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#637843303974403704 - Skipp and Friends Status Display

Skipp_status_display.lua
134 downloads
Uploaded 3/31/2022 1:33 PM by Dacicus (see all 26)
Shows some useful information on screen.

#67854780147691472 - Wizards & Warriors X Hitbox Script (BizHawk)

WizWarX_Draw_Hitbox_HP.lua
364 downloads
Uploaded 12/3/2020 8:13 PM by Dacicus (see all 26)
This script displays hitboxes for Kuros, Kuros's weapon, and active items in Wizards & Warriors X: The Fortress of Fear. It also displays HP of items. Several notes:
  • HP values are decimal numbers.
  • The weapon only has a hitbox during certain animation states. It only causes damage when it has a hitbox.
  • Damage appears to be 1 HP per frame of contact with the enemy.
  • Some items, like keys, remain in an active state even after being collected.

#66720987530792477 - Wizards & Warriors III new start route

WW3-new-start-route.fm2
In 00:11.91 (716 frames), 38 rerecords
408 downloads
Uploaded 10/13/2020 6:45 PM by Dacicus (see all 26)
This is 6 frames faster than the current publication. The key to passing through the roof seems to be jumping for 7 input frames when Kuros's horizontal position is 0x01A1.

#66406789831147836 - Blank input frame finder (BizHawk)

Movie_find_Spike_frames.lua
2 comments, 330 downloads
Uploaded 9/29/2020 3:09 PM by Dacicus (see all 26)
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

TAStudio_remove_individual_input.lua
344 downloads
Uploaded 8/31/2020 8:02 AM by Dacicus (see all 26)
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.

#65311157005404697 - Bionic Commando: Elite Forces Area 9 Skip - Female

BCEF-Area09-f-Skip.bk2
In 00:09.33 (484 frames), 83 rerecords
387 downloads
Uploaded 8/11/2020 6:56 AM by Dacicus (see all 26)

#62844434659746028 - Bionic Commando: Elite Forces damage boost

BCEF-damage-boost.bk2
In 00:04.94 (295 frames), 3 rerecords
426 downloads
Uploaded 4/22/2020 4:47 AM by Dacicus (see all 26)
You can get some extra height if you swing into an enemy at the right frame. Compare the rightward swing (boost) to the leftward one (no boost).

#58215230445950669 - Desert Bus Bot (Gens)

DesertBus-Gens.lua
438 downloads
Uploaded 9/26/2019 5:20 PM by Dacicus (see all 26)
Gens version of this.

#58177909671900143 - Desert Bus Bot (BizHawk)

DesertBus-BizHawk.lua
465 downloads
Uploaded 9/25/2019 12:59 AM by Dacicus (see all 26)
Inspired by alden's run, this is a simple bot that should play Desert Bus endlessly. Start it after the bus powers on in-game, then sit back and relax.

#47189229301951797 - Ironsword Malkil fight elemental positions

WW2_draw_Malkil_elementals.lua
874 downloads
Uploaded 5/18/2018 3:54 AM by Dacicus (see all 26)
This script draws the position of the elementals during the final fight with Malkil in Ironsword: Wizards & Warriors II on a canvas. Kuros's position also is drawn. To keep it compact, coordinates on the canvas are scaled to half the value in the game. By default, the area drawn is 1.5 by 1.25 screens large and focused around the middle peak of Icefire Mountain.
Keys are defined that allow you to toggle each elemental on/off, restore Kuros to full health or full magic (so you do not need separate cheats), and clear the canvas. There are toggles for the health restoration, magic restoration, and canvas clearing to be done automatically.

#42668396199674685 - Wizards & Warriors III Thief Guild Guardian Despawn

WW3_thief_guild_despawn.fm2
In 01:08.45 (4114 frames), 118 rerecords
908 downloads
Uploaded 10/26/2017 1:34 PM by Dacicus (see all 26)
Unoptimized input file that despawns the thief guild guardian. The relevant input starts around frame 3400. To be used for debugging this glitch, which originally was discovered by theLimitBreak here. Unknown if this is faster than the current method of taking damage to get through the guardian.
The assembly at 08:83F2 seems to be relevant for spawning enemies. The guardian specifically is checked when $00BD is 0x1B. The LDA ($22),Y instructions load the enemy X low byte, enemy X high byte, enemy Y low byte, and enemy Y high byte, in that order. Jumps and branches to $83FE and $8485 end the processing for the current enemy.

#41017993550188495 - Wizards & Warriors III v5 WIP 07

WW3_v5_WIP07.fm2
In 02:58.21 (10710 frames), 952 rerecords
966 downloads
Uploaded 8/13/2017 5:44 AM by Dacicus (see all 26)
Brings the run back up to leaving the building with the silver thief statue. Frame numbers of key points in the update (published move -> WIP):
 9238 ->  9220: Enter building with silver thief statue ($00B6 = 0x31)
10366 -> 10100: Guardian HP = 0 ($049D)
10381 -> 10119: Enter room with statue ($00B6 = 0x36)
10834 -> 10554: Leave room after getting statue ($00B6 = 0x31)
10984 -> 10697: Leave building ($00B6 = 0x19)
Total frames saved = 287.

#40862823963150726 - Wizards & Warriors III v5 WIP 06

WW3_v5_WIP06.fm2
In 02:33.58 (9230 frames), 462 rerecords
932 downloads
Uploaded 8/6/2017 6:01 AM by Dacicus (see all 26)
Brings the run back up to the building with the silver thief statue. Frame numbers of key points in the update (published move -> WIP):
3621 -> 3612: Enter thief 1 guild ($00B6 = 0x3B)
4009 -> 4000: Enter thief 1 trial ($00B6 = 0x62)
6876 -> 6867: Trial boss HP = 0 ($049E)
7909 -> 7900: Leave guild ($00B6 = 0x19)
8218 -> 8206: Enter shop to buy 3 keys ($00B6 = 0x5F)
8871 -> 8855: Leave shop ($00B6 = 0x19)
9238 -> 9220: Enter building with silver thief statue ($00B6 = 0x31)
Total frames saved = 18

#40802538490803240 - Wizards & Warriors III v5 WIP 05

WW3_v5_WIP05.fm2
In 01:01.57 (3700 frames), 220 rerecords
960 downloads
Uploaded 8/3/2017 12:52 PM by Dacicus (see all 26)
Restarted the run after discovering a trick that allows you to get up to maximum horizontal speed more quickly by jumping from a crouching movement. See the Game Resources page for details. Thanks to FatRatKnight for helping find the trick.
Frame numbers of key points in the update (published move -> WIP):
1801 -> 1799: Enter shop after collecting money ($00B6 = 0x5F)
2731 -> 2729: Enter building with bronze thief statue ($00B6 = 0x1A)
3157 -> 3148: Leave building ($00B6 = 0x19)
3621 -> 3612: Enter thief 1 guild ($00B6 = 0x3B)
Total frames saved = 9

#40733792451181818 - Wizards & Warriors III v5 WIP 03

WW3_v5_WIP03.fm2
In 04:42.62 (16985 frames), 17721 rerecords
976 downloads
Uploaded 7/31/2017 10:34 AM by Dacicus (see all 26)
Completes the second thief guild. Attack interruption turned out not to be necessary. Maybe it will show up in the third guild. Input from the published run was copied over at the end, but it desyncs before reaching the building with the gold thief statue. I expect that this will be easier to fix than the previous situation, however, since it's basically just moving left and jumping at the proper frame.
Frame numbers of key points in the update (published move -> WIP):
15341 -> 15141: Thief 2 boss HP loads ($049F = 0x10)
15812 -> 15568: Thief 2 boss HP = 0
15925 -> 15663: Pick up statue after defeating boss
16264 -> 15996: First text box appears saying congratulations
16334 -> 16066: Final text box disappears
16846 -> 16578: Leave thief 2 guild ($00B6 = 0x19)
Total frames saved = 268

#40699292099763248 - Wizards & Warriors III v5 WIP 02

WW3_v5_WIP02.fm2
In 04:12.00 (15145 frames), 17620 rerecords
932 downloads
Uploaded 7/29/2017 9:16 PM by Dacicus (see all 26)
Extends the previous WIP to the fight with the boss of the second thief guild. Input from the published run was copied over, but a lot of testing was required to fix Kuros's X-subpixel position ($02D4). I finally got it somewhat close (off by 0x0F at important points) by replacing input with blank frames at frames 10711-10712, 10721-10722, and 11090-11091. The first two spots were while walking back through the room with the guardian, and the third was while making a jump between buildings.
Frame numbers of key points in the update (published move -> WIP):
10984 -> 10784: Leave building with silver thief statue ($00B6 = 0x19)
12002 -> 11802: Land on ledge with thief 3 guild flashing guardian
12405 -> 12205: Enter thief 2 guild ($00B6 = 0x3C)
12863 -> 12663: Enter thief 2 trial ($00B6 = 0x63)
15341 -> 15141: Thief 2 boss health loads ($049F = 0x10) 
Total frames saved = 200

#40688149441849445 - Wizards & Warriors III Hitbox Lua for FCEUX

WW3_hitboxes.lua
915 downloads
Uploaded 7/29/2017 9:14 AM by Dacicus (see all 26)
For use in FCEUX. Displays hitboxes for Kuros's weapon and other things. The other hitboxes are derived from the thief 2 and 3 guild bosses, so there may be errors for objects other than those bosses.

#40687988043960748 - Wizards & Warriors III v5 WIP 01

WW3_v5_WIP01.fm2
In 03:00.20 (10830 frames), 17389 rerecords
907 downloads
Uploaded 7/29/2017 9:03 AM by Dacicus (see all 26)
Improvement in the fight with the guardian of the silver thief statue. Based on RTA strategy from speedrun.com. Everything else up to that point is copied from the currently published movie.
Frame numbers of key points in the fight (published move -> WIP):
10366 -> 10136: Guardian HP = 0 ($049D)
10381 -> 10180: Enter room with statue ($00B6 = 0x36)
10530 -> 10330: Pick up statue
10536 -> 10336: Start of text that you got statue
10594 -> 10394: Text box disappears
10834 -> 10634: Leave room with statue ($00B6 = 0x31)
10984 -> 10784: Leave building with statue ($00B6 = 0x19)
Total frames saved = 200
The seeming loss of frames between HP=0 and entering the room with the statue probably results from the different horizontal position at which the guardian dies.

#40227492333481211 - Wizards & Warriors III Thief Boss Hitbox Display

WW3_thief_boss_hitbox.lua
909 downloads
Uploaded 7/8/2017 3:20 PM by Dacicus (see all 26)
Displays the hitbox and status value from RAM for thief trial bosses. May work for other enemies. The important box for causing the boss to lunge backwards is the one for its weapon. The following criteria all must be met for the thief 2 and 3 bosses to make them lunge backwards:
  • Status must be 0x97
  • Kuros_left < Enemy_right
  • Kuros_right >= Enemy_left
  • Kuros_top < Enemy_bottom
  • Kuros_bottom >= Enemy_top
Kuros_left and so forth refer to the edges of the hitbox for Kuros's weapon. Enemy_right and so forth refer to the edges of the hitbox for the boss's weapon. Values increase from left to right and from top to bottom across the screen.

#40224233649342720 - Wizards & Warriors III Kuros Weapon Hitbox Display

WW3_Kuros_weapon_hitbox.lua
899 downloads
Uploaded 7/8/2017 11:48 AM by Dacicus (see all 26)
Draws the hitbox for the currently held weapon. The thief 2 crowbar is special because its hitbox has length and height of 0 in certain stances. This is why it is so hard to cause damage with it. In those cases, a box is drawn with a target inside, and the coordinates for the hitbox are at the center of the target. As far as I can tell, enemies have to hit that center point to take damage.

#40142324740416001 - Wizards & Warriors III Thief 2 Boss Improvement

ferret2,dac-wizwar3_mod2.fm2
In 04:30.06 (16230 frames), 17254 rerecords
951 downloads
Uploaded 7/4/2017 7:16 PM by Dacicus (see all 26)
Boss fight improved by 34 frames using attack pattern interruption.

#40137754283908266 - Wizards & Warriors III Thief 2 Boss Attack Interrupt

WizWar3-Thief2-Interrupt.bk2
In 00:09.58 (576 frames), 18 rerecords
868 downloads
Uploaded 7/4/2017 2:20 PM by Dacicus (see all 26)
Demonstration of how to interrupt part of the thief 2 boss attack pattern. Also works with the thief 3 boss.

#39994572803987137 - Wizards & Warriors III Knight Guild Skip

WizWar3-KnightSkip.bk2
In 00:09.90 (595 frames), 25 rerecords
840 downloads
Uploaded 6/28/2017 3:35 AM by Dacicus (see all 26)
Glitch that allows skipping the knight guilds. Movie created based on this description by QoNe.

#38688648943863044 - ZMZX4 Show enemy spawns v1

Zook_draw_enemy_spawns.lua
843 downloads
Uploaded 4/30/2017 8:04 AM by Dacicus (see all 26)
This script shows the enemy spawn locations in the current segment (white squares), as well as boxes that should indicate where the camera needs to be to spawn the enemies. The blue rectangles are the spots when moving right and the green are the spots when moving left. If the top of the rectangle is above the top of the screen, the enemy should not spawn. This does not account for vertical movements (jumping, climbing, etc.).

#38617387944859351 - ZMZX4 Skip Stage 6 miniboss

Zook_Stage6_Miniboss_Skip_Setup.bk2
In 00:28.83 (1722 frames), 1 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
897 downloads
Uploaded 4/27/2017 3:03 AM by Dacicus (see all 26)
How to skip the stage 6 miniboss. You first have to set up a miniboss state. The enemy used to skip the miniboss probably spawns at (144, 48) in segment 1 of stage 6. Note that you have to backtrack slightly in order to load segment 2 (why I kept jumping up toward the spikes). The doorway to the miniboss is blocked off otherwise.