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#73827145381295515 - Sync Scripts - Savestate Generating Server

Game: Unknown Game (NES)
Uploaded 8/29/2021 7:25 PM by Zinfidel (12 files)
This scripts sets up an instance of BizHawk to act as a "server" for generating syncing savestates.

#73827136159372984 - Sync Scripts - Dump Video With Syncing Savestates

Game: Unknown Game (NES)
Uploaded 8/29/2021 7:25 PM by Zinfidel (12 files)

#73827119493636426 - Sync Scripts - Find Syncing Savestates

Game: Unknown Game (NES)
Uploaded 8/29/2021 7:24 PM by Zinfidel (12 files)

#73827041987802579 - Sync Scripts - Generate Sync Data

Game: Unknown Game (NES)
Uploaded 8/29/2021 7:19 PM by Zinfidel (12 files)

#72451734046140284 - PCem Late 80s config verification movie v1.1

In 44:24.75 (266475 frames), 4 rerecords
Game: Unknown Game (Linux)
Uploaded 6/28/2021 8:49 PM by slamo (61 files)
Updated the movie with the new disk eject hotkey (it still makes the same file hashes). Also corrected some problems with the annotations.

#71859653655878277 - PCem Late 90s config verification movie

In 05:34.91 (33491 frames), 0 rerecords
Game: Unknown Game (Linux)
Uploaded 6/2/2021 4:52 AM by slamo (61 files)
For reproducing exact hashes for the PCem Late 90s setup.

#71658120769536329 - PCem Late 80s config verification movie

In 44:24.75 (266475 frames), 4 rerecords
Game: Unknown Game (Linux)
Uploaded 5/24/2021 3:02 AM by slamo (61 files)
For reproducing exact hashes for the PCem Late 80s setup.

#70449524032329129 - PCem Early 90s config verification movie v2.2

In 06:48.68 (40868 frames), 0 rerecords
Game: Unknown Game (Linux)
Uploaded 3/30/2021 4:44 PM by slamo (61 files)
Now with fixed hashes + instructions

#69366517034064699 - PCem Early 90s config verification movie v2.1

In 06:48.68 (40868 frames), 0 rerecords
Game: Unknown Game (Linux)
Uploaded 2/9/2021 10:10 PM by slamo (61 files)
The inputs are the same, only the annotations have changed.

#69362163984019002 - PCem Early 90s config verification movie v2

In 06:48.68 (40868 frames), 0 rerecords
Game: Unknown Game (Linux)
Uploaded 2/9/2021 5:28 PM by slamo (61 files)
Instructions have changed slightly, note that it now tells you to delete flash.bin. Also, run in fast-forward for best results.

#69189015445646055 - PCem Early 90s config verification movie

In 06:39.76 (39976 frames), 0 rerecords
Game: Unknown Game (Linux)
Uploaded 2/1/2021 10:19 PM by slamo (61 files)
To reproduce the exact files from the Early 90s config.

#67950971431478997 - Bizhawk Lua CommonFunctions

Game: Unknown Game (NES)
Uploaded 12/8/2020 4:11 AM by CoolHandMike (16 files)

#67926325655324243 - byterange_decode

Game: Unknown Game (NES)
Uploaded 12/7/2020 1:32 AM by CoolHandMike (16 files)
brunovalads' byterange_decode in a runnable format.

#67926281740058858 - keyCheck.lua

Game: Unknown Game (NES)
Uploaded 12/7/2020 1:29 AM by CoolHandMike (16 files)
Displays all the key names for the controllers. Good for accessing lua table buttons when you retrieve a table via joypad.get(1) for example
No idea where this was from originally.

#66406789831147836 - Blank input frame finder (BizHawk)

Game: Unknown Game (NES)
2 comments, 261 downloads
Uploaded 9/29/2020 3:09 PM by Dacicus (26 files)
This script analyzes a BizHawk movie file for blank input frames at the end. Removing such frames (AKA "Spiking") should reduce movie length without changing the outcome. Run the script with the movie loaded. I have not tested this with subframe input. I don't expect it to work with analog controls.
Feel free to improve upon this.

#65756259523988954 - TAStudio Individual Player Input Remover

Game: Unknown Game (NES)
Uploaded 8/31/2020 8:02 AM by Dacicus (26 files)
Lua script that allows you to remove input from individual players in BizHawk's TAStudio while leaving other players unaffected. Please read the comments at the top of the script, since there are some quirks to how it works.

#64182931488217382 - Square pixels for 2.4.2

Square pixels.lua
Game: Unknown Game (NES)
Uploaded 6/21/2020 11:30 AM by dart193 (5 files)
In 2.4.2, display options seem to be broken, and "1:1 pixel size", also know as square pixels, is not working.
This is the workaround using paddings that will make pixels square again via lua script. It is designed for fullscreen and will apply stretch factor as big as the screen allows.
Screen resolution can be changed in "DesktopResX" and "DesktopResY" variables, default 1920x1080.
The script needs to be launched once and then it automatically readjusts display only if the internal resolution changes. If resolution did not change since the last frame, nothing happens at all, so the performance is not impacted.

#53447360964857662 -

Game: Unknown Game (NES)
Uploaded 2/23/2019 11:59 PM by feos (163 files)

#45921669064610473 - Print memory lua script for JPC-rr one time

Game: Unknown Game (NES)
Uploaded 3/22/2018 1:52 AM by c-square (10 files)
Prints memory once

#45915235912113848 - JPC-rr Memory Poker

Game: Unknown Game (NES)
Uploaded 3/21/2018 6:55 PM by slamo (61 files)
Simple memory writer for JPC-rr. Has one console command:
write x y
Where x is the address to be changed (byte) and y is the value you want to change it to. Can be easily modified to write words by changing "write_byte" to "write_word".

#45899820641476932 - JPC-rr lua script to search for strings in memory

Game: Unknown Game (NES)
Uploaded 3/21/2018 2:15 AM by c-square (10 files)
JPC-rr lua script to search for strings in memory

#45899707267906862 - Print memory lua script for JPC-rr

Game: Unknown Game (NES)
Uploaded 3/21/2018 2:08 AM by c-square (10 files)
Prints a list of memory addresses

#45899570601133311 - Search Diff or Same Memory Values in JPC-rr

Game: Unknown Game (NES)
Uploaded 3/21/2018 1:59 AM by c-square (10 files)
A lua script for finding values that have changed or stayed the same

#45899430342247111 - JPC-rr Search Memory Lua Script

Game: Unknown Game (NES)
Uploaded 3/21/2018 1:50 AM by c-square (10 files)
Script to search memory in JPC-rr

#44524912163951723 - Generate Movie Absolute Values

Game: Unknown Game (NES)
Uploaded 1/18/2018 4:11 AM by c-square (10 files)
This lua script converts a movie file into a list of absolute values for each of the commands in that file. This is useful when using TAS Scripts to compare your desynced movie to the original to see where you've desynced.

#44479929346959023 - Run TAS Script for JPC-rr

Game: Unknown Game (NES)
Uploaded 1/16/2018 3:34 AM by c-square (10 files)
Use this file to run tas scripts in JPC-rr. Needs fileio.lua to run.

#40738458392079952 - Auto analog input lua (canvas path works)

Game: Unknown Game (N64)
Uploaded 7/31/2017 3:36 PM by TASeditor (188 files)

#40698477572534192 - Auto analog input lua (cooler canvas)

Game: Unknown Game (N64)
Uploaded 7/29/2017 8:23 PM by TASeditor (188 files)
Maintaining code is impossible
  • Button to toggle canvas editing
  • Adds fancy coloring, default is green, selected one is yellow
  • Move points by selecting one and holding left mouse button
  • Delete points by selecting one and clicking right mouse button
  • Split next path by selecting one and clicking middle mouse button
  • Fix start point

#40674316283946146 - Auto analog input lua (canvas testing)

Game: Unknown Game (N64)
Uploaded 7/28/2017 6:17 PM by TASeditor (188 files)
undocumented spaghetti code
  • You can move the view by hold right mouse button and dragging
  • Clicking left mouse button adds a point
  • The red circle is the player position, values can be seen on the bottom and on the left
  • The values on top-left are the positions where the mouse courser is relative to view and player position
Nothing else happens, it doesn't work for movement yet

#40651626223804713 - Auto analog input lua (various bug fixes introduce new bugs)

Game: Unknown Game (N64)
Uploaded 7/27/2017 5:45 PM by TASeditor (188 files)
In somewhat useable state.
  • fix crash at end of movie
  • fix angle change locks at every 45 degrees
  • add simple marker control. only for angles. marker string must be "a=<number>", case sensetive else nothing happens. The function tastudio.getmarker does NOT get the markerstring above frame courser, so if you want to edit a previous segment you need to go to previous marker first.
  • often suboptimal angles are calculated, eg. 90.3 instead of 90.002. this isn't because of crazy camera change.
  • improve marker control
  • fix angle change lock for x/y = 2 and y/x = 2
  • maybe canvas to draw paths.

#40582759055744446 - Auto analog input lua (better tastudio support)

Game: Unknown Game (N64)
Uploaded 7/24/2017 3:19 PM by TASeditor (188 files)

#28485160549799088 - Auto Analog Input v1.91 (now with "tastudio support", don'T use it)

Game: Unknown Game (N64)
Uploaded 1/26/2016 7:40 PM by TASeditor (188 files)
some fixes and rudimentary tastudio support, you need to type in the values that appear at the bottom of the window manually into the columns.

#28439378095979691 - Auto Analog Input v1.9

Game: Unknown Game (N64)
Uploaded 1/24/2016 6:10 PM by TASeditor (188 files)
Not finished. Be careful.

#26845843171757705 - Lsnes - generic SNES script / movie editor (alpha version)

Game: Unknown Game (NES)
Uploaded 11/13/2015 11:48 PM by Amaraticando (21 files)
This is a generic script for lsnes - SNES core, that can be used as a base for any game. The main feature so far is the movie display/editor. I plan to make it easily exportable, so it won't be a simple base, but something that users can 'require' in Lua as a module and use the functions. Also, this is the alpha version, feel free to contact me (PM, Twitter, Github) to report bugs or give suggestions.
Emulator version: lsnes beta23


1) Movie editor.
  • Displays the input in readonly and readwrite modes
  • Allows edition of current frame or future frames in readonly mode, with the mouse
  • Shows subframes when they exist
  • Displays all controllers and ports
  • ~ Can't edit the past
  • ~ Can't edit in readwrite mode with the mouse
  • ~ Axis (mouse, justifier, superscope) can't be displayed or edited
  • ~ The current frame can't be edited correctly while using the trace logger, during a breakpoint
  • ~ Advanced stuff must be done with lsnes' Edit movie tool.
2) Movie info.
  • Displays the number of frames emulated so far correctly. By default, lsnes shows the current frame wrong if you load a state and don't repaint the screen.
  • Displays the lag count, rerecord count and run mode of the emulator.
  • Displays the current time of the movie
  • Displays a big "LAG" warning if the previous frame was lagged
3) Generic stuff:
  • Includes a 'draw' library for aditional gui functions. For instance, the draw.text function can be forced to be inside the game area, or inside the emulator area. There're custom hotkeys (equals and minus by default) to change the opacity of this text...

#26443450421772474 - lsnes - custom fonts creator

Game: Unknown Game (NES)
Uploaded 10/26/2015 8:53 PM by Amaraticando (21 files)
This creates a font file that lsnes can understand.
For instance, this image is transformed into this font.
The image must have this structure, with black background and white text.
This script is taken from my TASing repository:
I've "imported" 2 fonts with this script.

#26318138254340419 - Simple JPC-rr Mouse Script

Game: Unknown Game (NES)
Uploaded 10/21/2015 5:26 AM by slamo (61 files)
This is an extremely simple lua script for use in JPC-rr to facilitate mouse movement. There is also a display for which mouse buttons are currently triggered - make sure you have version 11.8-rc2 or later otherwise this display won't work.
Here are the movement commands.
movex i - Move the mouse "i" units in the x direction.
movey j - Move the mouse "j" units in the y direction.
moveb i j - Move the mouse "i" units in the x direction and "j" in the y direction.

#21301340743543930 - Auto analog input (works, but unfinished)

Game: Unknown Game (N64)
Uploaded 3/9/2015 7:03 AM by TASeditor (188 files)
Simply check for lag then it works. Here's a small demonstration of what it now looks like. It works for a variety of games.
- Fix rotation direction on start.
- Fix problems when going for angles near 0.
- Compare by position gain towards the direction of the angle, not by the angle itself.
- Better algorithm, also check inputs around the input that is the best that had been found.
- Add quick rotate.
- Add savestating support.
- Add non-linear support, for TAStudio.

#20314152489017249 - Auto analog input (not finished yet)

Game: Unknown Game (N64)
Uploaded 1/23/2015 8:03 PM by TASeditor (188 files)
For BizHawk, N64. (Only works with games that use floating point positions and unsigned 2 byte angles).
I can't think of a good way to bruteforce the best angle. :(
I have some ideas but they don't really work.

#19987242045801795 - [lua]Macro in BizHawk

Game: Unknown Game (NES)
Uploaded 1/9/2015 2:42 AM by Dica (7 files)
Just a little lua script that allows you to use macros in BizHawk

#12369529797861350 - Helper script for TASEditor (FCEUX): Tap keys to toggle input.

Game: Unknown Game (NES)
Uploaded 1/31/2014 1:07 AM by FatRatKnight (245 files)
Run FCEUX. Engage TASEditor. Make sure readonly mode is on. Tap a key you've set for player 1. Note it updates TASEditor with the key you just tapped. If Recorder "All" option is selected in TASEditor, the script will use controls you set for all four players. If an individual player is selected for the Recorder, only player 1 controls are checked, but will toggle button presses of the selected player.
May seem odd, but the script requires readonly mode active in order to work properly. If, for some reason, you set the "Recording" check box, be sure to either stop the script or clear the "Auto function" check box. I have not defined a behavior for the script to follow when readonly mode is off.
It is very similar to a script I posted a while back. The only real updates are that it reports what input changed in the history box, and that there are comments indicating where to stick your own code if you need something more. If, by some chance, the script picks up multiple pressed keys at the same time, it will report all pressed buttons in the history without problems.
Intended to reduce reliance on the mouse for precision edits of the input movie. I suppose you could TAS backwards with it if you really wanted to...

#6680317080319470 - MtEdit for lsnes v2 (PROTOTYPE)

Game: Unknown Game (NES)
Uploaded 5/19/2013 7:57 PM by FatRatKnight (245 files)
  • Displays a list of input in easy red and green colors on the left side
  • Displays the immediate input to inject to lsnes along the bottom
  • Auto-detects which controllers are plugged in at script start
    • Gamepads and multitaps (and 16 button versions) only, no analog controls ready
  • The hotkeys set up for player 1 and player 2 works (in theory!)
    • Normal controls should press or release as normal; Or the reverse if the button is held.
    • Type controls should toggle the immediate input to inject, as normal
    • Hold controls switch between four different read modes from recorded input, for individual buttons (normal, keep released, keep pressed, invert)
      • Will automatically revert to normal on state load; Mostly because I, FatRatKnight, had some TASing screw-ups when it didn't automatically do this.
Feel free to try it out. I have a few things I want to add to it, though...
Also, for lsnes only. Will not work in other emulators. A shame, since I think it's just plain useful.

#6048250720926158 - Lua script for lsnes: Handle mouse axis.

Game: Unknown Game (NES)
Uploaded 4/21/2013 8:47 AM by FatRatKnight (245 files)
At the moment, lsnes doesn't have a lot of ways to deal with certain analog inputs, such as the x- and y-axis of the mouse. This gives you a way to do that without tearing out your hair.
Would be great if anyone plans to TAS a mouse-using SNES game on lsnes.
After running the script, click around on the main window and figure it out for yourself. Can be run even on top of another script you have running, and the display of the older script will remain intact, though at the moment, this script will negate the other script's on_input and on_keyhook functions if it has either one. Sorry about that.
For lsnes only. Will not work in other emulators. Minor update because I forgot to remove a line. Before, it spams errors on every paint! Whoopsie.

#5481697172299767 - Lua script for lsnes: Register functions to specific keys.

Game: Unknown Game (NES)
Uploaded 3/26/2013 8:26 PM by FatRatKnight (245 files)
This is a generic helper script. Running it by itself will do nothing except fill the global variable FRK with a table of stuff in it.
As for scripts that would use it, just use FRK.registerkeypress to pick some key and some function to run whenever you press the key. You need to run the line on_keyhook = FRK.altkeyhook somewhere in your code to have it work its magic.
Need to handle like 20 different keys, and decide you'd rather avoid else ifs? Just read this sales pitch and get this script for a low price of free!
For lsnes only. Will not work in other emulators.

#1552249469711657 - inputreplayer-v0.3.0 for lsnes (manual)

Game: Unknown Game (NES)
Uploaded 9/30/2012 9:18 PM by partyboy1a (14 files)
Here is a description of all functions provided by inputreplayer

#1552231445421689 - inputreplayer-v0.3.0 for lsnes (config)

Game: Unknown Game (NES)
Uploaded 9/30/2012 9:16 PM by partyboy1a (14 files)
config file for inputreplayer

#1552198160282053 - inputreplayer-v0.3.0 for lsnes

Game: Unknown Game (NES)
Uploaded 9/30/2012 9:14 PM by partyboy1a (14 files)
You want to edit something in the middle of your movie without the hassle of manually editing some movie files? This tool is for you!
You want to create a multiplayer TAS with LSNES? Try this one out!
In a future version, this script will also take care about tracking important RAM values. It will make it a lot easier to compare your attempts.
If you want to use this one, you also need the config file.
If you don't understand the functions provided by this script, there is also a manual which is almost as big as the script itself.