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#40439665582636479 - VB Teleroboxer wip2

TeleroboxerWIP2.bk2
In 03:09.921 (9548 frames), 4594 rerecords
Game: Teleroboxer ( Vboy, see all files )
999 downloads
Uploaded 7/18/2017 4:39 AM by MESHUGGAH (see all 310)
  • Movie aims for fastest input (in-game time ignored as enemy post behaviour need to be optimized)
  • Most of the levels uses Ryuto's strategies
  • lvl3 I do an alternative version because it's impossible to do the single punches in a row and then the uppercuts because of the enemy behaviour (which would save 0.10~0.16 in game time)
  • lvl4 final crotch shot is faster than simple punch, 7.50 vs 6.90 (and faster animation)
only first 5 enemies done

#40385070988182003 - VB Mario Clash next wip

MarioClashFiveGuys-2ndlvlvvv1.bk2.bk2
In 03:05.963 (9349 frames), 3946 rerecords
Game: Mario Clash ( Vboy, see all files )
831 downloads
Uploaded 7/15/2017 5:39 PM by MESHUGGAH (see all 310)
timing points: start for next level (because rng, so koopa spawns at right place) in this wip vs marioclashfiveguys
1803 - 1803 (2 frames save possible but not enough for good koopa)
2797 - 2803 6 frames
4091 - 4098 1 frame
5280 - 5361 64 frames maybe
bonus stage need to be resynced.
TODO: - check better xpos opt (picking up shell earlier with 1px better xpos for example) - check movement speed around throwing shells
xpos and ypos
0054EA w u 0 WRAM
0054F0 w u 0 WRAM
0054EC w u 0 WRAM
0054F2 w u 0 WRAM

#40243710916030276 - A7800 Galaga

dwangoac-galaga7800.bk2
In 00:53.152 (3185 frames), 1051 rerecords
Game: Galaga ( A7800, see all files )
1168 downloads
Uploaded 7/9/2017 8:51 AM by MESHUGGAH (see all 310)
Used dwangoAC's movie, edited first 2 waves.
The TAS is unimprovable because of the game's probably (guessing an estimate) 120 frames rule on how fast you beat the level.

#40196546971630847 - A2600 portals

super3dportals6-26oo-3.bk2
In 00:02.119 (127 frames), 5517 rerecords
1190 downloads
Uploaded 7/7/2017 5:53 AM by MESHUGGAH (see all 310)
"it takes 1 frame to change cursor on level change" -> need to retest
Probably improvable levels:
  • 3rd level -> decrease U or walljumps to do the 4th level start faster
  • 8th level -> the same problem as 4th level
  • final level (I miss 1px on Y axis so it sucks)
Implement:
  • walljumps when bb not required
  • bbbbbbb for better bby
  • make sure direction before bbb

#40067147588770269 - FDS Dirty Pair Project Eden old WIP 3

MESHUGGAH_DPPE_WIP3.fm2
In 06:54.750 (24926 frames), 5386 rerecords
995 downloads
Uploaded 7/1/2017 10:01 AM by MESHUGGAH (see all 310)

#40054474538647683 - 5569S impr v9

BuckleUpWe'reGoingBowlingv9.bk2
In 01:02.697 (3152 frames), 2039 rerecords
957 downloads
Uploaded 6/30/2017 8:19 PM by MESHUGGAH (see all 310)
  • 6 frames saved 5th frame by using bigger power and aiming all the way left
  • 1 frame saved on 9th frame with slightly bigger power

#40044175798939878 - 5569S impr v6

BuckleUpWe'reGoingBowlingv6.bk2
In 01:02.936 (3164 frames), 1601 rerecords
972 downloads
Uploaded 6/30/2017 9:11 AM by MESHUGGAH (see all 310)
Optimized all frames (bowling turns) except 6th 7th 8th 9th
"frame over" indicator I've used 0x0059
Differences from previous movie:
  • 4th frame done with max-1 power > saves 13 frames
  • 5th frame doesn't use the slow strategy (waiting for the direction meter going to the right), instead going to the left and shooting at correct point > saves many frames
  • last frame much shorter (9 frames long)

#40032726324279446 - 5569S impr v3

BuckleUpWe'reGoingBowlingv3.bk2
In 01:06.456 (3341 frames), 1432 rerecords
968 downloads
Uploaded 6/29/2017 8:49 PM by MESHUGGAH (see all 310)
Difference from previous usermovie:
- 5th frame (bowling turn) improved by ~10 frames by moving fewer times to the left.
You need to optimize frames (bowling) by searching for a memory value that indicates "completion".
You can see that this movie is faster albeit pins rolling much longer after hitting them.
Probably syncs.

#40031287052851769 - 5569S impr

BuckleUpWe'reGoingBowlingv2.bk2
In 01:06.655 (3351 frames), 1274 rerecords
969 downloads
Uploaded 6/29/2017 7:16 PM by MESHUGGAH (see all 310)
It looks like menu navigation can be improvd using 2nd pad "r" to use it 1 frame earlier than same "R" when selecting challenge
The other trick is using another button instead of S (start) when skipping name, saving also 1 frame

#38869943536605368 - SMS Batman Returns TAS with pause glitchv2

mamuuuut-batmanreturns-PAUSEGLITCH-WIP3.bk2.bk2
In 01:35.323 (5712 frames), 7781 rerecords
Game: Batman Returns ( SMS, see all files )
1162 downloads
Uploaded 5/8/2017 12:01 PM by MESHUGGAH (see all 310)
Just a bit optimized TAS up to ~1200th frame.
Lag frames are removable by limiting number of sprites, overriding sound channel, limiting the number of moving sprites simultanously.
Pick an X pos address 137f 1511
OR
151A 1B50
edit: something 13 frames improved.
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