User Files for dwangoAC

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#46055995818163805 - 3-D Battles of WorldRunner 1 and 2 WIP 2016-07-19


Uploaded 3/28/2018 3:03 AM by dwangoAC (41 files)

For Nintendo Entertainment System

In 01:26.30 (5187 frames), 72 rerecords

11561 views, 746 downloads

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#46055922858869420 - 3-D Battles of WorldRunner 1 and 2 WIP


Uploaded 3/28/2018 2:58 AM by dwangoAC (41 files)

For Nintendo Entertainment System

In 02:04.26 (7468 frames), 30 rerecords

11595 views, 773 downloads

In 2016 at a time when GDQ prep was not insane and before my life was as chaotic as it is now, I started a silent project I told no one about. This file works in both 3-D Battles of WorldRunner 1 as well as 3-D Battles of WorldRunner 2 (ignore the checksum error on the second game). This aims to complete the game as fast as possible with an emphasis on entertainment. I'm posting this WIP now now to show what else is possible. This WIP stops around the end of the first level(s).

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#41432820308516273 - BizHawk replay file dumpscript of unknown origin


Uploaded 8/31/2017 10:06 PM by dwangoAC (41 files)


11745 views, 828 downloads

This is a script from quite some time ago that seems to now be broken.

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#33691566749055448 - SMB3 Battle Mode watch file


Uploaded 9/17/2016 6:59 AM by dwangoAC (41 files)

For Super Mario Bros. 3 (NES)

28269 views, 1210 downloads

This file shows the SMB3 battle mode in memory order.

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#28997585942901671 - Doom is part of my heritage, and this is a surviving file


Uploaded 2/18/2016 9:31 PM by dwangoAC (41 files)

For Doom II: Hell on Earth (DOOM)

In 00:03.11 (109 frames), 0 rerecords

9408 views, 1086 downloads

Run with doombot using the following arguments:
-deathmatch -warp 1 -skill 5 -ctf -file ikbastex.wad octf.wad -nodes octf.nod +teamplay 1 -playdemo octfac51 +exec ctfteam.cfg %1 %2 %3 %4 %5 %6 %7
Now, this is so archaic that it would be a miracle if anyone managed to get it to work and it probably isn't worth it but I didn't want to lose this. Enjoy, if you dare!

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#27793144712275990 - Wolfenstein 3D input and display script


Uploaded 12/26/2015 3:42 PM by dwangoAC (41 files)


13536 views, 872 downloads

This script requires a custom build of jpc-rr to properly connect the controller to mouse input and also shows important information on the screen.

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#27736909518903421 - File test for Pokemon Red


Uploaded 12/24/2015 2:55 AM by dwangoAC (41 files)

For Super Game Boy

In 04:17.16 (15455 frames), 1542 rerecords

13205 views, 778 downloads

This is pretty evil; I'm uploading with the wrong gametype to get past the not-yet-complete lsmv file check. To play this movie in an appropriate lsnes emulator with an SGB core, open the .lsmv file, edit gametype, and add the word gambatte_ at the front, to change "sgb_ntsc" to "gambatte_sgb_ntsc".

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#26941437923505036 - Final Pokemon Red payload from AGDQ 2015


Uploaded 11/18/2015 7:08 AM by dwangoAC (41 files)


In 02:09.67 (7780 frames), 253 rerecords

14126 views, 1011 downloads

This is the final Pokemon Red movie file that was presented at AGDQ 2015. This version includes the full Twitch chat payload as well as other content that is accessible when specific buttons are sent after the payload has completed.
Or rather, this *would* be that movie, but it's in such a strange format because of the use of SGB that it can't be uploaded here, so I've uploaded the actual movie file to:
(Yes, it took 31 tests before we reached the final payload, but that's 31 tests *after* we got the exploit working.)

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#26379843736052819 - Another attempt at TI-83 "Snake" (BMAMBA)


Uploaded 10/24/2015 12:08 AM by dwangoAC (41 files)

For Texas Instruments TI-83 Series

In 02:24.81 (8689 frames), 402 rerecords

13534 views, 750 downloads

This is the result of work from scahfy and Weregoose to create the game using a much more efficient method followed by my attempts to TAS it. My biggest concern is that this may not be enough of a difference to be publishable. This version of Snake does not place food pieces inside of the snake which means the position of the snake's body can be used to somewhat manipulate where food will appear (although much less so in the early game). This version also re-seeds the RNG at the segment drawing edge if a direction is pressed (other than back in the direction the snake is coming from). The effect is that you can press a button once per segment redraw and re-seed the RNG, but this makes things go slower because it takes more frames to re-seed the RNG.
Ultimately, if there's no piece nearby you can reposition yourself (very ineffective in the early game it would appear) or you can make yourself go slower in the hopes that you can make food appear closer to you. The catch is this method effectively has as many opportunities to manipulate the RNG as there are segments left to draw. This leads to an annoying catch-22 - you can manipulate a new piece of food next to you but if you do that, say, two spaces away from you you now only have two opportunities to manipulate a good position on the next apple that appears.
At any rate, I'd like feedback on whether this is worth continuing. My best estimate is that this will clock in at a good 12 minutes or longer.

Weregoose on 10/24/2015 10:03 AM
I'm positive that BizHawk's not emulating something properly. The speed delivered here is half of what it is on physical hardware, and not just the LCD display, but the ASM processing in the background before the game begins. No movies ought to be judged/published until this can be rectified somehow.

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#25951091922111736 - Blockout 5x5x5 maximum score run


Uploaded 10/4/2015 4:43 PM by dwangoAC (41 files)

For Atari Lynx

In 00:48.36 (2897 frames), 3388 rerecords

13805 views, 790 downloads

This movie file demonstrates a hardest-possible scenario in the game Blockout and demonstrates clearing a 5x5x5 pit on the highest difficulty.

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