User Files from keylie

Upload All User Files

#20671586675880401 - Ikaruga 2p hard, stage 4 nightmare going on

ikaruga_2p_hard_4-nightmare2.dtm
In 13:20.92 (96112 frames), 35318 rerecords
Game: Ikaruga ( GC, see all files )
1260 downloads
Uploaded 2/8/2015 10:23 PM by keylie (see all 119)
Still on 4-2

#20645935963792335 - Ikaruga 2p hard, stage 4 still nightmare

ikaruga_2p_hard_4-nightmare.dtm
In 13:10.53 (94864 frames), 33195 rerecords
Game: Ikaruga ( GC, see all files )
1197 downloads
Uploaded 2/7/2015 6:39 PM by keylie (see all 119)

#20582447846302153 - Ikaruga 2p hard, stage 4-2

ikaruga_2p_hard_4-2.dtm
In 12:59.50 (93540 frames), 31742 rerecords
Game: Ikaruga ( GC, see all files )
1289 downloads
Uploaded 2/4/2015 10:02 PM by keylie (see all 119)
Beginning of the nightmare :

#20464254086025797 - Ikaruga 2p hard, stage 4-1

ikaruga_2p_hard_4-1.dtm
In 12:29.00 (89880 frames), 30252 rerecords
Game: Ikaruga ( GC, see all files )
1257 downloads
Uploaded 1/30/2015 2:17 PM by keylie (see all 119)

#20336021837369442 - Ikaruga 2p hard, stage 4 beginning

ikaruga_2p_hard_4.dtm
In 11:56.57 (85988 frames), 29275 rerecords
Game: Ikaruga ( GC, see all files )
1218 downloads
Uploaded 1/24/2015 7:41 PM by keylie (see all 119)

#20248811955861456 - Ikaruga 2p hard, stage 3 end of bonus enemies

ikaruga_2p_hard_3-bonus.dtm
In 11:06.65 (79998 frames), 27453 rerecords
Game: Ikaruga ( GC, see all files )
1248 downloads
Uploaded 1/20/2015 9:25 PM by keylie (see all 119)

#20073096243375598 - Ikaruga 2p hard, stage 3 miniboss

ikaruga_2p_hard_3-miniboss.dtm
In 10:35.77 (76292 frames), 0 rerecords
Game: Ikaruga ( GC, see all files )
1143 downloads
Uploaded 1/12/2015 11:30 PM by keylie (see all 119)

#19705864013590164 - Ikaruga 2p hard, stage 3 beginning

ikaruga_2p_hard_3-1.dtm
In 08:37.27 (62072 frames), 22557 rerecords
Game: Ikaruga ( GC, see all files )
1260 downloads
Uploaded 12/27/2014 10:35 AM by keylie (see all 119)

#19406404697276084 - Ikaruga 2p hard, stage 2 almost boss

ikaruga_2p_hard_s2_almostboss.dtm
In 06:25.65 (46278 frames), 18798 rerecords
Game: Ikaruga ( GC, see all files )
1283 downloads
Uploaded 12/13/2014 10:55 PM by keylie (see all 119)
Almost the end of this nightmare. I couldn't get the extra black chain I wanted, you will find two black enemies remaining :(

#19339081509479552 - Ikaruga 2p hard, stage 2-bonus

ikaruga_2p_hard_s2_bonus.dtm
In 06:16.98 (45238 frames), 16791 rerecords
Game: Ikaruga ( GC, see all files )
1292 downloads
Uploaded 12/10/2014 10:09 PM by keylie (see all 119)
No more boxes. Hard part for routing :(

#19208308302027476 - Ikaruga 2p hard, stage 2-boxes

ikaruga_2p_hard_boxes.dtm
In 05:13.08 (37570 frames), 13341 rerecords
Game: Ikaruga ( GC, see all files )
1266 downloads
Uploaded 12/5/2014 12:48 AM by keylie (see all 119)
I hate boxes

#19091009291921987 - Ikaruga 2p hard, stage 2-2

ikaruga_2p_hard_2-2.dtm
In 04:30.02 (32402 frames), 10870 rerecords
Game: Ikaruga ( GC, see all files )
1227 downloads
Uploaded 11/29/2014 6:01 PM by keylie (see all 119)

#18954596001392115 - Ikaruga 2p hard, stage 1 end

ikaruga_2p_hard_s1.dtm
In 03:23.25 (24390 frames), 9851 rerecords
Game: Ikaruga ( GC, see all files )
1292 downloads
Uploaded 11/23/2014 2:34 PM by keylie (see all 119)

#18876154878762685 - Ikaruga 2p hard, stage 1 boss

ikaruga_2p_hard_1-5.dtm
In 02:32.85 (18342 frames), 9038 rerecords
Game: Ikaruga ( GC, see all files )
1125 downloads
Uploaded 11/20/2014 1:47 AM by keylie (see all 119)

#18783767254184936 - Ikaruga 2p hard, stage 1-4

ikaruga_2p_hard_1-4.dtm
In 02:14.02 (16082 frames), 4331 rerecords
Game: Ikaruga ( GC, see all files )
1231 downloads
Uploaded 11/15/2014 9:56 PM by keylie (see all 119)

#18737226679264221 - Ikaruga 2p hard, stage 1 halfway

ikaruga_2p_hard_1-3.dtm
In 01:35.02 (11402 frames), 2634 rerecords
Game: Ikaruga ( GC, see all files )
1233 downloads
Uploaded 11/13/2014 7:38 PM by keylie (see all 119)
Gamecube USA version. Two more chains during 1-3 bonus enemies than known! \o/

#18484576099645314 - ff6 TAS by Catastrophe

ff6_tas_catastrophe.smv
In 4:16:09.60 (923695 frames), 24745 rerecords
1317 downloads
Uploaded 11/2/2014 10:33 AM by keylie (see all 119)
This is an old TAS in 923693 frames by Catastrophe from 2006, never submitted to TASVideos. This run uses the sketch glitch as opposed to the currently published run

#18484027340882326 - ff6 lua script

ff6_bizhawk.lua
1288 downloads
Uploaded 11/2/2014 9:58 AM by keylie (see all 119)
Lua script for ff6 displaying various information in and out of battle, for Bizhawk. Needs the helper lua script

#18483992833778629 - ff6 lua script - helper functions

ff6_bizhawk_helper.lua
1235 downloads
Uploaded 11/2/2014 9:55 AM by keylie (see all 119)
Helper functions for the ff6_bizhawk lua script

#18358557059086853 - FF6 sketch glitch outcome generator

sketch_spells.lua
1194 downloads
Uploaded 10/27/2014 6:21 PM by keylie (see all 119)
For a certain formation mold, this script generates and interprets the rewriting caused by the sketch glitch. The output of the script is a csv file. Here is the description of the content of the spreadsheet. When a cell contains multiple elements separated by a dash, then the sketch glitch cause this element to be overwritten multiple times.

Spell setup = XXYY

  • XX: Aiming byte of 28th spell
 01 (Allies or enemies, single): Safe, Haste, Bserk, Rflect, Shell, Vanish, Life, Life 2
 03 (Allies, single target): Antdot, Remedy, Regen, Life 3
 04 (Allies and enemies, multi target): Quake, W Wind, Merton
 21 (Allies or enemies, single or multi target): Float, Cure, Cure 2, Cure 3
 29 (Allies or enemies, multi or single target): Haste 2
 41 (Enemies or allies, single target): Poison, Drain, Break, Doom, Pearl, Flare, Scan, Slow, Rasp, Mute, Sleep, Muddle, Stop, Imp, Osmose, Dispel
 61 (Enemies or allies, single or multi target): Fire, Ice, Bolt, Fire 2, Ice 2, Bolt 2, Bio, Fire 3, Ice 3, Bolt 3
 6A (Enemies, multi target): X-Zone
  • YY: Queue of 28th spell availability Bit 7: Is the spell currently castable?
 Bit 0-6: Past values.
 Every time the character is casting a spell, or get Imped/Deimped,
 the game checks if the spell is castable, and push bit 0 to the queue if castable, 1 if not. Inited as FF

Command slot = Name (XX/YY/ZZ)

  • XX: Command id
  • YY: Command availability -> Bit 7: Is the command useable?
  • ZZ: Command aiming -> See under

Item slot = Name * Quantity (XX/YY/ZZ)

  • XX: Item flags
 08: Is a shield
 10: Is a weapon
 20: Can be thrown
 40: Is a tool
 80: Not usable as an item in battle
  • YY: Item targeting
 01: Affects single ally or enemy
 02: Affects enemies or allies only
 04: Affects all allies and enemies
 08: Affects all allies or all enemies
 10: Auto-accept default selection
 20: Multiple selection possible
 40: Enemy selected by default
 80: Random selection among all enemies and allies
  • ZZ: Item equipability
 01: Onscreen character 0 can't equip item
 02: Onscreen character 1 can't equip item
 04: Onscreen character 2 can't equip item
 08: Onscreen character 3 can't equip item

Magic slot = Name (XX/YY/ZZ)

  • XX: Spell availability -> See above
  • YY: Spell aiming -> See above
  • ZZ: Spell cost

Engulf variables

  • $3A8A -> Characters that have been engulfed
  • $3A8D -> Active characters at the beginning of the fight
  • $3EBC -> Bit 7 is set if engulf conditions are met:
  1. At least one character engulfed ($3A8A != 0)
  2. All characters at the beginning of the battle have been engulfed ($3A8A == $3A8D)

#14091811520508617 - Chrono Trigger overlay

chronotriggeroverlay.lua
1376 downloads
Uploaded 4/18/2014 2:39 PM by keylie (see all 119)

#13715735465747366 - Chrono Trigger elixir glitch (savestate with gameover)

death.lsmv
In 02:20.66 (8454 frames), 16 rerecords
Game: Chrono Trigger ( SNES, see all files )
1079 downloads
Uploaded 4/1/2014 4:10 PM by keylie (see all 119)

#13715712519445572 - Chrono Trigger elixir glitch (savestate without glitch 2)

noglitcharmor.lsmv
In 02:46.98 (10035 frames), 21 rerecords
Game: Chrono Trigger ( SNES, see all files )
1071 downloads
Uploaded 4/1/2014 4:08 PM by keylie (see all 119)

#13715684510794266 - Chrono Trigger elixir glitch (savestate without glitch 1)

Noglitch.lsmv
In 00:36.32 (2183 frames), 0 rerecords
Game: Chrono Trigger ( SNES, see all files )
1083 downloads
Uploaded 4/1/2014 4:07 PM by keylie (see all 119)

#13715645762272053 - Chrono Trigger elixir glitch (savestate with glitch)

glitch.lsmv
In 01:38.50 (5920 frames), 1 rerecords
Game: Chrono Trigger ( SNES, see all files )
1069 downloads
Uploaded 4/1/2014 4:04 PM by keylie (see all 119)
Generated by lsnes-rr2-beta18
Savestate to try to analyse/disassemble the behaviour of the elixir glitch. This glitch consists on equiping the GreenDream (auto-revive) on one character and have the entire party wiped out. Occasionally, when the character with the GreenDream is revived, the menu will be messed up and you can launch items on enemies. Launching an elixir on Lavos is an insta-kill (HP overflow probably). The problem is to make the glitch happen. It is very rare and sensible to a lot of factors: battle start RNG (for enemy attacks, ATB start, criticals, etc.), equipments, timing of commands... :(
This savestate is just before the Inner Lavos fight, and the glitch will happen. You can see it working if Crono lies down for a few frames after being revived. I also provide some savestates where the glitch does not happen by changing something.