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#638604746941762872 - anti idle truncated(real)

ruffle2.ltm
In 15:23.83 (36953 frames), 16843 rerecords
11 downloads
Uploaded 10 days ago by xy2_ (see all 138)
real

#638603753655271418 - truncated anti idle

ruffle2.ltm
In 15:25.68 (37027 frames), 16839 rerecords
13 downloads
Uploaded 11 days ago by xy2_ (see all 138)
truncated

#638442317375667292 - MoS2 commentary

lossless.srt
48 downloads
Uploaded 2/22/2024 8:48 PM by xy2_ (see all 138)
commentary

#638442316946099112 - MoS2 extended input

final - extended input.bk2
In 39:22.78 (141123 frames), 106194 rerecords
51 downloads
Uploaded 2/22/2024 8:48 PM by xy2_ (see all 138)
extended input, skips end cutscene

#68775810272403449 - Metroid luacanvas version

metroid-vis-v3-luacanvas.lua
Game: Metroid ( NES, see all files )
260 downloads
Uploaded 1/14/2021 7:42 AM by xy2_ (see all 138)

#68694099068425650 - Ketsui Death Label Extra WIP

ketsui death label extra tas.bk2
In 01:11.55 (4300 frames), 1974 rerecords
261 downloads
Uploaded 1/10/2021 3:23 PM by xy2_ (see all 138)

#68688106105809099 - Ketsui Death Label Extra Mode Unlock

ketsui death label unlock extra.bk2
In 49:58.33 (180196 frames), 31 rerecords
259 downloads
Uploaded 1/10/2021 8:54 AM by xy2_ (see all 138)
Goes through Ketsui Death Label and unlocks Extra Mode. ROM: Ketsui - Death Label (2812) (JP) SHA1: 6073F952622FC2A380973BBA9116D33403BB8CB0
Bizhawk 2.5.2 Firmware on. Blank out any firmware settings in DS > Sync Settings: check "Boot to Firmware", and click Default on the bottom left to reset all settings.
You need both ARM7, ARM9 and your own firmware. Your firmware will not be accepted by BizHawk: right click on the NDS "firmware" entry, check "Set Customization", then import your firmware.
firmware.bin SHA1: AE22DE59FBF3F35CCFBEACAEBA6FA87AC5E7B14B (but should sync with other firmwares)

#68581123126351736 - Zelda NES lua script

zeldanes.lua
258 downloads
Uploaded 1/5/2021 1:16 PM by xy2_ (see all 138)
For Zelda NES bootleg

#68382326867286620 - Shaman King: Master of Spirits lua

sk1.lua
253 downloads
Uploaded 12/27/2020 2:24 PM by xy2_ (see all 138)

#68381684260536530 - Shaman King: Master of Spirits Full TAS

sk1tas.bk2
In 1:04:26.03 (230908 frames), 201060 rerecords
254 downloads
Uploaded 12/27/2020 1:43 PM by xy2_ (see all 138)
In case my computer dies before I submit.

#68296857328378114 - Shaman King: Master of Spirits TAS progress

sk1tas.bk2
In 51:33.78 (184784 frames), 185498 rerecords
264 downloads
Uploaded 12/23/2020 6:02 PM by xy2_ (see all 138)
ROM: 1762 - Shaman King - Master of Spirits (U)
SHA1 4A0FECDF90055FE1934B54D10E47B46AC399AECD

#56876260182677125 - Shaman King - Master of Spirits TAS WIP

Shaman King - Master of Spirits (USA) TAS WIP.bk2
In 38:18.89 (137307 frames), 154059 rerecords
429 downloads
Uploaded 7/28/2019 10:06 AM by xy2_ (see all 138)
BizHawk 2.2.1 Shaman King 1, (U) rom up to about half of the game

#49578713276367729 - 7-08 Plummet Chasm 58.06

7-07.dsm
In 00:23.10 (1382 frames), 747 rerecords
738 downloads
Uploaded 9/2/2018 6:34 PM by xy2_ (see all 138)
Syncs on 0.9.11. Easy to tie, will be significantly less trivial to break it. I spent zero effort on the boost, so that will likely be the path to take for optimization. The more frames you spend holding up-right after the fall, the higher the angle is, but the better your speed. I chose the sharpest angle but couldn't get a 08 with this boost&fall.

#49555930893289723 - 10-04 Scraper Descent 56.90

10-04.dsm
In 00:31.48 (1883 frames), 11157 rerecords
759 downloads
Uploaded 9/1/2018 5:57 PM by xy2_ (see all 138)
Syncs on 0.9.9. The same baseline: boost, fall fast, glitch bounce, sidegoal. The difference is we sidegoal off the left rather than the right, which is faster because the distance we have to travel between the bounce and sidegoal is lower. Now it's .90!

#49555125391631075 - T&R 10-04 Scraper Descent .88 TAS

10-04.dsm
In 00:32.29 (1932 frames), 11104 rerecords
736 downloads
Uploaded 9/1/2018 5:04 PM by xy2_ (see all 138)
Syncs on 0.9.9. The same baseline: boost, fall fast, glitch bounce, sidegoal. The difference is we sidegoal off the left rather than the right, which is faster because the distance we have to travel between the bounce and sidegoal is lower. Given some optimisation, this may reach a .90 time.

#49314288724445360 - T&R World 2 Resynced

world2.dsm
In 02:03.66 (7398 frames), 258 rerecords
734 downloads
Uploaded 8/21/2018 8:46 PM by xy2_ (see all 138)
Syncs on 0.9.11

#49313321881822496 - lua with timer change

smb.lua
742 downloads
Uploaded 8/21/2018 7:43 PM by xy2_ (see all 138)

#49293485017411204 - 9-03 Motion Gear 55:68

motion gear 5545.dsm
In 00:35.99 (2153 frames), 1558 rerecords
733 downloads
Uploaded 8/20/2018 10:17 PM by xy2_ (see all 138)
easy level, very unoptimized

#49290257438714616 - 11-4 56:86 TASWIP

10-04.dsm
In 00:31.69 (1896 frames), 6467 rerecords
682 downloads
Uploaded 8/20/2018 6:48 PM by xy2_ (see all 138)
hard level

#49090278993160476 - smb lua 2

smb.lua
775 downloads
Uploaded 8/11/2018 6:39 PM by xy2_ (see all 138)

#49089997547856064 - 3-01 Racket -1f [55:96]

3-01.dsm
In 00:21.32 (1276 frames), 5265 rerecords
750 downloads
Uploaded 8/11/2018 6:21 PM by xy2_ (see all 138)
1 frame off WR

#49023977547981422 - Super Monkey Ball initial lua script

smb.lua
739 downloads
Uploaded 8/8/2018 6:59 PM by xy2_ (see all 138)

#48929737313681089 - Touch&Roll initial research RAM watch

des.wch
719 downloads
Uploaded 8/4/2018 1:08 PM by xy2_ (see all 138)

#48928196358567703 - 1-02 Sine Wave -1f [52.71]

1-02.dsm
In 00:32.03 (1916 frames), 1772 rerecords
734 downloads
Uploaded 8/4/2018 11:28 AM by xy2_ (see all 138)

#46603996585587557 - DBAA - scaling Pilaf bottom route

scaling pilaf lower.bk2
In 04:19.50 (15499 frames), 49781 rerecords
809 downloads
Uploaded 4/21/2018 7:21 PM by xy2_ (see all 138)
Inside the Pilaf bottom route, there is a huge pit (see https://gamefaqs.gamespot.com/gba/924062-dragon-ball-advanced-adventure/faqs/46730, bottom right) with falling boulders. We are supposed to maneuver by going back and forth. However, the much shorter route would be to scale the pit upwards, as that avoids having to do the normal route.
Thankfully, we have four independant tricks that let us gain more height than normal (three of which are useful here):
  • reverse wall jumping, which allows us to walljump in reverse - instead of the knockback going away from the wall, it goes to the wall instead. Needs to be done from a standstill, not useful here.
  • damage canceling; we can cancel out of Goku's taking damage state if we do any action during the first few frames.
  • walljumping → LR rush. Walljumping pushes us away from the wall. However, in the first frame that we exit the walljumping state, LR rush and we're back on it, allowing infinite scaling assuming a perpendicular flat surface.
  • walljumping knockback cancel. Holding the direction going to the wall after jumping away from it "cancels" most of our knockback by putting Goku to a much lower speed.
Combining this, we can scale the pit in its entirety. The first wall is flat and high enough to reach with a jump, so we scale it with walljumping → LR rush.
The second wall is much trickier: it's out of our reach by a normal jump. Thankfully, since we're in the pit that drops boulders, we can take damage off those. By jumping, divekicking "in reverse" at peak height to use the initial divekick phase (gaining us a further vertical advantage and pushing Goku to the left as well) then taking damage at the peak of our height, we get a bunch of height in the middle of the pit, enough to reach the wall. The only thing left to do is reach the wall with an LR rush and walljump → LR rush again.
The third wall is easier. The only tricky part is the reversed triangle celling at the start, which we can clear with normal walljumps with largely gimped knockback, using the knockback "cancel" trick. Then clear the rest with walljumping → LR rush.
Saves around ~500 frames over the normal route approx.
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