (lacking) possible time saves.
Little list of all new informations - UDLR at level 1 doesn't saves time (but it works there)
- UDLR at level 3 after rats at both sides doesn't saves time because of rat spawn timer (included at f2709)
- 1st rat can't be killed with "camera dashing" trick because the camera doesn't rolls before
- AFAIK, camera rolling requires both toads to have fastest speed. Probably, their position is also a factor but I don't see this scenario where I could get 1 frame faster
- Flies are too away from the rat scene (f2851) to make use of it
- Hit cancelling doesn't helps, because 1. only works when one of the toad has no action to make a simple punch for cancelling 2. enemy hp and position factor
- Rash is always at front when he can without losing time
The only thing I see somewhat improvable is the last to final rat, but it's has the "rat spawn timer" barrier and the camera rolling stuff.

#41937148763909575 - NES Battletoads void jump WIP1

btoadsv1.fm2
In 00:55.81 (3354 frames), 156708 rerecords
Game: Battletoads ( NES, see all files )
945 downloads
Uploaded 9/23/2017 3:12 PM by MESHUGGAH (see all 292)
Syncs on FCEUX 2.2.3, ending starts after game over screen
- added Koh1fds's found of using void jump to die earlier after getting the jet, saves 42 frames so far (will be added as co-author)
First I will recheck movement all from the start, sync on fceux and then on bizhawk.

#41784231171858483 - VB Space Invader test run WIP0

Space Invaders Virtual Collection (J).bk2
In 01:01.23 (3078 frames), 1541 rerecords
577 downloads
Uploaded 9/16/2017 5:55 PM by MESHUGGAH (see all 292)
Notes:
  • finishes the time attack mode
  • doesn't finishes the TAS, I would need to skip the invader animation or wait it and then name entry
  • you can't go farther the right side to attack the very right side columns enemy but the left ones.
  • you need to very carefully optimize the projectile's hit (so you hit their hitbox from the front asap)
  • you can delay getting the next ammo, which is a bad thing. came across during moving while enemy getting hit

#41607858540623719 - WSWAN GGP2 WIP19

GGP2WSWAN-WIP19.bk2
In 02:29.66 (11296 frames), 7046 rerecords
842 downloads
Uploaded 9/8/2017 7:18 PM by MESHUGGAH (see all 292)
Observations:
  • the game seems to be compact, as in, there are no random lag frame differences or what so ever (good thing) edit2: I was wrong WIP19b with random 1 lag frame f8359 in this movie
  • enemy manipulation starts right after LET'S ROCK
possible manipulations:
  • 4 frames to append 2, empty, empty, empty (doesn't works on every enemy)
  • 11 frames to append S .... b ... (fastest pause unpause)
  • 0 frames to press B right after 3 (gauge) (doesn't works on every enemy)
  • 0 frames to positioning, running and dashing
edit: movie desyncs after fanny I guess This movie uses Jam and manipulates her with the 4 frame way.
  • 1 frame lost because of this
  • many frames won because of fighting Fanny

#41583460327128868 - WSWAN GGP2 WIP17

GGP2WSWAN-WIP17.bk2
In 02:29.75 (11302 frames), 6738 rerecords
811 downloads
Uploaded 9/7/2017 4:55 PM by MESHUGGAH (see all 292)
  • Pressing a button later at pre-fight to reduce waiting time at the end of fights

#41228742807858763 - Lynx Scrapyard Dog movement bug

ScrapyardDogLynxWIP11stickytire2342.bk2
In 07:21.93 (26471 frames), 19953 rerecords
Game: Scrapyard Dog ( Lynx, see all files )
887 downloads
Uploaded 8/22/2017 5:32 PM by MESHUGGAH (see all 292)
Expected: 1px/f for 1 frame after landing on tire, 2px/f after that
Observed: 1px/f for a lot more frames
  • <MESHUGGAHTAS> it's because of walking on the "TRESPASSING" board
For black magic, remove R from f2305

#41211150738858593 - Lynx Scrapyard Dog WIP10

ScrapyardDogLynxWIP10.bk2
In 07:21.97 (26473 frames), 18511 rerecords
Game: Scrapyard Dog ( Lynx, see all files )
893 downloads
Uploaded 8/21/2017 10:31 PM by MESHUGGAH (see all 292)

#41210235418742229 - Lynx Scrapyard Dog WIP8v2

ScrapyardDogLynxWIP8v2.bk2
In 07:43.80 (27781 frames), 17256 rerecords
Game: Scrapyard Dog ( Lynx, see all files )
882 downloads
Uploaded 8/21/2017 9:31 PM by MESHUGGAH (see all 292)
Resynced up to ~8500 frames
Desync points due to implementing pause disable music unpause trick at the end of level 1:
  • bullet + doggo situation at 2nd level which looks like depends on a random 1 frame earlier start after ending the minigame level
  • ice level moving platforms (desync of this movie)

#41185765766986699 - NES Adventures in the Magic Kingdom WIP 22

MESHUGGAH-Adventures in the Magic Kingdom_WIP22.fm2
In 06:14.12 (22484 frames), 20000 rerecords
994 downloads
Uploaded 8/20/2017 7:04 PM by MESHUGGAH (see all 292)
Probably includes published movie's input, and probably stops around the first scrolling platformer level
11
00000	0070	b	s	0	x
00001	006F	w	u	0	
00002	00FC	b	u	0	
00003	007A	b	u	0	car speed
00004	00BF	b	u	0	car spd units
00005	0091	b	u	0	car spd level
00006	008F	b	u	0	
00007	0570	b	u	0	
00008	008E	b	u	0	
00009	0560	b	u	0	
0000A	06ED	b	u	0	flags 

#41175305288979821 - Lynx Electrocop WIP7

Electrocopv7.bk2
In 00:35.13 (2104 frames), 4093 rerecords
Game: Electrocop ( Lynx, see all files )
686 downloads
Uploaded 8/20/2017 7:46 AM by MESHUGGAH (see all 292)
So many things so far
  • skipping 3 intro as fast as possible
  • pausing the game before loading level 1 (and disabling music to save 2 frames at least which only possible while pausing) and unpausing to save many frames
  • pausing (nearly) every 12 frames and unpausing without losing time but saving in-game time! final TAS will incude that flashy pausing stuff because I'm aiming for lowest in-game time
  • if you go in to a console (door, exit use etc), you can press a button within 4 frames which will be frozen in terms of pressing any other buttons while the console comes up will replay that specific button's action (which I use to get closer to the next door)
  • since the passwords of each door are always the same, the TAS will go each level's doors and input their password instead of brute forcing (generic way of completing levels)
  • menu movement might be not 100% optimized (no debugger in bizhawk, didnt found best ram address so far)