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#15779053855026631 - NG1 pacifisting WIP76v4

NG1_pacifist_WIP76v4-compact.fm3
In 11:30.55 (41501 frames), 155188 rerecords
Game: Ninja Gaiden ( NES, see all files )
1197 downloads
Uploaded 7/3/2014 2:18 PM by MESHUGGAH (see all 292)
  • 4-3 second screen: 6 frames saved by boosting off knife and not taking damage later but wait.
  • 4-3 third screen: 2 frames lost because bullet guy's 1st bullet would go left if I don't freeze enough (timer...)
Also 3 frames lost because of frame rule (150:16 the timer at boss is different thing I guess)
And improved 2 frames on 5-1. Which will desync. Time to reimplement successful positionings.

#15771165673020231 - NG1 pacifisting WIP75v8

NG1_pacifist_WIP75v8-compact.fm3
In 11:30.55 (41502 frames), 153776 rerecords
Game: Ninja Gaiden ( NES, see all files )
1278 downloads
Uploaded 7/3/2014 5:46 AM by MESHUGGAH (see all 292)
  • 4-2: 3 frames saved by improving subposes for the route and final birdy.
There's a few limitations for the final bird.
  • His Y position. Since the bird follow's Ryu's Y position, we need to sacrifice that 1.5px to touch the sticky ledge to raise his target Y pos (ourselves).
  • For same reason, Ryu needs to jump down from that upper platform too let the bird fly high.
  • To combine these, bird should be manipulated to hit us at desired Y position (which would be 128 peak jump) by manipulating his X position which either ruins the "upper platform route" or takes too much time to engage us.
Other note is that sacrificing X position is fine, since boosting for 9-10 or 13-14 frames is 4.5-5.0px or 6.5-7.0px X travelling, surely enough to catch the ladder. So now going to reoptimize it with these in mind.

#15750806940436363 - NG1 pacifisting WIP75v3

NG1_pacifist_WIP75v3-compact.fm3
In 11:30.61 (41505 frames), 152705 rerecords
Game: Ninja Gaiden ( NES, see all files )
1169 downloads
Uploaded 7/2/2014 7:46 AM by MESHUGGAH (see all 292)
  • 4-1: 2 frames saved by changing subposes and route. Final birdy still unoptimal.
If everything would be perfect, Ryu would just jump twice in a row at the end and get hit by bird for 9 frames, so the Y boosts will be 3*5 + 2*4 + 2 (= 25) + final jump.
Highest jump peak is 128 while target "level end" is at 84. So, you can't finish the level without jumping after boost (128-25 > 84).
For comparison, this movie sacrifices
  • 2*1.5px (avoidable, used to manipulate birdy X position speed)
  • 1.5px (next to last ledge, but otherwise birdy has worse Y pos... maybe unavoidable?)
  • 1.5px (final ledge, depends on route to avoid it)
  • 3~4 frames longer from best (9~10) boost

#15713341763994224 - NG1 pacifisting WIP75v1

NG1_pacifist_WIP75v1-compact.fm3
In 11:30.65 (41507 frames), 152448 rerecords
Game: Ninja Gaiden ( NES, see all files )
1201 downloads
Uploaded 6/30/2014 3:16 PM by MESHUGGAH (see all 292)
Resynced up to 4-3 start.
  • 3-2: 6 frames saved by deleting/despawning a missile guy too
  • 4-1: 1 frame saved probably by manipulating the bird
  • 4-2: 1 frame saved by different knife boost, final bird boost still looks improvable

#15707695282275056 - NG1 pacifisting WIP74v8

NG1_pacifist_WIP74v8-compact.fm3
In 11:30.78 (41515 frames), 151508 rerecords
Game: Ninja Gaiden ( NES, see all files )
1162 downloads
Uploaded 6/30/2014 9:10 AM by MESHUGGAH (see all 292)
  • 4-1: 5 (6-1) frames saved by deleting bullet guy on end of first screen. 1 frame sacrificed because of subpos manipulation for last screen. Using any other positioning/manipulation on last screen doesn't works...
Desyncs somewhere 4-2 inevitable damage boost (which I think I will delete/despawn)

#15695541720122302 - NG1 pacifisting WIP74v6

NG1_pacifist_WIP74v6-compact.fm3
In 11:30.86 (41520 frames), 151186 rerecords
Game: Ninja Gaiden ( NES, see all files )
1239 downloads
Uploaded 6/29/2014 8:02 PM by MESHUGGAH (see all 292)
Only resynced up to 4-1 next to the last screen.
  • 3-2: 6 frames saved by despawning last knife guard. It's impossible to jump over him because of the bird and his wide hitbox. Bird seems unimprovable.
  • 3-3: 1 frame saved because of the "Sometimes levels start 1 frame earlier" phenomena.
  • 4-1: 1 frame saved with better subposes.
Last screen desyncs because of different subposes, probably resyncable without frame loss.

#15597943076956878 - NG1 pacifisting WIP74

NG1_pacifist_WIP74-compact.fm3
In 11:30.98 (41527 frames), 151047 rerecords
Game: Ninja Gaiden ( NES, see all files )
1149 downloads
Uploaded 6/25/2014 10:33 AM by MESHUGGAH (see all 292)
~17 frames saved and a bit more, only resynced to stage 5-1
  • 4-1: 1 frame saved by better final birdy manipulation
  • 4-2: 3 frames saved by better final birdy manipulation + 4 frames with different positioning
  • 4-3 3rd screen: 5 frames saved by better final bullett manipulation + 8 frames probably at beginning and overall changes
  • 5-1: saved few frames, can't resync without bigger manipulations (a bird bat wants to f*** Ryu so badly)

#15580348896825798 - NG1 pacifisting WIP73

NG1_pacifist_WIP73-compact.fm3
In 11:31.36 (41550 frames), 148419 rerecords
Game: Ninja Gaiden ( NES, see all files )
1196 downloads
Uploaded 6/24/2014 3:32 PM by MESHUGGAH (see all 292)

#15579310176800164 - NG1 pacifisting WIP72v9

NG1_pacifist_WIP72v9-compact.fm3
In 11:36.22 (41842 frames), 146990 rerecords
Game: Ninja Gaiden ( NES, see all files )
1218 downloads
Uploaded 6/24/2014 2:24 PM by MESHUGGAH (see all 292)
  • 4-2: 10 frames saved
  • 4-3 3rd screen: 8 frames lost but kept 8 frames total (worse beginning, better ending)
  • 4-3 last screen: 2 frames saved
  • 4-4 (boss): 3 frames saved by better jumping and positioning.
  • and 3 frames from timer rule
(5-1 starts 16 frames earlier now)
4-2 3rd screen trick is letting the first guy shoot all his (3) bullets to the right side, so going as fast as possible will won't let an enemy spawn, saving tons of frames. Pretty subpos dependable...

#15577399943277830 - NG1 pacifisting WIP72v8

NG1_pacifist_WIP72v8-compact.fm3
In 11:36.49 (41858 frames), 144896 rerecords
Game: Ninja Gaiden ( NES, see all files )
1180 downloads
Uploaded 6/24/2014 12:20 PM by MESHUGGAH (see all 292)
  • 2 frames saved on 4-1 first screen by better positions/positioning
  • (13 frames) improved 4-2 with despawns, probably improvable but need to come up most optimal route. Birds are cruel, 7th slot jumping idiot is.. irritating.
  • (2 frames) improved 4-3 second screen.
  • (75? frames) improved 4-3 third screen.
  • 1 frame saved on boss?... I think I need to update feos pacifist times.

#15564244837753124 - NG1 pacifisting WIP72v6

NG1_pacifist_WIP72v6-compact.fm3
In 11:37.90 (41943 frames), 142940 rerecords
Game: Ninja Gaiden ( NES, see all files )
1190 downloads
Uploaded 6/23/2014 10:07 PM by MESHUGGAH (see all 292)
3-2 (double birdy boost level)
  • 8 frames saved by avoiding damage boost and dodging bullets instead with half pixel interrupts (timing is important since we need to fire and wait for 2 bullets)
  • 2 frames gained because of timer rule, so boss length isn't improved
4-1
  • 2 frames saved by better despawning bitch while keeping cheetah away, missile guy a half pixel away and not let spawn bullet guy's 4th bullet to go for the walljumping route
While 4-1 looks clumsy, it took a while to glue everything into 1 route with minimalized sacrifices. Probably 2 frames lost because of the time rule.
Next plans: 4-2 looks despawn friendly. Going to play with next levels and then reoptimize it from earlier levels.

#15554549184811611 - NG1 pacifisting WIP70v7

NG1_pacifist_WIP70v7-compact.fm3
In 11:38.10 (41955 frames), 141251 rerecords
Game: Ninja Gaiden ( NES, see all files )
1166 downloads
Uploaded 6/23/2014 11:38 AM by MESHUGGAH (see all 292)
  • Saved 1 frame on 3-2
  • Lost 11 frames on 4-1 because of bitch. Currently despawning is the fastest for that scene.
  • Regarding scumtron's old suggestion: a bullet won't let us do the wallclimbing route.
  • Resynced somewhere 4-2 start.
What's now?
  • 4-1 despawning is 11 frames long sacrifice. If we would go for the longer, "no 2nd birdy boost" on 3-2, we would reach the area few frames later. Going to test it. edit: 14 frames slower without bird and only 6 more ticks: unoptimal
  • Check every shit (respawn,despawn,prespawn subpos)

#15553242719816185 - NG1 pacifisting WIP70v5

NG1_pacifist_WIP70v5-compact.fm3
In 11:37.92 (41945 frames), 140518 rerecords
Game: Ninja Gaiden ( NES, see all files )
1198 downloads
Uploaded 6/23/2014 10:14 AM by MESHUGGAH (see all 292)
  • 1 frame saved on 2-2 3rd screen by better positioning (enemy subposes)
  • 4 frames saved on 3-2 with better subposes on 3-1 and different positoning. For birdy, we need 1110 pos on my marker. Any bigger value will make birdy off screen or slower on second boost, just like sacrificing from it.
Everything looks great, next problem: 4-1 bitch.
  • Her "ticks" is at ~60 when approaching, we would need ~9-11 frames to get over her, probably a few more to avoid the knife too...
  • Despawning is too long (not enough enemies), something 9 frames slower than "good bitch" route.
Since I can't see any place to improve, I guess I continue with the despawn route.

#15497316451822656 - NG1 pacifisting WIP69

NG1_pacifist_WIP69-compact.fm3
In 11:38.00 (41949 frames), 138898 rerecords
Game: Ninja Gaiden ( NES, see all files )
1154 downloads
Uploaded 6/20/2014 9:47 PM by MESHUGGAH (see all 292)
Improved 1 frame for 2-2 3rd screen, resynced up to 4-1 start.
Notes:
  • 2-2 3rd screen last bitch will stab you behind if you get any pixels faster than this route.
  • 3-1 important slot 4 and half pixel manipulations for 3-2
  • unfortunately couldn't get good 3-2 first "birdy wall boost" because of slot 4 knifeguy has still bad subpos. it would save something 5 pixels minus the additional sacrifices.

#15488280422765445 - NG1 pacifisting WIP68v3

NG1_pacifist_WIP68v3-compact.fm3
In 11:38.05 (41952 frames), 137414 rerecords
Game: Ninja Gaiden ( NES, see all files )
1215 downloads
Uploaded 6/20/2014 12:01 PM by MESHUGGAH (see all 292)
20 (probably I saved 14 frames in WIP68) frames saved compared to WIP67 (which had 1 frame slower guardian of ladder tyson route) until 2-3 boss with some position sacrifices which probably required in order to glue these route fragments together.
Resynced somewhere up to 3-1 end.
Next plans:
  • try to minimize sacrifices for 2-3 bitch and afterwards (low chances)
  • try respawning enemies in 2-3 to save something
  • maybe document how to do it? (if the spawn point is still on screen and the object left the screen, you can respawn it by going backward for 1 frame. Maybe... and what happens if the slots already filled?)

#15487734805849052 - NG1 pacifisting WIP68v2

NG1_pacifist_WIP68v2-compact.fm3
In 11:38.03 (41951 frames), 137154 rerecords
Game: Ninja Gaiden ( NES, see all files )
1160 downloads
Uploaded 6/20/2014 11:25 AM by MESHUGGAH (see all 292)
Saved 4 more frames on 2-2 2nd screen. This is much faster than hitting th bottm of the ladder, since it travels only with 1.0 and Y goes down.
Can't use this trick earlier levels to save time. Bitch has wrong subpos, not sure how to manipulate it without losing any time, I've already tried a few.

#15486880827435625 - NG1 pacifisting WIP68

NG1_pacifist_WIP68-compact.fm3
In 11:38.10 (41955 frames), 135696 rerecords
Game: Ninja Gaiden ( NES, see all files )
1119 downloads
Uploaded 6/20/2014 10:30 AM by MESHUGGAH (see all 292)
2-2 2nd screen end:
  • 6 frames improved by sacrificing (edit:) 2.0px (0.5px backward) to spawn an enemy on the last frame of his current block "initialization" (green rectangle over the slot @ lua) and sommersault over the ladder. Probably improvable
Couldn't make use of this in earlier levels, trying it again.

#15419723238486888 - NG1 pacifisting WIP67v3

NG1_pacifist_WIP67v3-compact.fm3
In 11:38.35 (41970 frames), 131914 rerecords
Game: Ninja Gaiden ( NES, see all files )
1186 downloads
Uploaded 6/17/2014 9:55 AM by MESHUGGAH (see all 292)
Todo: revise game resource page (half-pixel interrupt juggling, new trick: "prespawn subpos manipulation")
After a lot of unsaving rerecords (testing a lot of different subpos changes in time): 1-1
  • Same length, unimprovable (requires suboptimal subpos changes beforehand, ruining 2-1 entirely and also requires an extra delay)
  • Delay added on final hit on boss for most efficient 2-1 manipulations (first two tysons, dog on guardian of ladder tyson and himself)
2-1
  • 1 frame saved by letting "prespawn subpos manipulation" of the guardianofladder scene walking guy. When letting go off direction for 1 frame exactly when he would spawn, his position will remain but his subposition (00 - 80). This works on every enemies except tysons of course and I guess knife tossers. Also note this only usable if you have a frame window to sacrifice 1.5px
2-2 2nd screen
  • 1 frame saved by prespawn subpos manipulating the burst guy (3 bullets) to make more optimal our route
Current problem: just a little bit subpos difference for knife toss in 3rd screen. Also the WIP contains a few improvements afterwards this level, but obviously you won't see it until I upload the resynced AND revised one.

#15204759389377306 - NG1 pacifisting WIP63v8

NG1_pacifist_WIP63v8-compact.fm3
In 11:38.38 (41972 frames), 127794 rerecords
Game: Ninja Gaiden ( NES, see all files )
1228 downloads
Uploaded 6/7/2014 5:34 PM by MESHUGGAH (see all 292)

#15198027396398336 - NG1 pacifisting WIP63v5

NG1_pacifist_WIP63v5-compact.fm3
In 11:38.35 (41970 frames), 127076 rerecords
Game: Ninja Gaiden ( NES, see all files )
1178 downloads
Uploaded 6/7/2014 10:18 AM by MESHUGGAH (see all 292)

#15196334710339976 - NG1 pacifisting WIP63v2

NG1_pacifist_WIP63_scumtronstart_v2-compact.fm3
In 11:38.42 (41974 frames), 126190 rerecords
Game: Ninja Gaiden ( NES, see all files )
1268 downloads
Uploaded 6/7/2014 8:28 AM by MESHUGGAH (see all 292)
  • Added Scumtron's 1 frame faster start (doesn't changes anything else)
  • First level's delay added to boss stage. Probably alters 2-1 route (just like the 7th slot manipulation few frames before dog manipulation)
  • Probably my 5th version of 2-1 guardian of ladder tyson route, saving another 17 frames
How it's done:
  • Sacrifice position to manipulate dog
  • Damage boost while enemy already spawned to go through him (not spawning it isn't benefitable)
  • Avoid next enemy
Pretty sure it's improvable with better positioning/subposes.

#15114434384184503 - NG1 pacifisting WIP59

NG1_pacifist_WIP59-compact.fm3
In 11:38.65 (41988 frames), 122968 rerecords
Game: Ninja Gaiden ( NES, see all files )
1146 downloads
Uploaded 6/3/2014 3:57 PM by MESHUGGAH (see all 292)
  • 2-2 3rd screen: used "highest" position (1598 for Ryu) to jump over BITCH. This way we are 14 (the frames we saved compared to WIP54 beforehand) - 5 (frames required to sacrifice in order to somehow go through BITCH without boost) = 9 frames ahead of WIP54.
  • 3-1: different lesser bitch vs dog, lost 1 frame (probably resaveable)

#15065844001222960 - NG1 pacifisting WIP58

NG1_pacifist_WIP57v8-compact.fm3
In 11:38.58 (41984 frames), 121708 rerecords
Game: Ninja Gaiden ( NES, see all files )
1182 downloads
Uploaded 6/1/2014 11:26 AM by MESHUGGAH (see all 292)

#15047329255697697 - NG1 pacifisting WIP57v6

NG1_pacifist_WIP57v6-compact.fm3
In 11:38.58 (41984 frames), 120999 rerecords
Game: Ninja Gaiden ( NES, see all files )
1235 downloads
Uploaded 5/31/2014 3:25 PM by MESHUGGAH (see all 292)
Saved 1 frame by using the extra half pixel, avoiding the "perfect RWJ" and manipulating a tyson instead.
1-1 ends in 2202 without delay. Not sure if this TAS includes that.
2-1 still bad (probably requires an additional half pixel to sacrifice compared to our earlier fastest route).

#15046251997732253 - NG1 pacifisting WIP57v5

NG1_pacifist_WIP57v5-compact.fm3
In 11:38.62 (41986 frames), 120897 rerecords
Game: Ninja Gaiden ( NES, see all files )
1218 downloads
Uploaded 5/31/2014 2:15 PM by MESHUGGAH (see all 292)
1-1 improved with better start, sacrifices are same as old route.
Currently 2-1 has bad subpos, 1 frame delay (included in this TAS so 1-1 ends 2204 instead of 2203) doesn't solve it "blindly/magically".
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