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#13598421770779436 -

kirby's_adventure_console_sync_test.fm2
In 00:40.62 (2441 frames), 27595 rerecords
1161 downloads
Uploaded 3/27/2014 9:22 AM by MESHUGGAH (see all 294)
try to verify this. should lead to credits or a "dark orange" background color.

#13155260348751573 - NES Werewolf improving

MESHUGGAH_Werewolf - The Last Warrior (U)_WIP30.fm2
In 03:17.63 (11878 frames), 15630 rerecords
1109 downloads
Uploaded 3/7/2014 10:23 AM by MESHUGGAH (see all 294)
Made a run from scratch with constantly comparing to published run. Everything went well until lightning and the boss.
Level 1 - 8 frames improved
  • 1 frame saved by starting earlier at “1 player push start”
  • 1 frame saved by better jumping to next scene (looks like it saved by different RNG/In-game timer)
  • Hidden wallzipping probably saved a frame, since boss spawn is faster too
  • 1 frame saved by ending the scene with jump
  • 1 frame saved somewhere around falling down vertically after getting inside the wall
  • Probably 3 frames saved at boss battle
Note: Combining arrow+claw damage is slower at boss (random bug)
Level 2 (Mad City) - 7 frames improved
  • 1 frame faster before picking up powerups, not really sure about that
  • Probably 6 frames faster after double powerups by better jumping
Level 3 - 1 frame lost
  • 1 frame lost at lightning #29, has something to do with in-game timer. My lightning appears ~12 frames faster.
Boss - More frames are lost
  • Boss timer is ~12 frames slower, diminishing my total improvements to 4 frames.
TODO: debug this sheet

#12731798378251011 - NES Joust perfect wave 1

meshuggah_joust_wave1.fm2
In 00:13.06 (785 frames), 2485 rerecords
Game: Joust ( NES, see all files )
751 downloads
Uploaded 2/16/2014 8:41 AM by MESHUGGAH (see all 294)
Theoritically fastest wave 1 done by manipulating X and Y position before & after 2nd bird to hit the ceiling faster (last flap/flying/A button delayed with 1 frame) and using the same last time flap/fly/A to instantly catch egg.
Fastest bird kill: when you see their green pixeled leg - the last frame before they start to fly.
Wave 2 in 784 frame.

#11247079938734164 - Metroid latest with sfx raping

MESHUGGAH_Metroid_demo.fm2
In 01:55.94 (6968 frames), 114772 rerecords
Game: Metroid ( NES, see all files )
1208 downloads
Uploaded 12/11/2013 11:55 AM by MESHUGGAH (see all 294)
Warning: awesome sfx manipulation, ignore this movie if you want to be surprised once it's complete.
jump sounds, bullet sounds (muted whne exploding trick), movement, music filling (mostly melody but drums too with beams and jumps).
159 frames faster than LordTom, need 3 frames to save 10 frames, and probably can shave more frames if I get extraordinary luck.
I would appreaciate it if you would PM or comment me about the sounds!

#10808402944300824 - NES Metroid any% work

MESHUGGAH_Metroid_any_KraidImproved.fm2
In 02:14.86 (8105 frames), 38010 rerecords
Game: Metroid ( NES, see all files )
1766 downloads
Uploaded 11/21/2013 5:47 PM by MESHUGGAH (see all 294)
Further improved OoB scenes and better pause handling and improved Kraid fight. 127 frames faster than LordTom currently.

#10784948895065308 - NES Metroid any% work

MESHUGGAH_Metroid_any_KraidDone.fm2
In 01:57.31 (7050 frames), 28115 rerecords
Game: Metroid ( NES, see all files )
1179 downloads
Uploaded 11/20/2013 4:26 PM by MESHUGGAH (see all 294)
"Completely" redone WIP. Better positioning horizontally/vertically, better jumps and OoB improvements. "Resets" the game 93 frames faster by than LordTom.
Newer lua script: http://pastebin.com/F5P4xuGj
Other notes:
  • Currently investigating how to improve Kraid boss.
  • I've removed 3 lag frames by pausing for 1 frame (T, empty, T) so it saves 1 frame overall. However, I believe I get an extended 6 frames delay once the boss died because of that.
  • Lag frames and boss 1st missile shoot time depends on Samus previous state and position and also pauses.

#10672889302024209 - NES Metroid any% test

MESHUGGAH_Metroid_any_minitest.fm3
In 00:54.46 (3273 frames), 1 rerecords
Game: Metroid ( NES, see all files )
1415 downloads
Uploaded 11/15/2013 3:19 PM by MESHUGGAH (see all 294)
My simple lua script: http://pastebin.ca/2476333
This movie shows all my discoveries so far:
  • You can change direction on "first" frames without losing any speed (after starting the game, after entering a room, after picking up item etc)
  • I decrease my speed earlier before picking up the item so I have a "lower" speed reduction.
  • I do it twice after picking up the item to get a better jump after unmorphing to spawn platform and to shoot the door 1 frame faster
  • Notice that I exit the door with L. While this doesn't save time here, it changes Samus' postion once he travels to next room. Obviously if you would go to right, it's faster to move right (as I did at the elevator)
  • Different OoB ending (edit: also avoided a morph jump)
  • Juggling lag frame positions without changing lag count by shooting and manuevering differently after OoB
19 frames faster so far. Notice that I've actually had to make 1-2 frame delay otherwise the TAS magically desyncs without any ROM change (the trace log is different however)

#10271330243602333 - NES Total Recall TAS

MESHUGGAH_TotalRecall.fm2
In 04:46.11 (17195 frames), 62335 rerecords
Game: Total Recall ( NES, see all files )
1121 downloads
Uploaded 10/28/2013 1:17 PM by MESHUGGAH (see all 294)
Fixed fm2 header to match with proper ROM

#9624287711530343 - Wheel of Fortune test

MESHUGGAH_WheelOfFortune.fm2
In 02:11.08 (7878 frames), 7167 rerecords
1069 downloads
Uploaded 9/29/2013 9:56 AM by MESHUGGAH (see all 294)

#9599895835758127 - NES Sword Master WIP

MESHUGGAH_SwordMaster_Level1WIP.fm2
In 00:50.72 (3049 frames), 15595 rerecords
Game: Sword Master ( NES, see all files )
1105 downloads
Uploaded 9/28/2013 7:34 AM by MESHUGGAH (see all 294)

#9168620651060944 - Kirby's Adventure Hack (Puresabe)

PuresabeStoneGlitchTest.fm2
In 00:16.62 (999 frames), 4785 rerecords
836 downloads
Uploaded 9/8/2013 9:26 PM by MESHUGGAH (see all 294)
Here's a little game. This TAS uses the same trick as the published glitched run of the original game. What do you think, does it works here too?
TL;DR: nope. crashes. you can manipulate ~13 variations of it depending on X subpos and "last input" but thats all.

#9028537430936462 - Inversion WIP World 0

MESHUGGAH_Inversion_WIP_World0.fm2
In 00:50.12 (3012 frames), 3957 rerecords
Game: Inversion ( NES, see all files )
771 downloads
Uploaded 9/2/2013 2:01 PM by MESHUGGAH (see all 294)
Finishes the 0th (starting) world of intense (hardest) difficulty.
Couldn't find any TASing related works on this game. It's a "new" homebrew, can be downloaded here: http://alm.ug.atman.pl/alzen/wordpress_d9/wp-content/uploads/2013/07/Inversion-1.4.rar
Some platforms are available in white "dimension" while the opposite ones in "black" dimension. There's a trick to fall through blocks from a spring but didn't save time in these levels.

#8940885000663654 - Gryzor WIP (very first screen)

MESHUGGAH_Gryzor_WIPv3.fm2
In 01:08.11 (4093 frames), 8398 rerecords
Game: Contra ( NES, see all files )
1473 downloads
Uploaded 8/29/2013 3:17 PM by MESHUGGAH (see all 294)
6 frames faster than published. Player 2 jumps 1 time fewer and the improvement comes from more frequent hit registers (and destroying bullets faster to shoot the next ones earlier).
The movie started from a scratch but I heavily modified the authors' strategy at 1st "boss" (that tower with a man and vulnerable at bottom box thingy) however I wouldn't be as fast as this if I wouldn't analyze their effort.
Comparison of hits (this wip vs published run) from 3582th frame
XXXXX–XXXX–––––––––XX–X–XXXXXXXX–XXXXXXXXXXXX (5,4,2,1,8,12)
XX––––XX-X–––XX–XX–X--XXX-X--XXX-XXXXXXXXXXXXXXX (2,2,1,2,2,1,3,1,3,15)

#8870490183671711 - NES Attack of the killer tomatoes random wip

MESHUGGAH_aotkt.fm2
In 02:11.53 (7905 frames), 3713 rerecords
792 downloads
Uploaded 8/26/2013 11:12 AM by MESHUGGAH (see all 294)

#8525434972321840 - Duck Tales TAS

Aglar_MESHUGGAH_Duck_Tales.fm2
In 07:04.73 (25526 frames), 3059 rerecords
Game: DuckTales ( NES, see all files )
1284 downloads
Uploaded 8/10/2013 10:14 PM by MESHUGGAH (see all 294)
probably final version. 35 frames faster than published movie.

#8523030252445335 - DT hard (finishes but WIP)

Aglar_MESHUGGAH_Duck_Tales_difficult_WIPv5.fm2
In 07:04.73 (25526 frames), 2597 rerecords
Game: DuckTales ( NES, see all files )
1235 downloads
Uploaded 8/10/2013 7:39 PM by MESHUGGAH (see all 294)

#8341949051872274 - DT WIP resync test

MESHUGGAH_Aglar_DT1_WIPv23.fm2
In 05:19.26 (19187 frames), 2628 rerecords
Game: DuckTales ( NES, see all files )
1233 downloads
Uploaded 8/2/2013 3:55 PM by MESHUGGAH (see all 294)
Trying to figure out that goat. Level 5 is unchanged just resynced from previous published movie file to check goat behaviour at level 4.

#8326065758645172 - DT WIP v14

MESHUGGAH_AGLAR_DT1_WIPv14.fm2
In 04:22.32 (15765 frames), 1737 rerecords
Game: DuckTales ( NES, see all files )
1145 downloads
Uploaded 8/1/2013 10:45 PM by MESHUGGAH (see all 294)
Aglar's lag frame trade (removing a lag frame by sacrificing position) saves Aglar's improvement on 1st/2nd vine. Boss 2 rng resynced. Boss 3 RNG need to be resynced.

#8325055843505704 - DT WIP v13

MESHUGGAH_DT1_WIPv13.fm2
In 04:22.39 (15769 frames), 19489 rerecords
Game: DuckTales ( NES, see all files )
1192 downloads
Uploaded 8/1/2013 9:40 PM by MESHUGGAH (see all 294)
WIP v12 resynced until 3rd boss fight. I got an extra lag frame before boss. Not sure if it's removable.

#8324521481483750 - DT WIP v12

MESHUGGAH_DT1_WIPv12.fm2
In 04:22.35 (15767 frames), 18956 rerecords
Game: DuckTales ( NES, see all files )
1203 downloads
Uploaded 8/1/2013 9:05 PM by MESHUGGAH (see all 294)
I pick up the key after boss 1 frame earlier, but still got an extra "delay" frame so it finishes in the same time as the earlier movie without Aglar's improvement. RNG is different of course.
How different? The best one!! Bird goes low and right! Abused with taking away a lag frame after launching a bomb to an enemy on the way.
Will resync boss fight and other levels later.

#8323754017246597 - DT WIP v10

MESHUGGAH_DT1_WIPv10.fm2
In 04:22.33 (15766 frames), 18577 rerecords
Game: DuckTales ( NES, see all files )
1173 downloads
Uploaded 8/1/2013 8:15 PM by MESHUGGAH (see all 294)
Added Aglar's 1 frame save at level 1 1st and 2nd vine. Currently I get 2 additional lag frames at falling bridge scene (so desyncs there).

#8276427459843689 - Duck Tales 1 Y sub demonstration

DuckTales_Press_A_at_7327.fm2
In 02:04.63 (7490 frames), 17024 rerecords
Game: DuckTales ( NES, see all files )
1198 downloads
Uploaded 7/30/2013 5:06 PM by MESHUGGAH (see all 294)
Pressing A for 1 frame at 7327th frame in TASEditor will make the hit desync because the next jump will have different vertical boost since Y sub 1 (0x660) will take account Y sub 2 too after jumping for an extra time.

#8228204947072282 - Duck Tales 1 WIP

MESHUGGAH_DT1_WIPv2.fm2
In 04:14.83 (15315 frames), 15551 rerecords
Game: DuckTales ( NES, see all files )
1161 downloads
Uploaded 7/28/2013 12:59 PM by MESHUGGAH (see all 294)
  • Level 1 - Amazonas
    • 1 frame gained by taking the bottom route to use rope boost (under the snake)
    • 5 frames gained by manipulating the bee spawn to take more rope boost (right after the earlier improvement)
    • 1 frame gained by reducing the lag frame (after the ropes)
    • 2 frames gained by reducing the lag frame after going through the falling laggy bridge
--> 9 frames
  • Level 2 - Transylvania
    • 1 frame gained by hitting the boss 1 frame earlier
--> 10 frames
  • Level 3 - Couldn't improve this stage.
  • Level 4 -
    • 5 frames gained by manipulating away the goat.
    • 3 frames gained by manipulating the goat to fall as fast as possible to the next scenes
--> 18 frames - amount of frames need to "despawn" the hockey enemies
Currently I got a bad spawns (x2) of hockey enemies at level 4 after goats, so I'm trying to understand how to manipulate away them without sacrificing too much speed in the icy stage.
I had some crazy ideas that turned out to be much slower like changing the internal timers (timer1 (level timer) and timer2 (special timer (boss, transformation, level end, etc)), grabbing all ropes and taking damage at level 1, making bigger vertical boosts, using different route for level 2.

#8030906772747505 - DT2 boss 5 v2

DuckTales2-boss5v2.fm3
In 08:41.33 (31331 frames), 75426 rerecords
Game: DuckTales 2 ( NES, see all files )
1372 downloads
Uploaded 7/19/2013 3:44 PM by MESHUGGAH (see all 294)
better jump off to boss scene from earlier one

#8009091234200026 - DT2 WIP level 4 start

DuckTales2-level4start.fm3
In 08:41.51 (31342 frames), 69598 rerecords
Game: DuckTales 2 ( NES, see all files )
1384 downloads
Uploaded 7/18/2013 4:09 PM by MESHUGGAH (see all 294)
the local potato peeler joins the universal tas soldier's effort
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