User Files for aiqiyou

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#75400318903724162 -

Super C 40790F.fm2

Uploaded 11/8/2021 3:47 PM by aiqiyou (7 files)

For Super C (NES)

In 11:18.71 (40790 frames), 79678 rerecords

451 views, 54 downloads


aiqiyou on 11/8/2021 3:51 PM
I need to confirm again and summit it tomorrow

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#75331306018907325 - zyr2288 & aiqiyou Super C WIP

zyr2288 & aiqiyou Super C WIP.fm2

Uploaded 11/5/2021 1:12 PM by aiqiyou (7 files)

For Super C (NES)

In 11:39.71 (42052 frames), 73107 rerecords

456 views, 42 downloads


Closing phase in progress.

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#73456931896164389 - Amend re-record count.

Contra.fm2

Uploaded 8/13/2021 3:17 AM by aiqiyou (7 files)

For Contra (NES)

In 08:37.63 (31109 frames), 88888 rerecords

1261 views, 135 downloads


Download (715.77 KB) Info

#71327616442627068 - Contra-2Players TAS 1 frame quick in the 3rd tunnel of Base 2

Contra-2Players TAS 1 frame quick in the 3rd tunnel of Base 2.fm2

Uploaded 5/9/2021 5:49 AM by aiqiyou (7 files)

For Contra (NES)

In 03:06.22 (11192 frames), 80886 rerecords

1952 views, 164 downloads


We have a new idea in the 3rd tunnel of Stage 4, it can save 1 frame in 2 Players TAS. This also can be used in 1 Player TAS, it will save about 4 frames in 1 Player TAS.

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#67004687475887368 -

Arumana no Kiseki 29064F.fm2

Uploaded 10/26/2020 1:23 PM by aiqiyou (7 files)

For Arumana no Kiseki (FDS)

In 08:03.60 (29064 frames), 59651 rerecords

1841 views, 275 downloads


Download (436.24 KB) Info

#65950171267733022 - NES Contra-game crash glitch

NES Contra-game crash glitch.fm2

Uploaded 9/9/2020 1:37 AM by aiqiyou (7 files)

For Contra (NES)

In 02:36.09 (9381 frames), 43343 rerecords

5046 views, 298 downloads


There have a game crash glitch at the third BOSS. I want to know if anyone can find something magical out of it.

DJ Incendration on 9/9/2020 8:15 AM
How would people find magical things out of a crash? Doesn't a crash mean no more progress? I'm confused, and I don't know how I'd even begin looking.
ThunderAxe31 on 9/9/2020 8:51 AM
Quoting DJ Incendration
How would people find magical things out of a crash? Doesn't a crash mean no more progress? I'm confused, and I don't know how I'd even begin looking.
Sometimes, finding a way to crash a game can allow to develop a way to ACE (aka arbitrary code execution). In order to do more researches, it's necessary to perform debugging or disassembling of the game code executed during the crash.
DJ Incendration on 9/9/2020 7:13 PM
Quoting ThunderAxe31
Quoting DJ Incendration
How would people find magical things out of a crash? Doesn't a crash mean no more progress? I'm confused, and I don't know how I'd even begin looking.
Sometimes, finding a way to crash a game can allow to develop a way to ACE (aka arbitrary code execution). In order to do more researches, it's necessary to perform debugging or disassembling of the game code executed during the crash.
Now that's something I'm not good at. I've never done something like that before.

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#61696386823130679 - NES-Battle City 74F quick Stage35

NES-Battle City 74F quick Stage35.fm2

Uploaded 3/1/2020 11:56 AM by aiqiyou (7 files)

For Battle City (NES)

In 00:30.51 (1834 frames), 21294 rerecords

2785 views, 395 downloads


I tried to do a TAS of NES Battle City, but too difficult luck control had to let me give it up. In Stage 35, I got an improvement with 74 frames. But obviously the improvement is not perfect either.
The minimum time difference between enemy tanks' emergence is 31 frames. When six enemy tanks appear on the screen, if you kill the enemy's fast tanks, the next tank will appear in 25 frames, of course, if it's less than 31 frames away from the previous tank,.the time will be 31 frames. If you kill the enemy's regular or armored tanks, the time will be 49 frames(Sometimes it will be 48 frames). The 11th tank of each stage will appear in advance, I guess it's because it's the first armored tank.
If you want to make your tank move faster, you need to press one frame button in the direction of 90 degrees in the moving direction regularly, so that you can move to the coordinate value of multiple of 8 in an instant. This kind of game setting leads to the slow production of TAS, which needs to be handled carefully every time it moves, and I can't bear a lot of luck control in 2P mode.

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