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#75206084705959364 -

Scum+xipo-Ninja Gaiden 2--33105-compact.fm3

Uploaded 10/30/2021 9:51 PM by Scumtron (11 files)

For Ninja Gaiden II: The Dark Sword of Chaos (NES)

In 09:10.84 (33105 frames), 77975 rerecords

517 views, 82 downloads



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#41080965178222342 -

Cybernoid_Screen_Skipping.fm2

Uploaded 8/16/2017 1:48 AM by Scumtron (11 files)

For Cybernoid: The Fighting Machine (NES)

In 01:15.01 (4508 frames), 7702 rerecords

4813 views, 845 downloads



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#39673261103965672 -

Star Wars (Japan) (Namco) Warps_v2.fm2.bk2

Uploaded 6/13/2017 4:17 PM by Scumtron (11 files)

For Nintendo Entertainment System

In 10:36.93 (38279 frames), 34777 rerecords

11112 views, 513 downloads



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#39673240864944278 -

Star Wars (Japan) (Namco) Warps_v2-compact.fm3

Uploaded 6/13/2017 4:16 PM by Scumtron (11 files)

For Nintendo Entertainment System

In 10:36.86 (38275 frames), 34333 rerecords

11124 views, 735 downloads



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#33536839331834764 -

NG1_alternate_lv2.fm3

Uploaded 9/10/2016 7:45 AM by Scumtron (11 files)

For Ninja Gaiden (NES)

In 03:43.94 (13459 frames), 59787 rerecords

11054 views, 1063 downloads


Problem: the bat boost in 2-2C can put Ryu a half-pixel more to the left—enough to reach the exit a frame sooner in this case. But that change would make the next tosser throw an unavoidable knife, negating that tiny improvement.
Solution:
  • use spin slash instead of windmill star to clear 2-2A (-1)
  • take better 2-2C bat boost. now the upcoming tosser cooperates because of the different timing. (-1)
  • kill one enemy with down+b due to lack of ninpo (+1)
  • act II ends a frame sooner (0-1-1+1=-1)
But none of that matters. The tosser-boost in 3-2 is acting as a gatekeeper, and it would take at least another 2 frames of improvement before 3-2 to get past him.

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#32913943235010818 -

NG1_pacifist_WIP136v4.scum-compact.fm3

Uploaded 8/13/2016 6:30 AM by Scumtron (11 files)

For Ninja Gaiden (NES)

In 11:21.41 (40952 frames), 183975 rerecords

11355 views, 1014 downloads


Not sure how much of this can be kept since it's hard to jump into a run like this without knowing the reasons for every decision.
  • 22230-23350: Wasn't sure if some subpixel management was going on here, but I tried something different and it worked.
  • 23412: First guy banished with 3 L-presses.
  • 23670: Climbed the right wall to go over backwards and give up a pixel (R @ 23719) to set up the next two dudes for optimal removal.
  • 24091: Bird spawning late had me worried, but a one frame delay before it gets right of Ryu and another during the boost jump kept things moving.
  • 24346: LR on the first frame of regaining control to trade a half-pixel for one more spawn prevention. Bird ends up being super cooperative too!
Also tossed in a blank frame before the slot 5 guy near the end is scrolled off to fix xsub for 5-2A, but more desyncs are right around the corner.

MESHUGGAH on 8/13/2016 7:40 AM
First of all, nice job! The most important thing is the 5-2 knife bitch. Prematurely adding a blank frame to 5-2 3rd screen to check final screen knife bitch:
As long as it's possible to jump over knife bitch, Ryu need to avoid the knife and jump a few frames later to avoid bird. This situation is much better than the one I've tried with only 5 frames (my RTA boost movie) but I'm not sure if this is OK.
Going to check 5-1 possible improvements (for this input) and resync it up to knife bitch and see what happens.
MESHUGGAH on 8/13/2016 11:22 AM
Quoting MESHUGGAH
Going to check 5-1 possible improvements (for this input) and resync it up to knife bitch and see what happens.
Subpixels (and number of "L"s to vanish enemies) looks optimized, only the ending improvable by jumping further the last platform's edge to avoid 0.0 speed and removing the last empty frame.
  • Previous WIP136v4: 24779
  • Previous WIP136v4 with comment improvement: 24772 (-7)
  • This movie: 24765 with spending the 1HP. (-14)
  • This movie with better ending: 24763 (-16)
feos on 8/13/2016 1:59 PM
Guys you are above sanity.
Hey Scum, you're using taseditor too?
MESHUGGAH on 8/13/2016 2:03 PM
Quoting feos
Hey Scum, you're using taseditor too?
Nope, he is hardcore oldschooler.
Scumtron on 8/13/2016 7:02 PM
Quoting MESHUGGAH
Subpixels (and number of "L"s to vanish enemies) looks optimized, only the ending improvable by jumping further the last platform's edge to avoid 0.0 speed and removing the last empty frame.
Ah, amusing. I changed that jump specifically to avoid the sticky floor and didn't even notice that I didn't delay it enough. My excuse: it was late! So, 2 frames better than I thought. Pretty cool. But now not only is the 5-2D tosser in a really inconvenient range, the 5-3E stick-bump is likely to be ruined too.
Quoting feos
Guys you are above sanity.
Hey Scum, you're using taseditor too?
Not really. I just figured I'd be consistent with the other pacifist uploads, and it has the handy feature of starting at the relevant part.
I could give some bitchy-sounding excuses as to why I still don't use it, but it really just comes down to not having taken the time to adapt.

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#32753807843789730 - Ninja Gaiden 39096 WIP

EDIT-26-WORK--Ninja Gaiden--39096--.fm2

Uploaded 8/6/2016 1:25 AM by Scumtron (11 files)

For Ninja Gaiden (NES)

In 10:50.52 (39096 frames), 82562 rerecords

11421 views, 963 downloads


  • The RTA trick in 5-1 feos found a way to make TAS-worthy the other day only turned out to save 2 frames since it had to be traded for another damage-boost due to health limitations. It's also possible to grab the windmill star in 5-1 and trade 1 frame for 4 more health, but seemingly not without killing the slot 6 bird from the unused boost at the same time.
  • That 2 frame difference set up a new boost in 5-3E which saves another 3 frames. Reaching that point at least 2 frames sooner would also save save another frame, but oh well.
  • Those improvements finally fixed the two tossers in 6-2 that were each costing 1 frame to deal with.

MESHUGGAH on 8/6/2016 11:44 AM
The boost at 5-2 final screen from bird (right before knife bitch) is 3dmg for 3 frames, are you sure it's required/better than spending HP somewhere else?
Scumtron on 8/6/2016 12:19 PM
Quoting MESHUGGAH
The boost at 5-2 final screen from bird (right before knife bitch) is 3dmg for 3 frames, are you sure it's required/better than spending HP somewhere else?
Yeah, good question. But unfortunately, I'm pretty sure. Other than the 5-1 slot 6 bird (2 frames) mentioned above, the only other potential boost I know of is the tosser below the ladder in 5-3B (5 frames, as seen in the published run), and $BF is obviously not anywhere close to making him useful again.
In case anyone else is reading this, here's a breakdown of all the damage in stage 5 right now.
  • 5-1 tosser manipulation: 2 frames/1 hp
  • 5-1 bird summon: uh, lots of frames/3 hp
  • 5-2C cannon boost: again, lots since it avoids backtracking/1 hp
  • 5-2C bullet: 2 frames/2 hp
  • 5-2D bird boosts: 1 frame then 2 at the exit (taking the hit from the other bird instead of killing it would be 2 frames slower)/ 6 hp
  • 5-3E boost: 3 frames/1 hp
MESHUGGAH on 8/7/2016 9:35 AM
Quoting Scumtron
the only other potential boost I know of is the tosser below the ladder in 5-3B (5 frames, as seen in the published run), and $BF is obviously not anywhere close to making him useful again.
I've tested it and yes, even with enough interrupt juggling it would be 11 frames longer to boost from a knife.

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#32086266050401764 - Ninja Gaiden 39103 WIP

scumtron-39103-meshuggah.fm2

Uploaded 7/6/2016 11:54 PM by Scumtron (11 files)

For Ninja Gaiden (NES)

In 10:50.64 (39103 frames), 81489 rerecords

11535 views, 906 downloads


Stage 5-6 from 39110 WIP pasted onto Meshuggah's stage 4 changes with a few tweaks to sync things up again.
  • 5-1: Attacks on frames 22761, 23014 delayed one frame to fix slots 5 & 6 subpix values so 2nd bird-boost works.
  • 6-1: Jumps/attack changed before axe-tosser to avoid axe
  • 6-2A: Check out that club that Ryu nearly runs into. Scary!
  • 6-2B: Jumps/attack changed so tossed axe gets killed and fixes xsub for booster enemy 2 screen ahead
  • 6-2D: Less windmill action for now, $BF causes ghoul to stand in the way
  • 6-2E: Tosser still not cooperating, so still losing 1 frame to get through here. Adjusting spawn iterator (interrupt@33781) in dead frames on platform jumps isn't quite enough to fix it either.
  • 6-3C: disc-guy killed one frame earlier so the bird cooperates. (xsub again)
I still haven't looked at the 4-2 changes closely. Not expecting to improve it, but I should probably at least know that for myself

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#16204503253094566 - Skip the Stom fight, still get Telepathy

theaxeman2-crystalis_stomskip.fm2

Uploaded 7/22/2014 6:09 PM by Scumtron (11 files)

For Crystalis (NES)

In 05:25.03 (19534 frames), 425895 rerecords

10335 views, 1000 downloads



Download (293.27 KB) Info

#972266551336246 - Ninja Gaiden Glitch

Ninja Gaiden--$75=04.fm2

Uploaded 9/4/2012 6:25 PM by Scumtron (11 files)

For Ninja Gaiden (NES)

In 00:46.09 (2770 frames), 0 rerecords

16658 views, 1149 downloads


Taking damage on the same frame as killing a boss results in $75 being set to 4, where normally $75 is always 0. This can occasionally prevent speed values from being added to enemy projectile positions, illustrated here with the bullet-boost leaving 4-1A causing a desync (though other bullets in the level are affected too).
trace logs from frame 487 for both taking and not taking damage: http://pastebin.com/sqkrSDe7 http://pastebin.com/zFeBTbUq (I have not yet analyzed these)
edited trace logs corresponding to frames 2536-2537 in this movie, for $75=0 and $75=4: http://pastebin.com/DeW5DMMV http://pastebin.com/N1zYULW0

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