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#638106872196476149 - Rockman 2: Basic Master (v1.2) - Gemini Further Optimizations

BMGeminiTestV3.fm2
In 00:47.07 (2829 frames), 6792 rerecords
2 comments, 101 downloads
Uploaded 1/30/2023 2:53 PM by Shinryuu (see all 11)
Even more lag handling included.

#638106737559281444 - Rockman 2: Basic Master (v1.2) - Gemini Optimizations

BMGeminiTestV2.fm2
In 00:50.72 (3048 frames), 3868 rerecords
81 downloads
Uploaded 1/30/2023 11:09 AM by Shinryuu (see all 11)
I went through the stage and noticed it makes more sense to drop sooner in that certain enemy screen and go through a wall before that large time save zip skip. I had to find out fast so I used U+D+R method. This saves additional 8 frames.

#638106622834197466 - Rockman 2: Basic Master (v1.2) "Testing Grounds" (Deprecated)

BMGeminiTest.fm2
In 00:50.85 (3056 frames), 3451 rerecords
95 downloads
Uploaded 1/30/2023 7:58 AM by Shinryuu (see all 11)
This is an updated movie for Gemini stage. It is currently 15 frames faster + with less lag frames (which might help with the frame rule stuff). It still needs manipulation for a big refill.

#638051716597929337 - Rockman EXILE (A-H-C-W completed)

BubblemanTestingGrounds.fm2
In 08:49.03 (31794 frames), 27546 rerecords
Game: Rockman Exile ( NES, see all files )
87 downloads
Uploaded 11/27/2022 6:47 PM by Shinryuu (see all 11)
I updated my work after watching icu's published movie. I found a better way to utilize pause method at the cloud area of Airman stage as a bonus. Heatman, Crashman and Woodman contains overall quite a lot of improvements.
  • Air = 88 frames saved (Bird copy needs some attention cause a zip before boss might be possible)
  • Heat = 35 frames saved (One lag frame bothers me and I need to check this out again)
  • Crash = 80 frames saved (Left tube and Item 2 method seems to be pretty good)
  • Wood = 104 frames saved (Item 1 manipulations and compromises, might need some poking)
  • Bubble = Still testing and I want to save Item 1s for stacked setups.

#637931607312440317 - Rockman Exile Improvements (Deprecated)

RMEXILEShinryuu.fm2
In 01:36.94 (5826 frames), 3543 rerecords
Game: Rockman Exile ( NES, see all files )
130 downloads
Uploaded 7/11/2022 6:25 PM by Shinryuu (see all 11)
Because of nostalgia, I decided to open Rockman Exile up and see what I can do. I've entered the boss door 4 frames faster so far at Airman. I found better positions and subpixels to make clouds to appear sooner. I also managed to fetch some subpixels from random places.
I compared against this WIP I found from a rejected submission page and aglasscage posted it there around ten years ago, http://dehacked.2y.net/microstorage.php/info/813642668/ExileTAS_002_woodman.fm2

#637784526224742317 - Rockman 2 Script to track delay scrolls

rm2delaymod.lua
Game: Mega Man 2 ( NES, see all files )
125 downloads
Uploaded 1/22/2022 12:50 PM by Shinryuu (see all 11)
This scripts helps you to track music position and what frames you need to aim for, as long you understand what you're doing. Written by FinalFighter but I added some colors to it.

#637784524099281499 - Rockman 2 Item 1 Values

item1height.lua
Game: Mega Man 2 ( NES, see all files )
123 downloads
Uploaded 1/22/2022 12:46 PM by Shinryuu (see all 11)
This scripts shows Item1s and their "subppixels". You can also use keybindings to change value(s) to track what might be the best setup. This is written by FinalFighter.

#637784520225621489 - Rockman 2 Subpixels

rm2xy.lua
Game: Mega Man 2 ( NES, see all files )
129 downloads
Uploaded 1/22/2022 12:40 PM by Shinryuu (see all 11)
Shows X, Y and their subpixels. Dirty lua script to make your day to shine.

#637784519610263162 - Rockman 2 RAM Addresses

rm2-ramstuff.wch
Game: Mega Man 2 ( NES, see all files )
168 downloads
Uploaded 1/22/2022 12:39 PM by Shinryuu (see all 11)
Shows the following addresses:
  • Frame Counter / Frame Rule
  • Underwater HP Rule
  • Energy values for Item 1, 2 and 3
  • Energy values for other weapons
  • Heatman's Invincibility Timer
  • Number of E-Tanks and Lives

#637784511600329291 - Rockman 2 "The 116 Frames Saved Edition" (Deprecated)

rm2-shinryuu-v2022-85163f-tweaks.fm2
In 23:37.00 (85163 frames), 98663 rerecords
Game: Mega Man 2 ( NES, see all files )
148 downloads
Uploaded 1/22/2022 12:26 PM by Shinryuu (see all 11)
Still alive and kicking. This uses a Japanese version of the game.
  • F = no frames (0 frames ahead)
  • H = no frames (0 frames ahead)
  • A = 10 frames gained (10 frames ahead)
  • C = 8 frames gained (18 frames ahead)
  • Q = 16 frames gained (34 frames ahead)
  • M = no frames (34 framed ahead)
  • B = 39 frames (73 frames ahead)
  • W = 18 frames (91 frames ahead)
  • W1 = 24 frames (115 frames ahead)
  • W2 = no frames (115 frames ahead)
  • W3 = no frames (115 frames ahead)
  • W4 = no frames (115 frames ahead)
  • W5 = no frames (115 frames ahead)
  • W6 = 1 frame saved (116 frames ahead)
  • Total saving: 116 frames
Changelog
  • F = Small tweaks and gameplay changes
  • H = Small tweaks and gameplay changes
  • A = Menu exploit and earlier delay scroll
  • C = One frame earlier delay down scroll, new boss fight
  • Q = Partially skipped first screen (..thanks Crashman fight)
  • M = Small tweaks and gameplay changes
  • B = Lag free and new Item-2 route for even more early delay down scroll
  • W = Using "H" for delay scroll (proved to be impossible for years) and bizarre, yet different lag handling
  • W1 = Frame rule position was now better and I got 24 frames because of that
  • W2 = Small tweaks and gameplay changes, getting a refill to shorten frame rule stuff
  • W3 = Small tweaks and gameplay changes, getting a refill to shorten frame rule stuff
  • W4 = Small tweaks and gameplay changes
  • W5 = Small tweaks and gameplay changes
  • W6 = Menu exploit and small tweaks

#63941115094647713 - Rockman 2 any% optimizations (Deprecated)

09-DrWilyInvestigation-Shinryuu.fm2
In 15:46.11 (56860 frames), 80119 rerecords
Game: Mega Man 2 ( NES, see all files )
310 downloads
Uploaded 6/10/2020 2:08 PM by Shinryuu (see all 11)
I started to work on this shortly after (or rather months later) after the publication of our movie. warmCabin kept poking me about Airman if I could find more optimal way to handle lag and frame counter shift. I worked on this for a long time and I made different movies and setups. I continued when I got 7 frames off the stage but I faced extremely bad Item1 values shortly after that and I've been tinkering with them since then. I've been working on this mostly alone but I let both warmCabin and Maru to add a bit of entertainment value into the business. Changes from them can be seen at Flashman and Heatman stages. You can also follow my subtitles that I wrote (I'll fix them up later). I tried to keep lines as one-liners to avoid garbage on the screen.
  • F = 0 frames (Stylistic changes).
  • H = 1 frames (New item3 zip gave me enough time to eliminate 1 frame of lag during the zip).
  • A = 7 frames ($1C shift with correct lag optimization. This was pretty tight).
  • C = 163 frames (New strategy, Item2 DelayDownScroll. $1C shift optimization).
  • Q = 16 frames ($1C beaten. Different route, thanks to both warmCabin (~5 frames) and RTA speedrunner fastatcc (1/8 of a pixel savings). More Item1 optimization and luck involved).
  • M = 16 frames ($1C beaten. New gate zip method with a lot of Item1 optimization).
  • B = 40 frames (New Item1 buff/fart tech saved me couple of frames and I was able to enter final area just in time to make DelayDownScroll 40 frames faster).
  • W = 7 frames (More lag, more $1C shift. Worked quite well in the end).
  • W1 = Movie ends here at the moment. On my tests I saved 2*16 rules + 8 rule ($1C must point to a multiple of 16 when Mecha Dragon dies. It's off by at least 8 frames so I need to gain those frames somewhere else or lose them like at Bubble or Wood to make this route to work).
These are calculated from my test movie which beats the whole game 72 frames faster. I need $1C to be aligned correctly to achieve this.
  • W2 = 0 frames (Small stylistic changes. Refill rules almost got me there).
  • W3 = 48 frames (Extra 2xItem1s to break 16*3 frame rules with correctly aligned $1C).
  • W4 = 5 frames (New Item3 methods and route. I also saved extra Item1 to be used on W3).
  • W5 = 1 frames (Annoying lag frame is now eliminated at Wily Machine fight with having a good Item1 manipulation).
  • W6 = -21 frames (Item1 got used at W3 this time).