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#638586499723868375 - Barbie: MGA 009 -- 10s time save

barb_mga_009.bk2
In 07:26.74 (26684 frames), 7932 rerecords
36 downloads
Uploaded 8/7/2024 5:52 PM by RetroEdit (see all 18)

#638534150172536059 - G&WG4: DK3 and Boxing Modern 2-player GBAHawk TAS test

GAWG4_DK3_Boxing_Modern_2p.gbmv
In 04:45.52 (17132 frames), 1131 rerecords
39 downloads
Uploaded 6/8/2024 3:43 AM by RetroEdit (see all 18)
A few months ago, I decided to test GBAHawk's multiplayer support using Game & Watch Gallery 4. After a few UI bugs were fixed, it seemed to function pretty well. I semi-optimized this TAS test, but there's probably a little bit more time save from better RNG in Donkey Kong 3 at the very least. This movie is missing the two Classic multiplayer modes, but those do also appear to function in the emulator.
It's very exciting to have multiplayer support so this game could finally be properly beaten. It's still a massive undertaking to optimize, but at least it's possible!
This movie was created in GBAHawk 2.1.1, but still syncs in 2.1.3, the most recent version at time of writing.

#638403445969859636 - Shrek the Third (GBA): 100% - WIP 002

Shrek_3_GBA_002_100p.bk2
In 27:30.71 (98593 frames), 17954 rerecords
72 downloads
Uploaded 1/8/2024 9:03 PM by RetroEdit (see all 18)
I completed a full 100% run because it was more straightforward than any%.
This is a mix of rewind and manual editing. Certain levels are relatively optimized, while others are bad (2-1 for instance).
This needs a fair bit more work to be ready to submit, but it's a solid baseline.
(Previous movie: WIP_001)

#638341529383735329 - The Incredibles: Rise of the Underminer / WIP 005, at 2-1

TI_RotU_GBA_005_at_2-1.bk2
In 11:23.37 (40816 frames), 14851 rerecords
80 downloads
Uploaded 10/29/2023 5:08 AM by RetroEdit (see all 18)
<< prev / WIP_005
I redid 1-1, 1-2, and 1-3 basically from scratch. The main improvement is a new fighting glitch where moving with precise timing while shooting will shoot more projectiles and basically defeat enemies twice as fast.
This was a surface-level second-pass. There are still probably a few seconds of further improvements, but this is already 04:24.08 ahead of my previous movie after only three levels. Some further improvement is complicated by the pistons: they block the path, and you can be stuck in a cycle where you're not saving any time on the part of the level prior to the pistons (essentially a frame-rule; although technically, you can probably save time by reducing lag).
I didn't fully apply the projectile glitch to 1-1, but in my testing, it would only save a few seconds because of having to wait numerous seconds for an extremely poor piston cycle, and I preferred the piston damage boost stylistically for now. 1-2 was pretty clean. 1-3 could maybe be faster by damage-boosting up through the toxic waste pipe instead of destroying the computer console to disable it.
One other potential improvement might be turning off the music and/or the sound effects at the beginning of the run. That would probably reduce the amount of lag, with net gains after just a few levels.

#638330639729785189 - 1736M: resync to BizHawk 2.9.1

1736M_BizHawk_2.9.1.bk2
In 40:31.09 (145203 frames), 57519 rerecords
Game: Wario Land 4 ( GBA, see all files )
91 downloads
Uploaded 10/16/2023 2:39 PM by RetroEdit (see all 18)

#638329079923324038 - 3228M resync to BizHawk 2.9.1

3228M_BizHawk_2.9.1.bk2
In 1:41:17.79 (363011 frames), 583824 rerecords
95 downloads
Uploaded 10/14/2023 7:19 PM by RetroEdit (see all 18)
A successful resync of [3228] GBA The Legend of Zelda: The Minish Cap by Tompa & quo in 1:40:02.18 from VBA-RR v24 svn422 to BizHawk 2.9.1. The lag/load time adjustments were almost completely automated: this required only one manual adjustment for the last input at the end.
Edit (2023-10-29): Ah, I just realized there was a oversight in my automated resync script. So the manual resync at the end wasn't due to game incompatibility.
Apparently, VBA-rr movies *can* be resynced. It just required better knowledge of the scripting behavior and movie format.

#638322878124216179 - 1478M resync attempt

1478M_BH2.9.1_desync.bk2
In 04:20.48 (15558 frames), 160000 rerecords
1 comment, 104 downloads
Uploaded 10/7/2023 3:03 PM by RetroEdit (see all 18)

#638252314266571747 - Shrek 2: Beg for Mercy RTA speedrun

Shrek_2_BfM_001_RTA.bk2
In 28:59.97 (103924 frames), 0 rerecords
78 downloads
Uploaded 7/17/2023 10:57 PM by RetroEdit (see all 18)
One of my RTA speedruns from a few months ago. I decided to upload this so that at least one complete any% movie exists on the site, even though this wouldn't be very good as a TAS.

#638251557849154895 - Shrek 2 (GBA): 5-4, theoretical 42F time save

Shrek_2_GBA_5-4_-42F.bk2
In 00:43.01 (2569 frames), 3225 rerecords
Game: Shrek 2 ( GBA, see all files )
71 downloads
Uploaded 7/17/2023 1:56 AM by RetroEdit (see all 18)
This theoretically saves 42 frames over my previous best 5-4 route, mostly from a better Puss in Boots climbing setup at the beginning.
However, it desyncs on the second Fairy Godmother candy cane throw for unknown reasons. There might be a way to salvage it, but it's a complex level and I have no immediate plans to investigate further or redo the rest of the level to incorporate the time save.

#638237731807002621 - Shrek 2 (GBA): WIP 002

Shrek_2_GBA_RetroEdit_002.bk2
In 21:28.50 (76959 frames), 45933 rerecords
Game: Shrek 2 ( GBA, see all files )
93 downloads
Uploaded 7/1/2023 1:53 AM by RetroEdit (see all 18)

#638228175092136443 - DKC2 GBA - BizHawk 2.9.1 resync

illayaya,snodeca,ezgames69-dkc2gba_2.9.1.bk2
In 50:08.01 (179661 frames), 93312 rerecords
118 downloads
Uploaded 6/20/2023 12:25 AM by RetroEdit (see all 18)
A resync of Donkey Kong Country 2 any% to 2.9.1, automated using an script. From https://tasvideos.org/4048M
Emulation differences reduced the final time by -00:03.75 (-247 fewer lag frames, and 23 extra lag frames)
Note (19 July 2023): GBAHawk is probably now a more accurate option than BizHawk 2.9.1, and I suspect there are probably around 30-60 seconds more lag on it to match more accurately with real console.
Note (4 October 2023): I recently did a resync showing that GBAHawk does indeed have notably more lag than mGBA. It wasn't quite as significant as I initially proposed, though. It had 6.898 seconds of additional lag.

#638199745735629813 - Game & Watch: Parachute x Octopus improvement

GWC2_PxO_1000pts.bk2
In 03:40.26 (13177 frames), 5756 rerecords
91 downloads
Uploaded 5/18/2023 2:42 AM by RetroEdit (see all 18)
A ~00:33.06 improvement over the current submission. It does trivially end with parachute, although because of point acceleration, it concludes instantly. Unfortunately, I just realized this doesn't quite follow the same goal as the submission. It enters parachute at the end, but it's really during the buffer zone where parachute is still accessible after entering octopus. It's mainly focused on reaching 1000 points.
This is basically entirely fresh inputs. The only commonality with Fortranm's movie is the 'InitialTime' sync setting. I've kept their author status in the movie on that basis, since it affects the initial RNG, which is a significant part of the movie (I have not yet optimized the initial RNG).

#638193715848152553 - SpongeBob: BfBB GBA improvement

BfBB_GBA_2023-05-10.bk2
In 56:16.79 (201687 frames), 10566 rerecords
97 downloads
Uploaded 5/11/2023 3:13 AM by RetroEdit (see all 18)

#638023881596466675 - Game & Watch Gallery: 6/8 games "complete" (no Octopus)

GAWG1_six_games.bk2
In 2:49:45.52 (608430 frames), 0 rerecords
94 downloads
Uploaded 10/26/2022 1:35 PM by RetroEdit (see all 18)
Hello, TASVideos userfile explorer! This is Game & Watch Gallery for the Game Boy. I created a bot to play 6 out of the 8 total games required for 100% completion: Fire Modern and Classic, Manhole Modern and Classic, and Oil Panic Modern and Classic.
Octopus Modern and Classic posed a few more issues because it requires more navigation strategy around tentacle movements, so I haven't quite gotten around to botting it. But maybe soon!
This movie isn't entirely optimized: there's significantly more RNG manipulation, subtle strategies, as well as a few more blatant strategies. For instance, in Manhole Modern, the bot doesn't allow the manhole covers to fall as early as they could to end the game after 1000 points, because it would require more complex logic. But hopefully this provides a good baseline for an eventual publication.
(And yes, you have to intentionally lose to gain a high score in each subgame, unlike later games in the series where you can quit and have the score save).

#65083085390942935 - Mario's Picross - All Puzzles

MP-All-Puzzles-v1.bk2
In 1:11:12.09 (255941 frames), 55 rerecords
295 downloads
Uploaded 8/1/2020 12:26 AM by RetroEdit (see all 18)
Finishes all puzzles: Easy, Kinoko, Star, and Time Trial.
Still many improvements to be made.

#64941625601488011 - Picross - Scripting - No ELF

Picross-Scripting-No-ELF-SoftReset.bk2
In 52:44.94 (189618 frames), 104 rerecords
292 downloads
Uploaded 7/25/2020 3:32 PM by RetroEdit (see all 18)
Not using equal-length frames apparently saves a notable amount of time. Inputs are probably pressed earlier, which apparently reduces level lag as a secondary benefit. This also eliminates all the differences between soft-resetting and power-on. By simply replacing the soft-reset with a power-cycle, and then inserting 146 frames, the movie will still sync perfectly.

#60416331345833027 - Fire luck manipulation (Game & Watch Gallery 4)

Game & Watch Gallery 4 (USA)_fire_luck1.bk2
In 00:56.89 (3398 frames), 1286 rerecords
365 downloads
Uploaded 1/3/2020 8:23 PM by RetroEdit (see all 18)
A short movie showing proof-of-concept for luck manipulation in the Fire subgame in Game & Watch Gallery 4. More details are available here.

#60416329994559409 - Fire-related addresses (Game & Watch Gallery 4)

Game & Watch Gallery 4 (USA)_fire.wch
349 downloads
Uploaded 1/3/2020 8:23 PM by RetroEdit (see all 18)
Some Fire-related addresses, particularly those related to luck manipulation. A related movie is available here, and more details are available here.