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#41185765766986699 - NES Adventures in the Magic Kingdom WIP 22

MESHUGGAH-Adventures in the Magic Kingdom_WIP22.fm2
In 06:14.12 (22484 frames), 20000 rerecords
1043 downloads
Uploaded 8/20/2017 7:04 PM by MESHUGGAH (see all 294)
Probably includes published movie's input, and probably stops around the first scrolling platformer level
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00000	0070	b	s	0	x
00001	006F	w	u	0	
00002	00FC	b	u	0	
00003	007A	b	u	0	car speed
00004	00BF	b	u	0	car spd units
00005	0091	b	u	0	car spd level
00006	008F	b	u	0	
00007	0570	b	u	0	
00008	008E	b	u	0	
00009	0560	b	u	0	
0000A	06ED	b	u	0	flags 

#41175305288979821 - Lynx Electrocop WIP7

Electrocopv7.bk2
In 00:35.13 (2104 frames), 4093 rerecords
Game: Electrocop ( Lynx, see all files )
743 downloads
Uploaded 8/20/2017 7:46 AM by MESHUGGAH (see all 294)
So many things so far
  • skipping 3 intro as fast as possible
  • pausing the game before loading level 1 (and disabling music to save 2 frames at least which only possible while pausing) and unpausing to save many frames
  • pausing (nearly) every 12 frames and unpausing without losing time but saving in-game time! final TAS will incude that flashy pausing stuff because I'm aiming for lowest in-game time
  • if you go in to a console (door, exit use etc), you can press a button within 4 frames which will be frozen in terms of pressing any other buttons while the console comes up will replay that specific button's action (which I use to get closer to the next door)
  • since the passwords of each door are always the same, the TAS will go each level's doors and input their password instead of brute forcing (generic way of completing levels)
  • menu movement might be not 100% optimized (no debugger in bizhawk, didnt found best ram address so far)

#41174839326530219 - Lynx Block-out menu impr

Blockout-dwangoAC-menuimpr.bk2.bk2
In 03:14.06 (11624 frames), 11418 rerecords
Game: Blockout ( Lynx, see all files )
926 downloads
Uploaded 8/20/2017 7:16 AM by MESHUGGAH (see all 294)
Optimized menu movements of [2975] Lynx Blockout by dwangoAC in 03:14.81.
The movie will desyncs, not sure if because differnt puzzle blocks or the rare glitch dwangoAC abuses (the time of control of next puzzle to A / flip as soon as possible details in submission text)

#40440422796623461 - VB Teleroboxer wip3

TeleroboxerWIP3.bk2
In 05:38.08 (16997 frames), 5124 rerecords
Game: Teleroboxer ( Vboy, see all files )
2 comments, 833 downloads
Uploaded 7/18/2017 5:28 AM by MESHUGGAH (see all 294)
finished, only 1 level's in game time improved, need to try later level strategies on earlier enemies

#40439665582636479 - VB Teleroboxer wip2

TeleroboxerWIP2.bk2
In 03:09.91 (9548 frames), 4594 rerecords
Game: Teleroboxer ( Vboy, see all files )
815 downloads
Uploaded 7/18/2017 4:39 AM by MESHUGGAH (see all 294)
  • Movie aims for fastest input (in-game time ignored as enemy post behaviour need to be optimized)
  • Most of the levels uses Ryuto's strategies
  • lvl3 I do an alternative version because it's impossible to do the single punches in a row and then the uppercuts because of the enemy behaviour (which would save 0.10~0.16 in game time)
  • lvl4 final crotch shot is faster than simple punch, 7.50 vs 6.90 (and faster animation)
only first 5 enemies done

#40385070988182003 - VB Mario Clash next wip

MarioClashFiveGuys-2ndlvlvvv1.bk2.bk2
In 03:05.96 (9349 frames), 3946 rerecords
Game: Mario Clash ( Vboy, see all files )
669 downloads
Uploaded 7/15/2017 5:39 PM by MESHUGGAH (see all 294)
timing points: start for next level (because rng, so koopa spawns at right place) in this wip vs marioclashfiveguys
1803 - 1803 (2 frames save possible but not enough for good koopa)
2797 - 2803 6 frames
4091 - 4098 1 frame
5280 - 5361 64 frames maybe
bonus stage need to be resynced.
TODO: - check better xpos opt (picking up shell earlier with 1px better xpos for example) - check movement speed around throwing shells
xpos and ypos
0054EA w u 0 WRAM
0054F0 w u 0 WRAM
0054EC w u 0 WRAM
0054F2 w u 0 WRAM

#40243710916030276 - A7800 Galaga

dwangoac-galaga7800.bk2
In 00:53.15 (3185 frames), 1051 rerecords
Game: Galaga ( A7800, see all files )
940 downloads
Uploaded 7/9/2017 8:51 AM by MESHUGGAH (see all 294)
Used dwangoAC's movie, edited first 2 waves.
The TAS is unimprovable because of the game's probably (guessing an estimate) 120 frames rule on how fast you beat the level.

#40196546971630847 - A2600 portals

super3dportals6-26oo-3.bk2
In 00:02.12 (127 frames), 5517 rerecords
959 downloads
Uploaded 7/7/2017 5:53 AM by MESHUGGAH (see all 294)
"it takes 1 frame to change cursor on level change" -> need to retest
Probably improvable levels:
  • 3rd level -> decrease U or walljumps to do the 4th level start faster
  • 8th level -> the same problem as 4th level
  • final level (I miss 1px on Y axis so it sucks)
Implement:
  • walljumps when bb not required
  • bbbbbbb for better bby
  • make sure direction before bbb

#40067147588770269 - FDS Dirty Pair Project Eden old WIP 3

MESHUGGAH_DPPE_WIP3.fm2
In 06:54.75 (24926 frames), 5386 rerecords
845 downloads
Uploaded 7/1/2017 10:01 AM by MESHUGGAH (see all 294)

#40054474538647683 - 5569S impr v9

BuckleUpWe'reGoingBowlingv9.bk2
In 01:02.70 (3152 frames), 2039 rerecords
808 downloads
Uploaded 6/30/2017 8:19 PM by MESHUGGAH (see all 294)
  • 6 frames saved 5th frame by using bigger power and aiming all the way left
  • 1 frame saved on 9th frame with slightly bigger power

#40044175798939878 - 5569S impr v6

BuckleUpWe'reGoingBowlingv6.bk2
In 01:02.94 (3164 frames), 1601 rerecords
802 downloads
Uploaded 6/30/2017 9:11 AM by MESHUGGAH (see all 294)
Optimized all frames (bowling turns) except 6th 7th 8th 9th
"frame over" indicator I've used 0x0059
Differences from previous movie:
  • 4th frame done with max-1 power > saves 13 frames
  • 5th frame doesn't use the slow strategy (waiting for the direction meter going to the right), instead going to the left and shooting at correct point > saves many frames
  • last frame much shorter (9 frames long)

#40032726324279446 - 5569S impr v3

BuckleUpWe'reGoingBowlingv3.bk2
In 01:06.45 (3341 frames), 1432 rerecords
801 downloads
Uploaded 6/29/2017 8:49 PM by MESHUGGAH (see all 294)
Difference from previous usermovie:
- 5th frame (bowling turn) improved by ~10 frames by moving fewer times to the left.
You need to optimize frames (bowling) by searching for a memory value that indicates "completion".
You can see that this movie is faster albeit pins rolling much longer after hitting them.
Probably syncs.

#40031287052851769 - 5569S impr

BuckleUpWe'reGoingBowlingv2.bk2
In 01:06.66 (3351 frames), 1274 rerecords
801 downloads
Uploaded 6/29/2017 7:16 PM by MESHUGGAH (see all 294)
It looks like menu navigation can be improvd using 2nd pad "r" to use it 1 frame earlier than same "R" when selecting challenge
The other trick is using another button instead of S (start) when skipping name, saving also 1 frame

#38869943536605368 - SMS Batman Returns TAS with pause glitchv2

mamuuuut-batmanreturns-PAUSEGLITCH-WIP3.bk2.bk2
In 01:35.31 (5712 frames), 7781 rerecords
Game: Batman Returns ( SMS, see all files )
984 downloads
Uploaded 5/8/2017 12:01 PM by MESHUGGAH (see all 294)
Just a bit optimized TAS up to ~1200th frame.
Lag frames are removable by limiting number of sprites, overriding sound channel, limiting the number of moving sprites simultanously.
Pick an X pos address 137f 1511
OR
151A 1B50
edit: something 13 frames improved.

#38869059494788114 - SMS Batman Returns TAS with pause glitch

mamuuuut-batmanreturns-PAUSEGLITCH.bk2.bk2
In 01:35.31 (5712 frames), 5949 rerecords
Game: Batman Returns ( SMS, see all files )
971 downloads
Uploaded 5/8/2017 11:04 AM by MESHUGGAH (see all 294)
Added pauses to the published TAS where it impacts the game. Saves 175 frames compared to the http://tasvideos.org/2834M.html
Desyncs around frame 2000 I guess because of lagginess of the game.

#38852237008685032 - SMS Batman Returns pause glitch

smsBatman Returns (E)-pauseglitch.bk2
In 00:15.00 (899 frames), 236 rerecords
Game: Batman Returns ( SMS, see all files )
944 downloads
Uploaded 5/7/2017 4:53 PM by MESHUGGAH (see all 294)
You can spam the pause button fter the 59th frame to effectively reduce the waiting time 1 frame per 2 frames of pressing it (P, empty), even on lag frames.
Seems super fishy. Also there's a TAS of this game.

#38849945715866984 - SMS Zoom 909 pause bug?

Zoom 909 (J).bk2
In 00:17.76 (1064 frames), 178 rerecords
Game: Zoom 909 ( SG1000, see all files )
691 downloads
Uploaded 5/7/2017 2:25 PM by MESHUGGAH (see all 294)
Movie demonstrates a few things
1. Pausing at first possible frame. If you remove that pause, you lose 1 frame (easy to observe by either checking the first frame to shoot goes 1 frame later as well the gray line on the wall)
2. Reset has no function.
edit: After pausing, frames will be lag frames.

#38826074648611171 - A7800 Water Ski pause glitch

MESHUGGAH-Water Ski-7800_5680_pauseglitchv24.bk2
In 01:39.18 (5943 frames), 5102 rerecords
Game: Water Ski ( A7800, see all files )
672 downloads
Uploaded 5/6/2017 12:37 PM by MESHUGGAH (see all 294)
This movie demonstrates the pause glitch.
In this game, you need to wait at least 60 frames to land and jump on a ramp again. Not 100% sure what determines the additional wait time.
To get the highscore as fast as possible, you can hold the pause after getting off to make sure you can jump on a ramp again after 60 frames.
This seems to be faster than slowing down because of the undeterminted random waiting time sometimes after the 60 frames.

#38826030913029649 - A7800 Water Ski full

MESHUGGAH-Water Ski-7800_5680--FINAL1.bk2
In 01:39.18 (5943 frames), 4723 rerecords
Game: Water Ski ( A7800, see all files )
691 downloads
Uploaded 5/6/2017 12:34 PM by MESHUGGAH (see all 294)

#38825941210470279 - A7800 Worm Random pause

A7800-Worm-RandomPause.bk2
In 00:12.65 (758 frames), 285 rerecords
Game: Worm ( A7800, see all files )
664 downloads
Uploaded 5/6/2017 12:28 PM by MESHUGGAH (see all 294)
(homebrew game) BizHawk 1.12.2
Movie shows the game requires an unpause. This can be done also with pressing start, selecting options and starting the game. Unsure what is the problem here.
Also this is a primary case of pause not working correctly. At the very first, you can press P ANYWHERE before frame 168 to play without random pause....
But after that frame, you are required to press pause 3 times to unpause and just 1 to pause... (168 P, 169 P, 170 P)

#38825875240044943 - A7800 Worm NoPause

A7800-Worm-NoRandomPause.bk2
In 00:08.96 (537 frames), 0 rerecords
Game: Worm ( A7800, see all files )
690 downloads
Uploaded 5/6/2017 12:24 PM by MESHUGGAH (see all 294)

#38813304645130244 - WSWAN Buffers Evolution rotate

Buffers Evolution (Japan).bk2
In 01:18.36 (5914 frames), 694 rerecords
Game: Buffers Evolution ( WSWAN, see all files )
691 downloads
Uploaded 5/5/2017 10:48 PM by MESHUGGAH (see all 294)
Press rotate button, input doesn't works.
edit: because I wasn't pressing Player 2 buttons after rotation.
natt Bizhawk has two sets of buttons, one rotated and one not rotated, that you can bind separately And only one is active at a time

#38813160016997614 - Lynx Xybots INSERT GAME perm

LynxXybotsUDLR.bk2
In 00:09.67 (579 frames), 275 rerecords
Game: Xybots ( Lynx, see all files )
670 downloads
Uploaded 5/5/2017 10:39 PM by MESHUGGAH (see all 294)
Permamently shown, lag frames, no reset.

#38812954781886441 - Lynx Xybots INSERT GAME

LynxXybotsUDLR.bk2
In 00:09.67 (579 frames), 275 rerecords
Game: Xybots ( Lynx, see all files )
676 downloads
Uploaded 5/5/2017 10:26 PM by MESHUGGAH (see all 294)
using U+D, L+R combinations fucks up the game. amongst many screens, this is the most frequent:
But there is no eject function in the emulator.

#38811511895517758 - NES Star Wars namco Warp bad

Star Wars (Japan) (Namco) - Warp bad.fm2
In 01:02.15 (3735 frames), 3984 rerecords
710 downloads
Uploaded 5/5/2017 8:52 PM by MESHUGGAH (see all 294)
Uses FerretWarlord's WIP to check the warp thing.
22:38 <MESHUGGAHTAS> it's a part of stage 1, stage 2 first screen and then stage 1 first screen
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