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#638696561493001294 - SADX Sonic's Niczur truncated

SADX Sonic's Story by Niczur3 87551.dtm
In 29:57.07 (107824 frames), 266465 rerecords
25 downloads
Uploaded 9 days ago by CoolHandMike (see all 28)

#638663072342864001 - Truncated version of Submission #9372: KusogeMan's GC Capcom vs. SNK 2: EO "playaround"

kim added to cvs2tas - truncated.dtm
In 21:05.85 (75951 frames), 12124 rerecords
20 downloads
Uploaded 11/4/2024 8:53 AM by CoolHandMike (see all 28)
Truncated version of Submission #9372: KusogeMan's GC Capcom vs. SNK 2: EO "playaround" in 23:02.03. Truncates input at final hit on Akuma. Game naturally plays credits and restarts.

#638663071354753561 - Submission #9372: KusogeMan's GC Capcom vs. SNK 2: EO "playaround" in 23:02.03 - (Backup) Goes to Name Entry

kim added to cvs2tas.dtm
In 23:02.03 (82922 frames), 12123 rerecords
25 downloads
Uploaded 11/4/2024 8:52 AM by CoolHandMike (see all 28)
Kusoge's file. The one submitted goes through and inputs the name entry, but this is not needed for the submission file since the game naturally restarts after the final hit on Akuma.

#638659694070056090 - Crazy taxi truncated for #9337: SJ's GC Crazy Taxi

crazy taxi 15858 truncated.dtm
In 04:39.15 (16749 frames), 1801 rerecords
Game: Crazy Taxi ( GC, see all files )
28 downloads
Uploaded 10/31/2024 11:03 AM by CoolHandMike (see all 28)
Truncated file for #9337: SJ's GC Crazy Taxi in 04:36.18. He submitted a file 16787 frames in length. this is 15858 frames in length.

#638532977675725167 - Shinobi 3 - Test for Special Glitched Jump State For Continuous Mid Air Jumping

shin3_special_jump_state.lua
37 downloads
Uploaded 6/6/2024 7:09 PM by CoolHandMike (see all 28)
BaconOmelette found this bug that allows continuous jumping in mid air and we have been testing it out. This lua script will test for when it is possible to continually jump in mid air. It seems to occur when you go onto an elevator or when Joe Musashi somehow ends up being pushed down inside a moving platform. Then jumping and attacking is possible in a loop among other actions like running.
If someone else wants tackle this to find improvements to the current routes or alternative spots to activate this go ahead. You could join us in the Shinobi discord linked below if you wish.
The current tas features several spots where this state is active. with the script running it should be obvious in the section with the sludge area in the BioWeapon level in particular. Shorter example on the long elevator section in 2-1.
Original Posts
Shinobi 3 Discord https://discord.gg/GA3Y4jz
Shinobi 3 speedrun page https://www.speedrun.com/shinobi3
Current Tas (state is active in certain spots in this) https://tasvideos.org/3949M

#638507431745813880 - Human Rat Race 1586 frames

Human Rat Race (106) 1586.bk2
In 00:26.51 (1586 frames), 1247 rerecords
Game: Human Rat Race ( C64, see all files )
53 downloads
Uploaded 5/8/2024 5:32 AM by CoolHandMike (see all 28)
Found map with closer path. Little over a second faster.

#638463035805294896 - Cyber Sled Alan Striker 6675 frames

Cyber Sled (CY2, World) alan complete test save.bk2
In 01:50.15 (6676 frames), 2775 rerecords
Game: Cyber Sled ( Arcade, see all files )
65 downloads
Uploaded 3/17/2024 8:19 PM by CoolHandMike (see all 28)
So I was going through my test Cyber Sled tas test with Alan Striker and noticing some errors. Although I do not think it would be enough to overcome the 112 frames necessary to beat Rex it might be possible. Also some machine gun shots that did not go off against one of the opponents.

#638460479306444404 - Audio Script for Video Tutorial MAME games in Bizhawk

mamehawk video captions.srt
75 downloads
Uploaded 3/14/2024 9:18 PM by CoolHandMike (see all 28)
1 00:00:00,240 --> 00:00:05,359 MAME is a multiarcade machine emulator
2 00:00:03,240 --> 00:00:08,000 that emulates arcade machines, computer
3 00:00:05,359 --> 00:00:10,200 systems, and more. The user must supply
4 00:00:08,000 --> 00:00:13,080 the ROMs software, and any the other files
5 00:00:10,200 --> 00:00:16,119 needed like bios or extra data files
6 00:00:13,080 --> 00:00:19,119 such as CHD files. You can view more
7 00:00:16,119 --> 00:00:21,480 documentation and resources from mamedev.org
8 00:00:19,119 --> 00:00:25,800 however the main site I recommend for
9 00:00:21,480 --> 00:00:28,119 this tutorial is from adb.arcadeitalia.net
10 00:00:25,800 --> 00:00:30,320 . It has a search for the
11 00:00:28,119 --> 00:00:32,640 games and will list the status and files
12 00:00:30,320 --> 00:00:36,040 needed to run them along with other
13 00:00:32,640 --> 00:00:38,280 useful information. MAME arcade zips will
14 00:00:36,040 --> 00:00:41,320 contain all the necessary files that
15 00:00:38,280 --> 00:00:44,280 completes the ROM set. Separate files in
16 00:00:41,320 --> 00:00:47,440 the form of CHD files or bios files may
17 00:00:44,280 --> 00:00:50,360 be needed as well. ROM sets for arcade
18 00:00:47,440 --> 00:00:53,120 games come in two main flavors; merged
19 00:00:50,360 --> 00:00:55,199 and unmerged. Merged ROM sets will
20 00:00:53,120 --> 00:00:56,600 combine the files together such that the
21 00:00:55,199 --> 00:00:59,399 files are not
22 00:00:56,600 --> 00:01:02,199 duplicated. Non-merged zips have all the
23 00:00:59,399 --> 00:01:03,199 files duplicated and this is what BizHawk
24 00:01:02,199 --> 00:01:04,720 needs to
25 00:01:03,199 --> 00:01:06,400 run
26 00:01:04,720 --> 00:01:09,119
27 00:01:06,400 --> 00:01:12,000 adb.arcadeitalia.net lists out the necessary files
28 00:01:09,119 --> 00:01:14,640 needed to create an unmerged zip if you
29 00:01:12,000 --> 00:01:18,000 are unable to find a non-merged zip for
30 00:01:14,640 --> 00:01:20,320 your game. Keep in mind that MAME is
31 00:01:18,000 --> 00:01:22,799 updated frequently and many ROM sets
32 00:01:20,320 --> 00:01:25,840 change over time. It is important to get
33 00:01:22,799 --> 00:01:28,960 a ROM set with the same version to test,
34 00:01:25,840 --> 00:01:31,119 otherwise the game may not work. In
35 00:01:28,960 --> 00:01:32,920 Arcade Italia searching the title and
36 00:01:31,119 --> 00:01:34,880 looking at the game status is usually
37 00:01:32,920 --> 00:01:37,640 enough to determine if a game will run well.
38 00:01:34,880 --> 00:01:40,600 Green means good and should always
39 00:01:37,640 --> 00:01:44,399 work. Yellow means imperfect. There can be
40 00:01:40,600 --> 00:01:46,040 some minor issues. Red means preliminary.
41 00:01:44,399 --> 00:01:48,000 This means that the ROM may not work at
42 00:01:46,040 --> 00:01:50,759 all. You will have to play through it to
43 00:01:48,000 --> 00:01:53,159 the end to check for playability. These
44 00:01:50,759 --> 00:01:56,320 may not boot, or may crash at certain
45 00:01:53,159 --> 00:01:58,119 points, or have minor graphical issues.
46 00:01:56,320 --> 00:02:01,079 Make sure to always avoid games that
47 00:01:58,119 --> 00:02:03,799 have a bad dump status.
48 00:02:01,079 --> 00:02:06,920 How to run several games in Bizhawk. The
49 00:02:03,799 --> 00:02:09,039 first one is Karnov and I pulled it up here
50 00:02:06,920 --> 00:02:11,800 in Arcade Italia.
51 00:02:09,039 --> 00:02:13,800
We are first going to look and see
52 00:02:11,800 --> 00:02:16,160 at the status of the game. If you scroll
53 00:02:13,800 --> 00:02:18,040 down you can see that the overall status
54 00:02:16,160 --> 00:02:20,599 is all green. It's all
55 00:02:18,040 --> 00:02:24,519 good. Next you want to check to see what
56 00:02:20,599 --> 00:02:28,400 files are required. Go to
57 00:02:24,519 --> 00:02:31,440 files needed and click on the expander. All
58 00:02:28,400 --> 00:02:35,000 it shows is one file, it does not need any
59 00:02:31,440 --> 00:02:38,840 other CHD files or any other bios files.
60 00:02:35,000 --> 00:02:38,840 We can also see that the dump is
61 00:02:39,920 --> 00:02:45,879 good. To run this in bizhawk you could
62 00:02:42,599 --> 00:02:48,159 either drop in the file or go to
63 00:02:45,879 --> 00:02:50,800 file open
64 00:02:48,159 --> 00:02:54,519 advanced click, then launch
65 00:02:50,800 --> 00:02:57,200 game. Then navigate to the folder that
66 00:02:54,519 --> 00:03:01,480 has the ROM set zip.
67 00:02:57,200 --> 00:03:03,800 Select it and click open and
68 00:03:01,480 --> 00:03:03,800 it should
69 00:03:04,000 --> 00:03:11,360 run it.
70 00:03:06,720 --> 00:03:14,040 Or you could just drop it in like
71 00:03:11,360 --> 00:03:16,760 this by drag and dropping.
72 00:03:14,040 --> 00:03:19,640 The next game I'm going to show how
73 00:03:16,760 --> 00:03:23,239 to run is Area51.
74 00:03:19,640 --> 00:03:26,319 I have it open here on Arcade
75 00:03:23,239 --> 00:03:28,439 Italia so let us look at the status.
76 00:03:26,319 --> 00:03:32,640 First, it's all
77 00:03:28,439 --> 00:03:35,480 good, now let's go look at the required
78 00:03:32,640 --> 00:03:39,599 files. See here, you need the main file and
79 00:03:35,480 --> 00:03:42,560 then the CHD file which is extra data.
80 00:03:39,599 --> 00:03:45,920 So what you have to do is first we
81 00:03:42,560 --> 00:03:50,000 are going to open up Bizhawk, go to
82 00:03:45,920 --> 00:03:52,280 tools, then go to multi-disk bundler.
83 00:03:50,000 --> 00:03:55,400 Now the way this works is it's
84 00:03:52,280 --> 00:03:58,720 going to generate a XML file that will
85 00:03:55,400 --> 00:04:02,280 select and load the
86 00:03:58,720 --> 00:04:05,879 assets. We want to navigate to the
87 00:04:02,280 --> 00:04:09,200 folder that we want the XML to be in and
88 00:04:05,879 --> 00:04:12,120 I'm going to name it the same name as
89 00:04:09,200 --> 00:04:16,319 the game name aka the ROM set name.
90 00:04:12,120 --> 00:04:16,319 For the game select the system as
91 00:04:17,359 --> 00:04:22,360 arcade then we're going to go back to
92 00:04:19,519 --> 00:04:25,759 that same folder which I'm just copy
93 00:04:22,360 --> 00:04:29,400 pasting, and select the ROMset.
94 00:04:25,759 --> 00:04:32,759 You have to select the ROM set first
95 00:04:29,400 --> 00:04:32,759 then the CHD file
96 00:04:37,360 --> 00:04:45,440 so here this will be the ROM set.
97 00:04:42,160 --> 00:04:49,280 then you will have the CHD
98 00:04:45,440 --> 00:04:49,280 file. we're going to select
99 00:04:49,520 --> 00:04:54,800 save and it creates the XML file below.
100 00:04:52,560 --> 00:04:57,800 I'm going to click Save and Run you can
101 00:04:54,800 --> 00:05:00,759 overwrite it it's
102 00:04:57,800 --> 00:05:04,720 fine. Because the CHD file is so
103 00:05:00,759 --> 00:05:04,720 large it will take a second to load.
104 00:05:07,000 --> 00:05:13,639 Okay so this is Area 51 so it's
105 00:05:11,440 --> 00:05:15,680 running now. What you can also do once
106 00:05:13,639 --> 00:05:19,000 you have the XML files is you don't have to
107 00:05:15,680 --> 00:05:21,479 continually open the multi-disk bundler
108 00:05:19,000 --> 00:05:23,400 and select the files each time once you
109 00:05:21,479 --> 00:05:26,240 have the XML file, you can just drag and
110 00:05:23,400 --> 00:05:28,479 drop the XML file in and it'll load the game.
111 00:05:26,240 --> 00:05:28,479
112 00:05:28,639 --> 00:05:33,360
113 00:05:30,919 --> 00:05:35,800 Of course you all have to wait since the
114 00:05:33,360 --> 00:05:38,560 game is large.
115 00:05:35,800 --> 00:05:40,960 The next example is going to be
116 00:05:38,560 --> 00:05:43,160 the most complicated. It's going to be
117 00:05:40,960 --> 00:05:46,080 Guilty Gear XX.
118 00:05:43,160 --> 00:05:50,680 We open it and we go to the
119 00:05:46,080 --> 00:05:50,680 bottom we can see how this status is
120 00:05:50,880 --> 00:05:55,680 preliminary. However this one can be run
121 00:05:53,600 --> 00:05:57,360 but there might be issues. We can see the
122 00:05:55,680 --> 00:06:02,080 dump is
123 00:05:57,360 --> 00:06:05,000 good and if we look at the MAME required
124 00:06:02,080 --> 00:06:07,360 files there's a good list here. There's a
125 00:06:05,000 --> 00:06:10,440 CHD, there is the ROM set and then
126 00:06:07,360 --> 00:06:13,360 there's all of these other bios
127 00:06:10,440 --> 00:06:16,280 files. Now to run this we are going to do
128 00:06:13,360 --> 00:06:19,280 the same type of thing we did
129 00:06:16,280 --> 00:06:21,440 before. We are going to go to the open up
130 00:06:19,280 --> 00:06:25,720 bizhawk, go to
131 00:06:21,440 --> 00:06:25,720 tools, go to multi-disk bundler
132 00:06:27,520 --> 00:06:35,280
You're going to go to the folder
133 00:06:30,400 --> 00:06:37,919 that we want the XML file to be
134 00:06:35,280 --> 00:06:43,280 in, just name it the
135 00:06:37,919 --> 00:06:46,599 same file name as the name of the ROM
136 00:06:43,280 --> 00:06:48,560 set. Select arcade and then we are going
137 00:06:46,599 --> 00:06:54,800 to go down the list
138 00:06:48,560 --> 00:06:54,800 here. The first file needs to be the game.
139 00:06:58,520 --> 00:07:01,520
140 00:07:01,720 --> 00:07:05,720 the next is going to be the
141 00:07:06,639 --> 00:07:12,800 CHD.
142 00:07:09,879 --> 00:07:16,319 Click add to add additional
143 00:07:12,800 --> 00:07:18,280 assets that will go into the XML
144 00:07:16,319 --> 00:07:21,919 file and then we're just going to start
145 00:07:18,280 --> 00:07:21,919 adding all the other bios files
146 00:07:25,080 --> 00:07:31,520 here. Just going down the list.
147 00:07:28,520 --> 00:07:31,520
148 00:07:44,280 --> 00:07:48,080 And After you've made this save,
149 00:07:48,479 --> 00:07:53,520 look in the folder to make sure
150 00:07:50,759 --> 00:07:56,840 that it created the XML file. We could
151 00:07:53,520 --> 00:07:58,440 take a look at it by right clicking and edit.
152 00:07:56,840 --> 00:08:00,240 We can see I created it.
153 00:07:58,440 --> 00:08:02,919 it
154 00:08:00,240 --> 00:08:05,960 We're going to do Save and Run.
155 00:08:02,919 --> 00:08:08,919 You can just click overwrite
156 00:08:05,960 --> 00:08:08,919 there's no problem with that.
157 00:08:09,280 --> 00:08:16,400 Now for these larger
158 00:08:12,319 --> 00:08:16,400 files it will take a second to
159 00:08:18,240 --> 00:08:25,120 load, because it has to load all of these
160 00:08:20,560 --> 00:08:28,440 files, and CHD here is like 250 megabytes.
161 00:08:25,120 --> 00:08:31,440 So okay it gives you a warning.
162 00:08:28,440 --> 00:08:31,440
163 00:08:34,959 --> 00:08:39,320 You you see how it's running
164 00:08:36,919 --> 00:08:41,440 here. Some of these games may require some
165 00:08:39,320 --> 00:08:43,760 extra buttons to start.
166 00:08:41,440 --> 00:08:47,399
167 00:08:43,760 --> 00:08:47,399 But this will work.
168 00:08:56,560 --> 00:09:03,720 Here yep it's just going through here
169 00:09:01,160 --> 00:09:06,200 Guilty Gear XX.
170 00:09:03,720 --> 00:09:08,680 All right now as you can see that is
171 00:09:06,200 --> 00:09:11,760 the most complicated example, if you can
172 00:09:08,680 --> 00:09:16,519 do that you can do anything else just
173 00:09:11,760 --> 00:09:19,360 remember you need the ROM set name first,
174 00:09:16,519 --> 00:09:23,880 CHD, then the BIOS files.
175 00:09:19,360 --> 00:09:26,040 In arcade games, games change
176 00:09:23,880 --> 00:09:28,480 their settings through things called dipswitches.
177 00:09:26,040 --> 00:09:30,000 These dip switches can be accessed
178 00:09:28,480 --> 00:09:32,000
179 00:09:30,000 --> 00:09:34,959 through the menu here in Bizhawk
180 00:09:32,000 --> 00:09:38,160 First you need to select
181 00:09:34,959 --> 00:09:40,560 arcade then select settings.
182 00:09:38,160 --> 00:09:43,959 Usually the setting that you
183 00:09:40,560 --> 00:09:46,440 want to change would be the difficulty
184 00:09:43,959 --> 00:09:49,040 mode, sometimes there may be some other
185 00:09:46,440 --> 00:09:53,000 version here or
186 00:09:49,040 --> 00:09:56,839 lives but this is where you change it.
187 00:09:53,000 --> 00:09:59,959 In an arcade game unlike consoles
188 00:09:56,839 --> 00:10:02,440 inputs can vary a lot, however typically
189 00:09:59,959 --> 00:10:06,240 they have a coin and a start.
190 00:10:02,440 --> 00:10:07,519 These inputs could just be buttons
191 00:10:06,240 --> 00:10:10,720 or they could have
192 00:10:07,519 --> 00:10:12,720 analogs, there could also be a light gun.
193 00:10:10,720 --> 00:10:14,959 It all depends on what the game is and how
194 00:10:12,720 --> 00:10:18,839 many buttons and there can be many
195 00:10:14,959 --> 00:10:18,839 different number of players as well.
196 00:10:19,120 --> 00:10:23,399 To begin tasing an arcade game, go to
197 00:10:22,360 --> 00:10:27,040
198 00:10:23,399 --> 00:10:27,040 Tools and TasStudio.
199 00:10:28,320 --> 00:10:33,720
200 00:10:29,920 --> 00:10:36,440 now I'm going to open up a Tas project,
201 00:10:33,720 --> 00:10:39,160 which I have already
202 00:10:36,440 --> 00:10:43,360 done, and you can you can see here that
203 00:10:39,160 --> 00:10:46,240 you'll want a coin and then an
204 00:10:43,360 --> 00:10:48,600 input here. You'll have to look at which
205 00:10:46,240 --> 00:10:51,000 inputs are relevant, but if it's a one
206 00:10:48,600 --> 00:10:53,360 player game you can get rid of the Show Player 2.
207 00:10:51,000 --> 00:10:53,360
208 00:10:54,399 --> 00:11:00,040 As you can see there are all these
209 00:10:58,000 --> 00:11:01,519 various inputs you'll have to play and
210 00:11:00,040 --> 00:11:05,279 see what they do.
211 00:11:01,519 --> 00:11:05,279 Do a little bit of
212 00:11:07,560 --> 00:11:12,560 testing to get more info. You can go to
213 00:11:10,120 --> 00:11:14,399 tools and you could do the ram search to
214 00:11:12,560 --> 00:11:17,120
215 00:11:14,399 --> 00:11:20,360 get addresses When selecting memory domains
216 00:11:17,120 --> 00:11:23,560 you want to look for RAM memory domains
217 00:11:20,360 --> 00:11:23,560 and possibly SystemBus.
218 00:11:25,800 --> 00:11:31,480 Then once you find them you can
219 00:11:28,720 --> 00:11:35,440 double click them and add them to the
220 00:11:31,480 --> 00:11:37,880 Ram Watch. I have already a file that
221 00:11:35,440 --> 00:11:40,600 I've made for this
222 00:11:37,880 --> 00:11:43,440 game you can see I put a note for the
223 00:11:40,600 --> 00:11:47,680 name of what the address is, the
224 00:11:43,440 --> 00:11:47,680 value and it also lists the domain.
225 00:11:49,360 --> 00:11:56,600 One other thing you can do here
226 00:11:52,399 --> 00:11:56,600 is that arcade games do not show
227 00:11:56,639 --> 00:12:04,560 lag so what you can do is is open up LuaConsole.
228 00:12:01,000 --> 00:12:08,360 There is a
229 00:12:04,560 --> 00:12:10,720 script ManualSetLag and I will right click
230 00:12:08,360 --> 00:12:12,880 to show you what it looks like.
231 00:12:10,720 --> 00:12:14,639 Essentially what it's doing is you have
232 00:12:12,880 --> 00:12:18,199 to search for an
233 00:12:14,639 --> 00:12:20,880 address that will change based on
234 00:12:18,199 --> 00:12:23,560 whether you can put in input or not.
235 00:12:20,880 --> 00:12:25,240 So if the game is loading like in
236 00:12:23,560 --> 00:12:28,000 the middle of in between levels you
237 00:12:25,240 --> 00:12:31,240 shouldn't be able to put in any input.
238 00:12:28,000 --> 00:12:34,920 It's just no input there and you need to
239 00:12:31,240 --> 00:12:34,920 find that address and then put it
240 00:12:35,880 --> 00:12:41,440 here right here on this line 15, memory.readbyte.
241 00:12:39,880 --> 00:12:44,000
242 00:12:41,440 --> 00:12:47,120 I will show you what this will
243 00:12:44,000 --> 00:12:50,279 look like in TasStudio.
244 00:12:47,120 --> 00:12:52,320 We'll go back to the
245 00:12:50,279 --> 00:12:55,040 beginning now it's loading and you can
246 00:12:52,320 --> 00:12:57,160 see how all the frames are red.
247 00:12:55,040 --> 00:13:01,120 It's not able to really read input
248 00:12:57,160 --> 00:13:01,120 there now, but with the green it does
249 00:13:01,360 --> 00:13:04,480 so this script is very useful.
250 00:13:06,399 --> 00:13:12,240 In closing I'd like to show you a
251 00:13:09,600 --> 00:13:14,160 common issue if you do happen to have a
252 00:13:12,240 --> 00:13:17,360 merged file.
253 00:13:14,160 --> 00:13:21,120 So this file I'm going to
254 00:13:17,360 --> 00:13:23,839 open is not going to work because it is
255 00:13:21,120 --> 00:13:26,519 actually missing files and I'll show you
256 00:13:23,839 --> 00:13:26,519 what that looks like.
257 00:13:28,120 --> 00:13:33,440
258 00:13:30,399 --> 00:13:33,440 Okay so I'm going to open this
259 00:13:34,320 --> 00:13:38,760 file and then it'll show you this
260 00:13:38,800 --> 00:13:45,079 screen. It'll show you a list of the
261 00:13:42,240 --> 00:13:48,199 ROMs in the set but it won't know what
262 00:13:45,079 --> 00:13:51,440 to do because it doesn't have a complete
263 00:13:48,199 --> 00:13:55,240 set. Now if you click
264 00:13:51,440 --> 00:13:57,920 Cancel it'll show you an Arcade Load
265 00:13:55,240 --> 00:14:01,560 Error System Exception. And then it' will
266 00:13:57,920 --> 00:14:03,600 show you the ROMs that it doesn't have.
267 00:14:01,560 --> 00:14:05,240 So what you can do is you could
268 00:14:03,600 --> 00:14:07,279 search for these files or you could
269 00:14:05,240 --> 00:14:11,560 search for just the
270 00:14:07,279 --> 00:14:13,839 non-merged file for that game.
271 00:14:11,560 --> 00:14:16,440 That is something to keep in mind.
272 00:14:13,839 --> 00:14:18,000 And that's a wrap thank you for
273 00:14:16,440 --> 00:14:21,759 watching and have fun playing arcade
274 00:14:18,000 --> 00:14:21,759 games in Bizhawk.

#638459887754146781 - ManualSetLag.lua

ManualSetLag.lua
64 downloads
Uploaded 3/14/2024 4:52 AM by CoolHandMike (see all 28)
On Line 15 Find an address that seems to correspond without taking any input and input that address to be read. This will determine whether TasStudio will mark the frame as not accepting input.

#638456387025627962 - BaconOmelette's Sonic Blue Spheres Real Time MiniMap

BSL-Release-2.zip.lua
Game: Sonic the Hedgehog ( Genesis, see all files )
84 downloads
Uploaded 3/10/2024 3:38 AM by CoolHandMike (see all 28)
"Works on Sonic 1 locked onto sonic and knuckles ... and should work on s3k as well." There is also a script inside the zip that works for the Blue Sphere Plus hack.
  • Remove extension "lua" then you can unzip to access zipped script files.
  • Uploaded with BaconOmelette's permission.

#638428767140434710 - xevious arrangement arcade little more looping 7331680

xeviousarrangement-normal-max-score more points ex 7331680.bk2
In 29:11.47 (102562 frames), 18820 rerecords
56 downloads
Uploaded 2/7/2024 4:25 AM by CoolHandMike (see all 28)
Reviewing SFan's submission. Example of near end before extra stage was able to loop one of the yellow shots that was missed. I think these shots could used more to get more points, but I think SFan's tas is a good high score tas. GG!

#638408082422448233 - Gryzor Amstrad CPC test

Gryzor (1987)(Ocean) test.bk2
In 14:28.07 (52084 frames), 58 rerecords
2 comments, 64 downloads
Uploaded 1/14/2024 5:50 AM by CoolHandMike (see all 28)
Using for Bizhawk issue in github for testing. Has some visuals and sound that need work. Just some normal controller human level playing and dying.

#638249845754440441 - Mega Man 2 - The Power Fighters (USA 960708) 11293

Mega Man 2 - The Power Fighters (USA 960708) version2 END 11293 truncated.bk2
In 03:09.36 (11293 frames), 15510 rerecords
99 downloads
Uploaded 7/15/2023 2:22 AM by CoolHandMike (see all 28)
Uses orb despawning trick. Slower IGT at 42"36 really due to knocking Cutman to left. About 200 frames faster. Ending on frame right before killing Wily due to personal preference.

#638249843093230614 - Mega Man 2 - The Power Fighters (USA 960708) 11502

Mega Man 2 - The Power Fighters (USA 960708) FINAL 11502.bk2
In 03:12.87 (11502 frames), 10565 rerecords
75 downloads
Uploaded 7/15/2023 2:18 AM by CoolHandMike (see all 28)
Original submitted one before pending replacement. Does not use the orb despawning trick. IGT 41"71.

#637879278660691914 - Zelda 2 Inventory Menu Example

Loz2_InventoryMenu_Example.zip.lua
161 downloads
Uploaded 5/12/2022 4:51 AM by CoolHandMike (see all 28)
This script recreates Zelda 2's Inventory Menu in Lua using Bizhawk. This is actually a zip with a ".lua" extension. Cannot normally upload zips here so added ".lua". Just rename to zip removing ".lua", then extract again.

#69246741767742276 - Ganbare Goemon - Ooedo Daikaiten (Japan) double jump glitch at line 83300

Ganbare Goemon - Ooedo Daikaiten (Japan) double jump glitch at line 83300.bk2
In 25:34.58 (91983 frames), 353 rerecords
287 downloads
Uploaded 2/4/2021 12:42 PM by CoolHandMike (see all 28)
This bk is originally from me just playing the game normally and encountering the glitch.
For one, I am not sure if that works outside of towns but the idea is that you jump, attack, then you can press and hold jump. Holding jump is like jumping in a lot of games where you hold it and you jump higher.
Bizhawk 2.4.1
pastebin of the inputs at that point https://pastebin.com/05eLT9Ua

#67950971431478997 - Bizhawk Lua CommonFunctions

CommonFunctions.lua
411 downloads
Uploaded 12/8/2020 4:11 AM by CoolHandMike (see all 28)

#67926325655324243 - byterange_decode

byterange_decode.lua
345 downloads
Uploaded 12/7/2020 1:32 AM by CoolHandMike (see all 28)
brunovalads' byterange_decode in a runnable format.

#67926281740058858 - keyCheck.lua

KeyCheck.lua
288 downloads
Uploaded 12/7/2020 1:29 AM by CoolHandMike (see all 28)
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.

#63485368131720364 - Shinobi III - Hard Crash at 42795

Shinobi III - TAS - 77994 Frames fixed found crash.bk2.bk2
In 21:41.59 (77995 frames), 24269 rerecords
453 downloads
Uploaded 5/21/2020 1:32 AM by CoolHandMike (see all 28)
Crash at 42795. Basically the game cannot handle all the sprites and then just hard resets.

#63215526424375868 - Centy 1 frame better?

Crusader of Centy - Eratyx 2020 possible one frame improvement 1fix.bk2.bk2.bk2
In 29:38.81 (106591 frames), 66542 rerecords
Game: Crusader of Centy ( Genesis, see all files )
474 downloads
Uploaded 5/8/2020 9:53 PM by CoolHandMike (see all 28)
look at frame 44650 Instead of Right, no input, then Left. Right, Down, instead. Seems to save one frame, but screws up tas after though :/

#62262609833143469 - Military Madness U tg16

Military Madness (U).wch
404 downloads
Uploaded 3/26/2020 11:56 PM by CoolHandMike (see all 28)
Watch has some attributes and stuff.
Types
Friendlies 0 trigger 1 falcon 2 eagle 3 Hunter 4 grizzly 5 polar 6 bison 7 slagger 8 titan 9 giant 10 hawkeye 11 Atlas 12 charlie 13 kilroy 14 panther 15 mule 16 pelican 20 trigger

Enemies 80 trigger etc 89 giant etc 92 enemy charlie

#62185639693467947 -

wonderboy in monster land - messing around with clip.gmv.bk2.bk2
In 11:03.76 (39774 frames), 37084 rerecords
476 downloads
Uploaded 3/23/2020 12:44 PM by CoolHandMike (see all 28)

#62045177127782182 - Revenge of Shinobi 20200317 update

Revenge of Shinobi - FINAL INPUT 43152 v3.bk2
In 12:00.14 (43153 frames), 65582 rerecords
461 downloads
Uploaded 3/17/2020 4:55 AM by CoolHandMike (see all 28)
Please replace existing movie in the workbench with this one that improves the time by 19 frames.

#59486918448884028 - Twisted Metal 2 - 2P WIP Paris Start

Twisted Metal 2 2P Paris Start.bk2
In 02:12.41 (7851 frames), 13869 rerecords
3 comments, 408 downloads
Uploaded 11/22/2019 11:50 PM by CoolHandMike (see all 28)
I am putting this up here for others to judge if the actual inputs look sloppy. First 3d game, and also first 2 player game. The actual video when watched looks fine IMO, but judging from the input.
A couple notes
  • No fine tune rotations. D pad only.
  • In between missions on the world map there are deliberate delays.
Questions or Thoughts?