User Files from Darkman425

Upload All User Files

#638055139421385179 - My Hero (SMS) - jump over dog line in stage 1

My Hero - stage 1 avoid dog line.bk2
In 01:27.10 (5219 frames), 324 rerecords
Game: My Hero ( SMS, see all files )
95 downloads
Uploaded 12/1/2022 5:52 PM by Darkman425 (see all 49)

#637981676335187216 - Mega Man: The Sequel Wars - SAGE 2022 Demo, Dust EX stage

Sequel Wars Sage Demo Ex Update (Regular Ost) - Dust EX.bk2
In 03:42.00 (13303 frames), 4527 rerecords
113 downloads
Uploaded 9/7/2022 5:13 PM by Darkman425 (see all 49)
Emulator used: BizHawk 2.8, Genplus-gx core
YouTube encode available here. Game does this weird thing with resolutions so I only posted the stage gameplay portion. Rest assured that I did modify the options before entering it.
This is a short TAS of the SAGE 2022 demo version of the fan game Mega Man: The Sequel Wars. This completes the Dust Man EX stage as fast as I could do in about a few hours work.
Game version:
Game : SEQUEL WARS SAGE DEMO EX UPDATE (REGULAR OST).bin
SHA-1: 3C2C7B0CA66A4472E3FF1085542EA7B26FC395AB
MD5  : 0089728B2F2C1B444A9B1808C32CEE91
I doubt it's that clean but there's also a LOT of lag in the Dust Man EX stage. Still, I wanted to get on the ground floor for this game since I really like it a lot. While I got the feeling that I barely missed getting the zip in the crusher room, the current build's super arrow would definitely allow for them. I expect that to be changed by full release.

#637950635588411093 - Game & Watch Gallery 4 - unlock Zelda verification movie

G&WG4 - 170 stars to get Zelda.bk2
In 7:30:48.98 (1615568 frames), 4 rerecords
121 downloads
Uploaded 8/2/2022 6:59 PM by Darkman425 (see all 49)
Emulator used: BizHawk 2.8, mGBA core
Done with mostly only rewinds as an actual TAS would get this amount of stars probably a good 20 minutes faster. All this is for is unlocking the Zelda Game & Watch for folks who want to TAS it but don't want to spend hours getting the 160 stars needed.
I don't know if I would do it myself but I do believe in making something someone could find useful in their own TAS of the Zelda game on this collection. Just note that apparently the Zelda Game & Watch has 2 loops but feel free to correct me on that.

#637944367136482812 - Game & Watch Gallery 2 - Halfway to 50 stars

G&WG2 - 25 of 50 stars.bk2
In 21:50.02 (78244 frames), 12519 rerecords
89 downloads
Uploaded 7/26/2022 12:51 PM by Darkman425 (see all 49)
Emulator used: BizHawk 2.8, Gambatte core
Game version, US GBC version
All modes of Helmet completed and Ball - Classic Hard completed. Next up is Ball - Modern Hard Yoshi and all versions of Donkey Kong to unlock the staff credits.

#637928477120291987 - Alwa's Awakening (NES) - zipless WIP all old content cleared

AlwasAwakening - zipless all old content.bk2
In 20:58.43 (75630 frames), 18533 rerecords
131 downloads
Uploaded 7/8/2022 3:28 AM by Darkman425 (see all 49)
Emulator used: BizHawk 2.8, EmuHawk core
This marks the end of all the original 2017 content sans the final boss needed to beat the game. The last part is exclusive to the NES version. Still kinda upset that I couldn't figure out the one cycle for that Altar of Echoes room.

#637927613920656566 - Alwa's Awakening (NES) - zipless WIP up to Block 2

AlwasAwakening - zipless Tower and Block 2.bk2
In 15:03.86 (54321 frames), 13425 rerecords
119 downloads
Uploaded 7/7/2022 3:29 AM by Darkman425 (see all 49)
Emulator used: BizHawk 2.8, NESHawk core
I have to label this zipless since a new out of bounds glitch was discovered that beats the game in about 10 minutes, involving only Block 1 and Bubble 1. For now I'm gonna keep at it with what I have since I do like navigating through the rooms. A lot of interesting stuff going through the Void Tower.

#637926753949437295 - Alwa's Awakening (NES) - WIP up to Bubble 2

AlwasAwakening - Sea Monk to Bubble 2.bk2
In 10:31.74 (37967 frames), 9726 rerecords
111 downloads
Uploaded 7/6/2022 3:36 AM by Darkman425 (see all 49)

#637925661270209087 - Alwa's Awakening (NES) - WIP up to Sea Monk Shrine

AlwasAwakening - up to Sea Monk Shrine.bk2
In 04:48.94 (17365 frames), 4269 rerecords
113 downloads
Uploaded 7/4/2022 9:15 PM by Darkman425 (see all 49)
Emulator used: BizHawk 2.8, NESHawk core
There's a bit of unoptimized movement immediately after leaving the Amber Sanctum but that's easily fixable. Block jumping is still in and is still powerful.
EDIT: Turns out that bit of movement that I thought was unoptimized ended up being faster without a ladder boost by 12 frames, thanks to the block spell cooldown getting in the way.

#637912781916759106 - Mario VS Airman [d] version - first full draft

SMB LuigiVSAirman MK edition.bk2
In 01:44.43 (6276 frames), 2304 rerecords
1 comment, 140 downloads
Uploaded 6/19/2022 11:29 PM by Darkman425 (see all 49)
Emulator used: BizHawk 2.8, NESHawk core
ROM hack available here.
YouTube encode here.
This is a completed first draft. For improvements I got better screen transition locations that saved 15 frames. I'm not happy with the Air Man fight since he got 6 attacks in compared to HappyLee's regular Luigi run where Air Man only attacked 3 times. Figuring out the boss fight strats will be a huge time save right. There's also the problem that I haven't quite figured out how to get fast acceleration on Luigi quite yet, so there's probably a decent number of frames to be saved there.

#637903984554233069 - R-Type III - Shadow force stage 1-1 only

RType3 - shadow force test.bk2
In 06:06.25 (22011 frames), 10142 rerecords
Game: R-Type III ( SNES, see all files )
106 downloads
Uploaded 6/9/2022 7:07 PM by Darkman425 (see all 49)
  • Emulator used: BizHawk 2.8
  • Core: BSNES v115+
  • Game version: R-Type III - The Third Lightning (Japan)
    • SHA1: 945259EBA6B62E4BA124452A0C393640F4B61A09
    • MD5: E5CB261F53BCA5A8BF70EC05C2A9E3DB
YouTube encode here.
oh dear i took a week to make a proof of concept what the
I did this mostly to test the waters for myself if I wanted to commit to a full run of R-Type III. A full run of course would be a 2-All, or 2 loops cleared. The loops are distinguishable enough to me and there's a lot of potential variability in entertainment possible even between similar levels.
There's a 2 frame lag speed/entertainment tradeoff done before the boss since I thought getting that angled shot was cool.
No guarantees that I'll fully commit to a full run. If anyone wants to use this input file and expand upon it for themselves, just ask me and give credits. Surprised there's not been a collaborative shmup playaround done ever.

#637856382787336763 - Super Hang-On (Genesis) - Junior course improved stage 10 time

sho original mode junior V2.bk2
In 08:40.85 (31211 frames), 14669 rerecords
Game: Super Hang-On ( Genesis, see all files )
82 downloads
Uploaded 4/15/2022 4:51 PM by Darkman425 (see all 49)
Version used: Super Hang-On (W) (REV0) [!]
Input file starts from save state.
Redid the stage 10 inputs to cut down on slowdown and maintain as much speed after turns as much as possible to save 1.87 seconds IGT.

Stage times

Final stage time approximated by subtracting the sum of the other stage times from the displayed course time.
Stage 1 - 34.00 sec    Stage  6 - 31.80 sec
Stage 2 - 31.30 sec    Stage  7 - 35.10 sec
Stage 3 - 30.93 sec    Stage  8 - 34.70 sec
Stage 4 - 36.53 sec    Stage  9 - 30.16 sec
Stage 5 - 32.13 sec    Stage 10 - 32.36 sec
Displayed IGT - 5:29.01

Actual IGT - 5:25.26
No YouTube encode for this since it's not a major improvement.

#637855800973689554 - Super Hang-On (Genesis) - Junior course in 5:27.23

sho original mode junior.bk2
In 08:43.29 (31357 frames), 14069 rerecords
Game: Super Hang-On ( Genesis, see all files )
4 comments, 87 downloads
Uploaded 4/15/2022 12:41 AM by Darkman425 (see all 49)
Version used: Super Hang-On (W) (REV0) [!]
Edit since I forgot to mention it like a fool: this starts from a save state made from the previous inputs of the Beginner course file of mine.
There is some noticeable parts where I intentionally drive into the shoulder. This is to slow down for the much tighter truns that are becoming more frequent.
For reference, the RTA world record is 3:35.36 and the total best RTA is the same from what I could find.

Stage times

Final stage time approximated by subtracting the sum of the other stage times from the displayed course time.
Stage 1 - 34.00 sec    Stage  6 - 31.80 sec
Stage 2 - 31.30 sec    Stage  7 - 35.10 sec
Stage 3 - 30.93 sec    Stage  8 - 34.70 sec
Stage 4 - 36.53 sec    Stage  9 - 30.16 sec
Stage 5 - 32.13 sec    Stage 10 - 34.23 sec
Displayed IGT - 5:30.88

Sum of second fractions of stages 1-9 - 3.65 seconds

Actual IGT - 5:27.23
YouTube encode available here.

#637854309460780380 - Super Hang-On (Genesis) - Beginner course in 3:08.58

sho original mode beginner.bk2
In 05:11.65 (18675 frames), 7610 rerecords
Game: Super Hang-On ( Genesis, see all files )
81 downloads
Uploaded 4/13/2022 7:15 AM by Darkman425 (see all 49)
Version used: Super Hang-On (W) (REV0) [!]
Before anyone asks, the in-game timer has a bug where the fractions of a second is carried over between stages. The real in-game time is determined from taking the displayed in-game time in the high score table at the end and subtracting the second fractions of each completed stage times except the last one. I will write up an explanation of the timer and how it's kind of bugged some time in the future, probably as an entire game resources page.
For reference, the RTA world record is 3:10.99 and the sum of RTA best is approximately 3:09.43.
Edit: I only found this other existing TAS of the Beginner course some time after making this run which is faster than mine in all places except stage 2. The reason I missed it was that it wasn't labelled as a TAS in the description and no comments to call out this fact. A different emulator is used but isn't really an issue since lag doesn't affect the in-game timer at all. In any case I'll probably take a closer look at this some other time to see exactly how far that time could be pushed down.

Stage times

Final stage time approximated by subtracting the sum of the other stage times from the displayed course time.
Stage 1 - 33.96 sec    Stage 4 - 30.30 sec
Stage 2 - 30.71 sec    Stage 5 - 31.10 sec
Stage 3 - 32.46 sec    Stage 6 - 32.58 sec
Displayed IGT - 3:11.11

Sum of second fractions of stages 1-5 - 2.53 seconds

Actual IGT - 3:08.58
YouTube encode available here.

#637825394048027802 - Mega Man: The Sequel Wars - Episode Red demo EX Skull Man stage

Mmtsw Episode Red Demo Ex - Skull EX.bk2
In 04:27.66 (16039 frames), 4270 rerecords
183 downloads
Uploaded 3/10/2022 8:03 PM by Darkman425 (see all 49)
Emulator used: BizHawk version 2.8
Download the demo here.
YouTube encode here. Sorry about the quality since the AVI dump was 15 separate parts.
The demo has an incredibly good vertical slice of what the EX mode of the stages would be, so I decided to make what is essentially a vertical slice of what a potential TAS would be. There's a lot of cool tricks that could be done with weapon switching such as cancelling rain flush to get another out immediately, though weapon switches come at a cost of one lag frame per swap. I did bunny hops to skip both miniboss fights, which is certainly something I expect to be patched out on the full release. This still isn't the most optimal, such as not using rain flush in the shield attacker/batton room, but I already got frustrated enough making the encode and this is a demo anyways. At least all RNG is controllable with player inputs, including pressing the slide button while in midair. I turned down the screenshake to light for personal reasons and turned off extra graphical effects to cut down on some lag.

#637805667552639361 - Mega Man: The Power Battle - MAMEHawk CPS1 test up to Cut Man

Mega Man - CPS1 test up to Cut Man.bk2
In 01:12.00 (4334 frames), 2468 rerecords
109 downloads
Uploaded 2/16/2022 12:05 AM by Darkman425 (see all 49)
MAME game name: megaman
Full name: Mega Man: The Power Battle (CPS1, USA 951006)
DIP switches set to hardest difficulty, the rest default
I mostly did this as a test for CPS1 arcade hardware sync. The movie syncs but I'm probably not gonna finish this since Cut Man RNG is a real thorn in my side. Maybe someone else will come along to finish what I started.
This is an improvement to an old submission for in-game times. The improvements for the parts I did complete as follows:
Ice Man - 7.54 seconds, 0.58 second faster due to only using medium charge shots after the initial large charge shot.
Heat Man - 2.29 seconds, no change in time.
Wood Man - 2.18 seconds, 0.04 second faster due to shots used after launching the second charged atomic fire shot.
It might be possible that a different boss route could save time. Mostly think of Cut Man first since Wood Man goes down quickly enough with charged atomic fire and leaf shield is so bad in this game that using a non-weakness weapon is better.

#637803766210882369 - quartet2a - MAMEHawk Sega System 16 test, 1 player

quartet2a - test through 1 loop.bk2
In 22:49.00 (82112 frames), 19968 rerecords
Game: Quartet ( Arcade, see all files )
106 downloads
Uploaded 2/13/2022 7:17 PM by Darkman425 (see all 49)
MAME game name: quartet2a
Full name: Quartet 2 (unprotected)
DIP switch notes: Difficulty set to Hardest, the rest of the settings are default
Got a full loop finished up. Managed to get this to sync across two different computers (old Windows 7 computer and newer Windows 10 laptop) and even managed to get a nice encode out of it as well. Seems like Sega System 16 hardware is working well on the experimental MAME core.

#637803050556197763 - quartet2a - MAMEHawk Sega System 16 test through stage 24

quartet2a - test through stage 24.bk2
In 17:37.00 (63437 frames), 15578 rerecords
Game: Quartet ( Arcade, see all files )
108 downloads
Uploaded 2/12/2022 11:24 PM by Darkman425 (see all 49)
MAME game name: quartet2a Full name: Quartet 2 (unprotected)
DIP switch notes: Difficulty set to Hardest, the rest of the settings are default
75% of a loop is done and the file seems to still sync on my old computer. Stages 19 and 24 are problem spots in that they don't feel fast to me even though that was the best I could get. For stage 24 it might be possible to not get the power orb in stage 2 and get it at the start but I think the wideness of the full shot is what makes some of the shots on the bosses work in some stages to begin with.

#637802031752235396 - quartet2a - MAMEHawk Sega System 16 Test 2 through stage 16

quartet2a - test through stage 16.bk2
In 11:43.00 (42201 frames), 10489 rerecords
Game: Quartet ( Arcade, see all files )
102 downloads
Uploaded 2/11/2022 7:06 PM by Darkman425 (see all 49)
MAME game name: quartet2a Full name: Quartet 2 (unprotected)
DIP switch notes: Difficulty set to Hardest, the rest of the settings are default
While I'm still having issues with MAMEHawk TAStudio stability including a bad savestate making a .tasproj file crashing in TAStudio but still playable in movie playback, the playback itself seems to be working perfectly fine for me. Movie sync still seems to hold up, and I can confirm that the moving platforms in stages 15 through 17 are indeed working in this version of Quartet.

#637800702066670658 - quartet2a - MAMEHawk Sega System 16 Test 1

quartet2a - MAMEHawk Sega System 16 test 1.bk2
In 05:52.00 (21108 frames), 6471 rerecords
Game: Quartet ( Arcade, see all files )
103 downloads
Uploaded 2/10/2022 6:10 AM by Darkman425 (see all 49)
MAME game name: quartet2a Full name: Quartet 2 (unprotected)
DIP switch notes: Difficulty set to Hardest, the rest of the settings are default
This is a test of the 2022 Feb 8 build of the MAMEHawk core. I did a quick TAS of Quartet up to clearing stage 8. This version was used due to the version of the segas16a.cpp in the current MAMEHawk build doesn't have the emulated protection fixes from the latest MAMEdev revisions, which control the moving platforms on certain stages. I uploaded this to see if this would sync for other users as a preliminary test of Sega System 16 A hardware. I will keep at this to make sure this version of Quartet has working moving platforms.

#637797807642919169 - Final Fantasy Legend II - game end glitch with subtitled commentary

Sa-Ga 2 - Hihou Densetsu (Japan) - game end glitch with subtitles.bk2
In 08:50.00 (31670 frames), 4155 rerecords
113 downloads
Uploaded 2/6/2022 9:46 PM by Darkman425 (see all 49)

#637773833681016153 - Wily Wars zipless - Mega Man 3 completed

Rockman Megaworld (J) [!] - zipless all modes MM3 section.bk2
In 36:53.00 (132589 frames), 46188 rerecords
164 downloads
Uploaded 1/10/2022 3:49 AM by Darkman425 (see all 49)
Emulator: BizHawk version 2.7
ROM version: Rockman Megaworld (J) (alt 1)
This file starts from a save state because it's from my full file after the Mega Man 1 credits. Thus the actual run time of this run from power on would add about 224 frames total.
I feel pretty proud about this part of the collection since I feel like I've got a better understanding on when to do damage boosts and how to keep moving without pausing. There's some parts that I feel like someone more experienced to route out better but overall I feel good about it.
Approximate time from "power on" until end of inputs to reach credits: 132813 frames, or 36:56.404

#637769557958248266 - Wily Wars zipless - Mega Man 2 completed

Rockman Megaworld (J) [!] - zipless all modes preliminary run MM2 section.bk2
In 28:24.00 (102102 frames), 26993 rerecords
131 downloads
Uploaded 1/5/2022 5:03 AM by Darkman425 (see all 49)
Emulator: BizHawk version 2.7
ROM version: Rockman Megaworld (J) (alt 1)
This file starts from a save state because it's from my full file after the Mega Man 1 credits. Thus the actual run time of this run from power on would add about 224 frames total.
The two notable problems with this collection are the lag problems and the weapon timing differences. It's more significant here since enemies have notable i-frames of at least 9-10 and rapid fire at best is a shot every 9 frames. This makes shooting and moving more complicated as shooting at the absolute fastest rate means some shots get ignored. There are also notable sections that add tremendous lag from things like being airborne and shooting weapons at certain points. The alien fight in particular is a nightmare since the game slows down by half if a bubble shows up for more than a frame at a time, complicating the already troubling rapid fire problem.
Approximate final time from "power on" to final input: 102326 frames, or 28:27.632

#637767009228272314 - Wily Wars zipless - Mega Man 1 completed

Rockman Megaworld (J) [!] - zipless MM1 completed.bk2
In 20:13.00 (72694 frames), 11883 rerecords
155 downloads
Uploaded 1/2/2022 6:15 AM by Darkman425 (see all 49)
Emulator used BizHawk version 2.7
ROM version Rockman Mega World (J) (a1)
The reason for the alternate ROM set is that this is the only version that has working SRAM in BizHawk due to certain cartridge hardware aspects not emulated as of this writing.
This is part of an all games zipless run that I am doing. I managed to finish up Mega Man 1 in 20:13.128 from power on. I do plan on letting the credits play for each game so for a more accurate time I should measure from selection menu to last hit on the final boss.

#76495054138133104 - Steamgear Mash - unfinished improvements

Steamgear Mash (Japan) - any% unfinished draft.bk2
In 10:58.33 (39500 frames), 9645 rerecords
Game: Steamgear Mash ( Saturn, see all files )
132 downloads
Uploaded 12/27/2021 11:02 PM by Darkman425 (see all 49)
Made on BizHawk version 2.6.2
Saturn BIOS version 1.00 is needed to sync.
This is a full run but unpolished draft of a TAS improvement that has both Nye's old inputs where I couldn't really improve and my inputs where I mostly used new strategies. The new strategies that were found when this was a Speed Bump game of the month was a quick stage 1 boss kill that bypasses i-frames during the flame attack, a block clip in stage 6 to skip the homing missile pickup in stage 4, and a faster final boss phase 1 kill thanks to the block clip giving more punch weapon ammo to work with.
While this is indeed faster than the old run, I got much worse luck for the stage 2 boss fight and the old stage 5 inputs desynced on the boss fight proper due to likely emulator differences changing the shot patterns. There is also a frame lost in a room shortly after the stage 1 boss that I didn't catch until I had completed this and compared in game input times. There's also a potential improvement on the stage 3 boss to manipulate them into not doing the charge attack after their entrance, which could save maybe a second due to not being in hitstun from being rammed.
I'm posting this here since I don't feel that I'm quite capable yet to get those lost frames all back since the stage 2 boss AI is a complete nightmare to get cooperative. I might come back to this someday but this is here if someone else wants to clean up this or improve upon it. Although if someone could clip through the block in stage 1 for the speed boost item then this file probably wouldn't be too relevant.
Frames lost compared to old TAS:
  • Suboptimal movement - 1
  • Stage 2 boss - 59
  • Stage 5 boss - 101
Total - 161 frames