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#639028146024353858 - NES Obake no Q Tarou: Wan Wan Panic: going to hell with pause glitch

ObaQ-PauseGlitch.fm2
In 00:16.640 (1000 frames), 822 rerecords
System: Nintendo Entertainment System
13 downloads
Uploaded 3 days ago by TaoTao (see all 107)
This game is Famicom version of Chubby Cherub.
You can zip through floors and go to hell with precisely-timed pauses. (probably, it is nesessary to unpause on 8*n frames)
EDIT: You can also zip through ceilings, but it is essentially the same as zipping through floors. (You can go to hell by overflowing y-coordinate, but it seems that you can't go to heaven with this glitch.)

#638919203344564984 - NES Saint Seiya: Ougon Densetsu (J): battle cursor glitch

SaintSeiya-CursorGlitchMore.fm2
In 00:19.800 (1190 frames), 452 rerecords
102 downloads
Uploaded 8/27/2025 7:38 PM by TaoTao (see all 107)
You can also perform the cursor glitch in battle scenes. And, you can manipulate the skill attack powers $06CC-$06D0 with this glitch. In this movie, I changed the attack power of the normal punch ($06CC) from 4 to 24, and instakilled Marin.

#638900920704587840 - NES Golf-kko Open (J): gangster events (to-par score: -43)

GolfKoOpen-PwEvent.fm2
In 18:47.690 (67773 frames), 4270 rerecords
System: Nintendo Entertainment System
97 downloads
Uploaded 8/6/2025 3:47 PM by TaoTao (see all 107)
To execute there events, your gross score must be 40 or below when you reach the 16th hole. (This condition is somewhat difficult for normal human players...)

#638890231890044561 - NES Vice Project Doom (U): unknown glitch to create an invisible conveyor in 8-2

ViceProjectDoom-ConveyorGlitch.fm2
In 00:10.650 (640 frames), 231 rerecords
110 downloads
Uploaded 7/25/2025 6:53 AM by TaoTao (see all 107)
Poahr found a glitch to create an invisible conveyor in 8-2, and I reproduced it on FCEUX.
I haven't analyzed this yet. It might be related to the terrain buffer ($0400-$05FF) ?
EDIT: This movie uses a wallzip boost along the way, but it will be unrelated to this glitch. (I was able to reproduced this glitch without wallzip boost)

#638869845596009355 - NES Deep Dungeon 4 (J): TAS testrun

DeepDungeon4-tas-20250701.fm2
In 07:24.850 (26735 frames), 5130 rerecords
System: Nintendo Entertainment System
106 downloads
Uploaded 7/1/2025 4:35 PM by TaoTao (see all 107)
Just a wip. Not so tightly optimized.
  • You will be able to achieve better RNG manipulation with SubNesHawk, because this game updates the RNG every time it polls an input.
  • If a NMI occurs while the game updates the RNG, it changes the random number sequence (because NMI itself also updates the RNG). This makes RNG manipulation somewhat complicated...

#638858655885936211 - NES Bard's Tale (J): reset glitch (on FCEUX)

BardsTale1J-ResetGlitch.fm2
In 00:04.830 (290 frames), 3 rerecords
System: Nintendo Entertainment System
2 comments, 100 downloads
Uploaded 6/18/2025 5:46 PM by TaoTao (see all 107)
If you start the game with Up+Start input, the game seems to perform an undefined behavior (reset on FCEUX).
This is not a in-game code. The game fails to switch bank appropriately, and executes $00-. This game doesn't initialize this memory area on boot, so the actual behavior will depend on initial RAM state.
Probably, the cause of the wrong bank switching is that the game executes the "step forward" process before entering the guild. In this situation, the party member count is zero, so the loop at $C80A is executed 256 times, and it does many wrong memory accesses via wrong hero pointers. This wrong memory accesses seems to corrupt the write counter of MMC1.

#638828217928633941 - NES Advanced Dungeons & Dragons: Pool of Radiance (J): TAS testrun

PoolOfRadianceJ-testrun03-20250514-extended.fm2
In 09:54.850 (35750 frames), 3055 rerecords
System: Nintendo Entertainment System
118 downloads
Uploaded 5/14/2025 12:16 PM by TaoTao (see all 107)
I refered this RTA video.
  • Beating Tyranthraxus: 20664 frames (5:43.83)
  • Getting a reward for beating Tyranthraxus: 35750 frames (9:54.85)
This run will be improvable with better RNG manipulation, etc.

#638776519360592500 - NES Ys 1 (J): crash glitch

Ys1-CrashGlitch.bk2
In 00:26.340 (1583 frames), 13 rerecords
System: Nintendo Entertainment System
120 downloads
Uploaded 3/15/2025 4:12 PM by TaoTao (see all 107)
Accidentally I found a crash glitch, but I haven't investigated the details yet.
It seems that you have to equip no weapon. (And, you might have to go down with an enemy?)

EDIT (2025/03/20): In this glitch, the game seems to fail to switch banks correctly. This game assumes that the main thread is always loading PRG 14 when a NMI is triggered, but in this movie, the main thread is loading PRG 5 when a NMI is triggered. So, after returning from the NMI, the main thread resumes from PRG 14 instead of PRG 5, and crashes.

#638766556886261999 - NES Ikari Warriors (U): double flying glitch, with transformation glitch (using dupe glitch)

IkariWarriors-DoubleFlyingGlitchDupe.fm2
In 06:16.210 (22610 frames), 28 rerecords
Game: Ikari Warriors ( NES, see all files )
131 downloads
Uploaded 3/4/2025 3:28 AM by TaoTao (see all 107)

#638766556090678934 - NES Ikari Warriors (U): double flying glitch, with transformation glitch (not using dupe glitch)

IkariWarriors-DoubleFlyingGlitch.fm2
In 06:28.610 (23355 frames), 42 rerecords
Game: Ikari Warriors ( NES, see all files )
128 downloads
Uploaded 3/4/2025 3:26 AM by TaoTao (see all 107)

#638764373754349308 - NES Ikari Warriors (U): transform glitch (changing a tank into a heli)

IkariWarriors-TransformGlitch.fm2
In 01:18.370 (4710 frames), 43 rerecords
Game: Ikari Warriors ( NES, see all files )
141 downloads
Uploaded 3/1/2025 2:49 PM by TaoTao (see all 107)

#638721789010637317 - NES Lot Lot (J): screen glitch with rapid pausing

LotLot-ScreenGlitch.fm2
In 00:30.850 (1854 frames), 297 rerecords
System: Nintendo Entertainment System
120 downloads
Uploaded 1/11/2025 7:55 AM by TaoTao (see all 107)
You can do swap operations during rapid pausing. In this movie, I enable redraw flags for all rooms, and the game fails to update some VRAM in time.
But this glitch only affects drawings, so I think it is not so useful.
EDIT: Probably you can corrupt the PPU transfer queue ($0400-$04FF, typical ring buffer) with this technique. For example, if you write a length=253 entry to the queue, the NMI thread will loop infinitely. But anyway, I think it will be extremely difficult to take advantage of this for TAS.

#638650442897447472 - NES Wizardry (J): save glitch test

WizardryJ-SaveGlitchTest.bk2
In 00:33.010 (3859 frames), 3247 rerecords
182 downloads
Uploaded 10/20/2024 6:04 PM by TaoTao (see all 107)
This game often backups hero structs. And, if a hero struct has wrong checksum/CRC, the game restores it from the backup. I crafted a fake backup struct on SRAM (with z3 solver), and created an amulet by changing name.
On Famicom version, the game displays a logo every time you reset, so this movie is not so fast. If this save glitch can be executed on NES version, it will be quite fast. But, it might be more difficult to execute this on NES version, because you can use fewer character kinds for a hero name.

#638596894564787259 - NES Mirai Shinwa Jarvas (J) TAS

Jarvas-tas-20240816.fm2
In 1:02:14.820 (224458 frames), 29718 rerecords
System: Nintendo Entertainment System
145 downloads
Uploaded 8/19/2024 6:37 PM by TaoTao (see all 107)
This improves narimasa's TAS on nicovideo (part1, part2, part3) by about 16 minutes.
Objectively, this game will be quite bad. But it was interesting for me to optimize this run.

#638551782606195767 - FDS Moonball Magic (J): TAS made in 2009, resynced for FCEUX 2.6.6

MoonBallMagic-tasv1-20090807-resync.fm2
In 03:48.140 (13711 frames), 5 rerecords
Game: Moonball Magic ( FDS, see all files )
165 downloads
Uploaded 6/28/2024 1:31 PM by TaoTao (see all 107)
EDIT: if you newly tas this game, probably you should use NesHawk/SubNesHawk. Because, this game doesn't use NMI and uses PPU_STATUS ($2002) to wait VBLANK. FCEUX doesn't emulate the race-condition of PPU_STATUS, so an effective FPS differs between FCEUX/NesHawk. (FCEUX: 60.10, NesHawk: ~58. for details, see NesDev Wiki)
On SubNesHawk, You might be able to avoid the drop-frames by using the sub-frame pauses, but it will need the dev-build of BizHawk, because BizHawk 2.9.1 doesn't support FDS disk operations on SubNesHawk.

I made this in 2009, and now resynced this for FCEUX 2.6.6 (just removed some frames).
I couldn't resync this for NesHawk. (desynced at stage 2, and FDS load times quite differ)

#638548422442451009 - NES Tanigawa Kouji no Shougi Shinan 3 (J): a cheat to clear the Meijinsen mode

Tanigawa3-MeijinCheat.fm2
In 00:45.510 (2735 frames), 491 rerecords
System: Nintendo Entertainment System
147 downloads
Uploaded 6/24/2024 4:10 PM by TaoTao (see all 107)
Put your king to 27, and put your rook to 28. And, try to move your king to the opponent king.

#638511811549801985 - SNES Same Game (J): SameGame "medium" mode score 2229

SameGameSFC-tas-medium-score2229.bk2
In 00:43.940 (2641 frames), 599 rerecords
Game: Same Game ( SNES, see all files )
226 downloads
Uploaded 5/13/2024 7:12 AM by TaoTao (see all 107)

#638510427681392753 - SNES Same Game (J): SameGame "easy" mode score 844

SameGameSFC-tas-small-score844.bk2
In 00:49.840 (2995 frames), 1057 rerecords
Game: Same Game ( SNES, see all files )
1 comment, 216 downloads
Uploaded 5/11/2024 4:46 PM by TaoTao (see all 107)
Probably highest, but...
  • I didn't care about hash collisions, so some unfortunate collisions might hide the optimal solution (though I think this probability is low).
  • I haven't completely understood about the RNG.

#638410278864544870 - NES Hokuto no Ken 4 (J): moonwalk glitch, getting very strong Kazemaru

Hokuto4-MoonWalkGlitch.fm2
In 02:25.190 (8726 frames), 766 rerecords
199 downloads
Uploaded 1/16/2024 6:51 PM by TaoTao (see all 107)
You can zip through some obstacles with U+D / L+R inputs.
When Kazemaru joins, his level will be (the main hero's level) - 1. So, if the main hero's internal level is 0, Kazemaru's internal level will be 255.
But anyway, you have to win the 1on1 battle against the last boss, and it will take a long time to earn levels. I hope there are some more glitches to solve this problem.

#638402593442805940 - NES Kaettekita! Gunjin Shogi: Nanya Sore!? (J): ending cheat

GunjinShogiNanyasore-EndingCheat.bk2
In 00:00.830 (136 frames), 149 rerecords
260 downloads
Uploaded 1/7/2024 9:22 PM by TaoTao (see all 107)
Slower than the DPCM exploit.

#638402592738797547 - NES Kaettekita! Gunjin Shogi: Nanya Sore!? (J): DPCM exploit, starts from zero-cleared RAM

GunjinShogiNanyasore-ZeroRam.bk2
In 00:00.560 (1903 frames), 553 rerecords
1 comment, 266 downloads
Uploaded 1/7/2024 9:21 PM by TaoTao (see all 107)
On the default RAM setting, there are no sound in the ending...

#638365738177104719 - NES Super Pinball (J): testrun (3087 frames)

SuperPinball-testrun-3087f.fm2
In 00:51.370 (3087 frames), 7376 rerecords
Game: Super Pinball ( NES, see all files )
202 downloads
Uploaded 11/26/2023 5:36 AM by TaoTao (see all 107)
Just a testrun. Probably improvable with better RNG manipulation, etc.
When a ball bounces by bumpers etc., you can sometimes manipulate the direction of the ball with input. (Probably the address $5A affects.)
This movie syncs on NesHawk as is, but I confirmed that another .fm2 movie only partially syncs on NesHawk.
Memory map:
addrtypedescription
$37u16leball position x (subpx)
$39u16leball position y (subpx)
$3Bi16leball velocity x (subpx)
$3Di16leball velocity y (subpx)
$5Au8affects the bounce direction of the ball (can be manipulated with input)

#638356646232826674 - NES Cadillac in 2:15.14

Cadillac-tas-20231113.bk2
In 02:15.139 (8122 frames), 1385 rerecords
Game: Cadillac ( NES, see all files )
227 downloads
Uploaded 11/15/2023 5:03 PM by TaoTao (see all 107)
Not theoretically optimal solution. I bruteforced only for endgame. Until the end of midgame, I used beam search to enumerate good positions.

#638326357521741889 - NES Might and Magic (U): 5m00s TAS

MightAndMagic-tas-20231011-DuskSolo.bk2
In 05:00.700 (23546 frames), 2034 rerecords
238 downloads
Uploaded 10/11/2023 3:42 PM by TaoTao (see all 107)
I might submit this.

#638323834760330518 - Nes Might and Magic (J): 5m28s TAS

MightAndMagicJ-tas-20231008.bk2
In 05:28.230 (30323 frames), 5568 rerecords
1 comment, 248 downloads
Uploaded 10/8/2023 5:37 PM by TaoTao (see all 107)
I might submit this.
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