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#23466553175470218 - Splatterhouse: Wanpaku Graffiti

SplatterhouseWanpakuGraffiti.fm2
In 01:05.69 (3948 frames), 426 rerecords
1106 downloads
Uploaded 6/14/2015 7:19 PM by Samsara (see all 72)

#20343166755079523 - WizWar2 again

ww2update2.fm2
In 07:15.95 (26200 frames), 23501 rerecords
1097 downloads
Uploaded 1/25/2015 3:24 AM by Samsara (see all 72)
Another cheap 1 frame improvement, though this one required a tiny bit more modifying to make work.

#20320707903080519 - WizWar2

ww2update.fm2
In 07:16.10 (26209 frames), 23151 rerecords
1090 downloads
Uploaded 1/24/2015 3:08 AM by Samsara (see all 72)
Tried a few alternate strategies, then gave up and improved rchokler's improvement.

#17951974419192999 - TG16 Splatterhouse - Incomplete run

Splatterhouse.bk2
In 09:29.97 (34099 frames), 8032 rerecords
Game: Splatterhouse ( PCE, see all files )
680 downloads
Uploaded 10/9/2014 10:54 AM by Samsara (see all 72)
Posting this here since it's been a while and I haven't wanted to do any work on it. I've been working on this on Bizhawk 1.8.1 so if it doesn't sync on later version then use that. It should sync just fine on both the (U) and (J) versions, though it was specifically made on the (U) version ROM.
Feel free to take a crack at completing the run: The thread in the TG-16 forum has my reasons for wanting to take a break from the project.

#17263986223054304 - Splatterhouse (TG-16) Full Test Run

SplatterhouseURedux.bk2
In 12:21.78 (44378 frames), 4348 rerecords
Game: Splatterhouse ( PCE, see all files )
687 downloads
Uploaded 9/8/2014 11:17 AM by Samsara (see all 72)

#16719461653126596 - Dragster 5.67

Dragster (1980) (Activision) [!].bk2
In 00:08.51 (510 frames), 1313 rerecords
Game: Dragster ( A2600, see all files )
757 downloads
Uploaded 8/14/2014 10:44 PM by Samsara (see all 72)
I'm starting to figure it out.

#16101113982230901 - Treasure Master - No Health Underflow WIP2

TM-NHUwip2.fm2
In 03:53.27 (14019 frames), 21198 rerecords
1051 downloads
Uploaded 7/18/2014 2:24 AM by Samsara (see all 72)
I implemented a further route improvement found after collecting the bomb, saving about 10 frames. The rest of the stage is almost exactly the same as the published run. All the difference will come from Stage 2 and beyond.

#16056749041711739 - Treasure Master - No Health Underflow WIP1

TMNoHealthUnderflow.fm2
In 01:47.69 (6472 frames), 20848 rerecords
1045 downloads
Uploaded 7/16/2014 2:27 AM by Samsara (see all 72)
This won't be completed for a while, but it was highly requested so I figured I'd at least start it. This is only a second slower than the published run up to this point, even though the boots are collected. There are two more rope boosts that I missed in the published run, so there may be an improvement to the health underflow run in the future, depending on how easily I can implement these two rope boosts and whether or not some of the other ideas I have will work.
The rerecord count is, again, carried over from previous files. I'll edit it away as soon as I remember to.

#15878954632230765 - Treasure Master - Final improvement

TMCompleteFinal.fm2
In 19:15.80 (69462 frames), 7917 rerecords
1728 downloads
Uploaded 7/8/2014 2:16 AM by Samsara (see all 72)
3237 frames faster due to a new skip in the Prize World. This is the last time I'm touching the run.

#15854276760212782 - Treasure Master improvement

TMComplete2.fm2
In 20:09.66 (72699 frames), 7504 rerecords
1421 downloads
Uploaded 7/6/2014 11:36 PM by Samsara (see all 72)
30 frames faster.

#15821523096605510 - Treasure Master - Complete Test Run

TMComplete-compact.fm3
In 20:16.98 (73139 frames), 18640 rerecords
1079 downloads
Uploaded 7/5/2014 12:12 PM by Samsara (see all 72)
Emulator: FCEUX 2.2.2 (with TASeditor)
Had a lovely July 4th and didn't really have much else to do so I, uh, spent the last 8 hours working through the rest of the game.
It's decently optimized, though there's still a lot of work left to do: The prize world code could very well end up different in the final run, fadeout lag needs to be optimized further, I still have to do some testing with some of the tricks I found, and some of the playaround sections could be more entertaining. Thankfully, the game behaves nicely and it shouldn't take more than a day or two to finish up. I'm expecting a final time of around 20:15 after full optimization unless I find something big.
This run gets up through Stage 3 976 frames (00:00:16.27) faster than micro500's WIP, and finishes the game 29,712 frames (08:15.20) faster than CeSaR74's rejected submission. The prize world code entry is all micro500's input since I started working off of his WIP, so if it remains intact by the time I submit the finished run (which is highly likely), then he will be listed as co-author.

#15769420923926888 - Treasure Master - Stage One

TM-compact.fm3
In 05:13.15 (18820 frames), 15426 rerecords
1073 downloads
Uploaded 7/3/2014 3:53 AM by Samsara (see all 72)
203 frames ahead. Most of the time saved is from skipping the boots, but there are small movement optimizations all throughout. The invincibility glitch is activated near the end of the stage.

#15704559200517787 - Treasure Master - Skipping the boots

TMbootskip-compact.fm3
In 01:47.34 (6451 frames), 14901 rerecords
1099 downloads
Uploaded 6/30/2014 5:47 AM by Samsara (see all 72)
This is probably the most boring item skip.
The boots apparently aren't necessary to beat the game, so it seems, and in a TAS using the invincibility glitch it ends up being around 80 frames faster to skip them. However, it could be possible to save more with a different damage route and more optimization (this was only a quick test), and the enemy/platform patterns later on in the stage could be better or worse.

#15601063153038125 - Treasure Master failure

Treasure Master-compact.fm3
In 01:48.67 (6531 frames), 13324 rerecords
1067 downloads
Uploaded 6/25/2014 1:55 PM by Samsara (see all 72)
TAS ADHD is a serious disease. Serious cases can lead to never finishing a run, letting people down, and claiming that everything in Super Mario World is memory corruption. Made in FCEUX 2.2.2 using TAS Editor.
I used the passcode entry from micro500's last posted WIP, which is why the rerecord count is that high. I only used about 723 rerecords from the looks of it. Stage 1 of that WIP syncs in FCEUX 2.2.2 but desyncs in Stage 2. Like everything I've been doing lately, if this run were finished it would not be submitted.
Compared to that WIP, I save 5 frames (I climb the rope 2 frames faster, kick one time less, and something around getting the controller gives me the other two frames), but I lose 3-4 of them (1 frame of lag and a couple frames delaying before that bastard caterpillar). I'm trying to find a way to manipulate that thing into shooting twice like it does in the other WIP. There's a way to manipulate it to shoot later and a way to manipulate it to not shoot at all, but I still have yet to figure out shooting twice.
Either way, I don't have enough health for later, so when I come back to this after the several other projects I have going, I'll start from the beginning.

#14727909881144784 - Superman (GB) WIP

Superman.bkm
In 02:10.31 (7783 frames), 2787 rerecords
Game: Superman ( GB, see all files )
843 downloads
Uploaded 5/17/2014 6:10 AM by Samsara (see all 72)
Through Stage 4. 153 frames faster than my test run so far.
  • Stage 1 faster through better control of Superman and lag reduction.
  • Stage 2 faster through lag reduction.
  • Stage 3 faster through optimizing clipping through the laser beams and a different key route.
  • Stage 4 faster through lag reduction.

#14652230668919737 - Superman (GB) Test Run

Superman (USA, Europe)2.bkm
In 06:04.58 (21776 frames), 2995 rerecords
Game: Superman ( GB, see all files )
852 downloads
Uploaded 5/13/2014 8:22 PM by Samsara (see all 72)
Optimized will definitely be sub-6.

#14639344134878627 - Superman (GB) Test WIP

Superman (USA, Europe)2.bkm
In 03:22.82 (12114 frames), 2240 rerecords
Game: Superman ( GB, see all files )
821 downloads
Uploaded 5/13/2014 6:27 AM by Samsara (see all 72)

#11798099509608219 - Megaman (GG) Star Man v2

mmgg2.bkm
In 01:19.70 (4776 frames), 1816 rerecords
Game: Mega Man ( GG, see all files )
818 downloads
Uploaded 1/5/2014 7:30 AM by Samsara (see all 72)
I did say I had a few frames left to save in the stage itself... 89 frames is a few, right? New strategies, tighter movement optimization and pixel positioning, and reducing 41 lag frames (meaning less charged buster shots and less damage taken).
Stops right before the Star Man fight.

#11704058719620843 - Megaman (GG) Star Man

mmgg.bkm
In 01:37.98 (5871 frames), 1035 rerecords
Game: Mega Man ( GG, see all files )
856 downloads
Uploaded 1/1/2014 1:51 AM by Samsara (see all 72)
343 frames faster than HTWT's rejected submission, 148 frames saved in the stage itself and the rest on the Star Man fight. The Star Man fight is actually 16 frames faster than Mothrayas' when timed from the first hit to the last hit. However, the faster Star Man fight actually wastes far more frames, likely due to Star Man's lower positioning and the fact that it seems to take far longer for the boss explosion to despawn, so I'll need to redo the entire fight and manipulate him better. There are probably some frames to be saved in the stage itself, too, so I might just redo the entire thing.
Okay, bye.

#3335707676084585 - Moon Crystal - Stages 1-5 Complete WIP

Moon Crystal WIP2.fm2
In 06:29.51 (23409 frames), 6680 rerecords
Game: Moon Crystal ( NES, see all files )
1142 downloads
Uploaded 12/20/2012 4:56 AM by Samsara (see all 72)
Completes the first five levels and goes up to the first boss(es) of the 6th. 162 frames ahead of the currently published run, again due to reducing lag and optimizing movement as much as possible. I'm estimating a total of 200-220 frames saved by the end of the run. Made entirely with TASEditor in FCEUX 2.2.0

#3130828309087343 - Moon Crystal - Stages 1-4 Complete WIP

Moon Crystal WIP.fm2
In 04:49.29 (17386 frames), 4752 rerecords
Game: Moon Crystal ( NES, see all files )
1680 downloads
Uploaded 12/10/2012 11:30 PM by Samsara (see all 72)
Completes the first 4 levels and goes through a few screens of the 5th. 125 frames ahead of the currently published run due to lag management and pressing Start to end levels faster. Made entirely with TASEditor in FCEUX 2.2.0

#945331061823418 - Run Saber V2 WIP

Run Saber (U) [!].smv
In 09:05.88 (32753 frames), 5147 rerecords
Game: Run Saber ( SNES, see all files )
1291 downloads
Uploaded 9/3/2012 1:18 PM by Samsara (see all 72)
Improvement WIP, abandoned in favour of a much cleaner and improved version that I'll probably never start.