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

ikaruga_2p_hard_boxes.dtm
In 05:13.08 (37570 frames), 13341 rerecords
Game: Ikaruga (GC)
10821 views, 1197 downloads
Uploaded 12/5/2014 12:48 AM by keylie (114 files)
I hate boxes

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

ikaruga_2p_hard_2-2.dtm
In 04:30.01 (32402 frames), 10870 rerecords
Game: Ikaruga (GC)
10815 views, 1159 downloads
Uploaded 11/29/2014 6:01 PM by keylie (114 files)

#18954596001392115 - Ikaruga 2p hard, stage 1 end

ikaruga_2p_hard_s1.dtm
In 03:23.25 (24390 frames), 9851 rerecords
Game: Ikaruga (GC)
10833 views, 1226 downloads
Uploaded 11/23/2014 2:34 PM by keylie (114 files)

#18876154878762685 - Ikaruga 2p hard, stage 1 boss

ikaruga_2p_hard_1-5.dtm
In 02:32.85 (18342 frames), 9038 rerecords
Game: Ikaruga (GC)
10859 views, 1057 downloads
Uploaded 11/20/2014 1:47 AM by keylie (114 files)

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

ikaruga_2p_hard_1-4.dtm
In 02:14.01 (16082 frames), 4331 rerecords
Game: Ikaruga (GC)
10841 views, 1161 downloads
Uploaded 11/15/2014 9:56 PM by keylie (114 files)

#18737226679264221 - Ikaruga 2p hard, stage 1 halfway

ikaruga_2p_hard_1-3.dtm
In 01:35.01 (11402 frames), 2634 rerecords
Game: Ikaruga (GC)
10853 views, 1175 downloads
Uploaded 11/13/2014 7:38 PM by keylie (114 files)
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
Game: Final Fantasy VI (SNES)
17030 views, 1221 downloads
Uploaded 11/2/2014 10:33 AM by keylie (114 files)
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
17466 views, 1189 downloads
Uploaded 11/2/2014 9:58 AM by keylie (114 files)
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
16732 views, 1141 downloads
Uploaded 11/2/2014 9:55 AM by keylie (114 files)
Helper functions for the ff6_bizhawk lua script

#18358557059086853 - FF6 sketch glitch outcome generator

sketch_spells.lua
17232 views, 1105 downloads
Uploaded 10/27/2014 6:21 PM by keylie (114 files)
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)
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