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#638331617304242141 - Ninja Ryukenden, "wrong spawn" in 2-2c

Ninja_Ryukenden_WrSpawnWindmill.bk2
In 10:49.25 (39019 frames), 4102 rerecords
Game: Ninja Gaiden ( NES, see all files )
80 downloads
Uploaded 10/17/2023 5:48 PM by Scumtron (see all 16)
see frames 6966-7400 saves around 60f.

#637935719498547970 - edit to remove most extraneous sword use outside boss fights

Ninja_Gaiden_pacifist_neshawk_aftermovie_fewer_slashes.bk2
In 11:27.34 (41308 frames), 1995 rerecords
Game: Ninja Gaiden ( NES, see all files )
105 downloads
Uploaded 7/16/2022 12:39 PM by Scumtron (see all 16)
got all but the two in 5-3. hilariously, my fix for that one affected slot 6 ysub which causes that very last goblin in 6-3 to hit Ryu right before he reaches the exit. before edit $47e = 0x52 after edit $47e = 0x57 and anything <= 0x56 would be fine.

#637924505887164352 - NG1_Act3_1_frame_faster

NG1_Act3_1_frame_faster.fm2
In 10:50.36 (39086 frames), 74299 rerecords
Game: Ninja Gaiden ( NES, see all files )
112 downloads
Uploaded 7/3/2022 1:09 PM by Scumtron (see all 16)
Faster, but requires extra freezage around frame 12683 to set up the big leap at the end of 3-2, which screws up the clock for the act IV boss.

#637923955744472700 - Bird utility for Ninja Gaiden

NG1_BirdSim.zip.lua
Game: Ninja Gaiden ( NES, see all files )
117 downloads
Uploaded 7/2/2022 9:52 PM by Scumtron (see all 16)
zip file containing Lua script and Processing sketch

#637893050816441649 - Ninja_Gaiden_1frame_ahead-5-27 (-1).bk2

Ninja_Gaiden_1frame_ahead-5-25 (-1).bk2
In 03:50.75 (13868 frames), 656 rerecords
Game: Ninja Gaiden ( NES, see all files )
1 comment, 113 downloads
Uploaded 5/28/2022 3:24 AM by Scumtron (see all 16)

#75206084705959364 -

Scum+xipo-Ninja Gaiden 2--33105-compact.fm3
In 09:10.84 (33105 frames), 77975 rerecords
199 downloads
Uploaded 10/30/2021 9:51 PM by Scumtron (see all 16)

#41080965178222342 -

Cybernoid_Screen_Skipping.fm2
In 01:15.01 (4508 frames), 7702 rerecords
971 downloads
Uploaded 8/16/2017 1:48 AM by Scumtron (see all 16)

#39673261103965672 -

Star Wars (Japan) (Namco) Warps_v2.fm2.bk2
In 10:36.92 (38279 frames), 34777 rerecords
637 downloads
Uploaded 6/13/2017 4:17 PM by Scumtron (see all 16)

#39673240864944278 -

Star Wars (Japan) (Namco) Warps_v2-compact.fm3
In 10:36.87 (38275 frames), 34333 rerecords
849 downloads
Uploaded 6/13/2017 4:16 PM by Scumtron (see all 16)

#33536839331834764 -

NG1_alternate_lv2.fm3
In 03:43.95 (13459 frames), 59787 rerecords
Game: Ninja Gaiden ( NES, see all files )
1199 downloads
Uploaded 9/10/2016 7:45 AM by Scumtron (see all 16)
Problem: the bat boost in 2-2C can put Ryu a half-pixel more to the left—enough to reach the exit a frame sooner in this case. But that change would make the next tosser throw an unavoidable knife, negating that tiny improvement.
Solution:
  • use spin slash instead of windmill star to clear 2-2A (-1)
  • take better 2-2C bat boost. now the upcoming tosser cooperates because of the different timing. (-1)
  • kill one enemy with down+b due to lack of ninpo (+1)
  • act II ends a frame sooner (0-1-1+1=-1)
But none of that matters. The tosser-boost in 3-2 is acting as a gatekeeper, and it would take at least another 2 frames of improvement before 3-2 to get past him.

#32913943235010818 -

NG1_pacifist_WIP136v4.scum-compact.fm3
In 11:21.41 (40952 frames), 183975 rerecords
Game: Ninja Gaiden ( NES, see all files )
5 comments, 1128 downloads
Uploaded 8/13/2016 6:30 AM by Scumtron (see all 16)
Not sure how much of this can be kept since it's hard to jump into a run like this without knowing the reasons for every decision.
  • 22230-23350: Wasn't sure if some subpixel management was going on here, but I tried something different and it worked.
  • 23412: First guy banished with 3 L-presses.
  • 23670: Climbed the right wall to go over backwards and give up a pixel (R @ 23719) to set up the next two dudes for optimal removal.
  • 24091: Bird spawning late had me worried, but a one frame delay before it gets right of Ryu and another during the boost jump kept things moving.
  • 24346: LR on the first frame of regaining control to trade a half-pixel for one more spawn prevention. Bird ends up being super cooperative too!
Also tossed in a blank frame before the slot 5 guy near the end is scrolled off to fix xsub for 5-2A, but more desyncs are right around the corner.

#32753807843789730 - Ninja Gaiden 39096 WIP

EDIT-26-WORK--Ninja Gaiden--39096--.fm2
In 10:50.53 (39096 frames), 82562 rerecords
Game: Ninja Gaiden ( NES, see all files )
3 comments, 1081 downloads
Uploaded 8/6/2016 1:25 AM by Scumtron (see all 16)
  • The RTA trick in 5-1 feos found a way to make TAS-worthy the other day only turned out to save 2 frames since it had to be traded for another damage-boost due to health limitations. It's also possible to grab the windmill star in 5-1 and trade 1 frame for 4 more health, but seemingly not without killing the slot 6 bird from the unused boost at the same time.
  • That 2 frame difference set up a new boost in 5-3E which saves another 3 frames. Reaching that point at least 2 frames sooner would also save save another frame, but oh well.
  • Those improvements finally fixed the two tossers in 6-2 that were each costing 1 frame to deal with.

#32086266050401764 - Ninja Gaiden 39103 WIP

scumtron-39103-meshuggah.fm2
In 10:50.65 (39103 frames), 81489 rerecords
Game: Ninja Gaiden ( NES, see all files )
1026 downloads
Uploaded 7/6/2016 11:54 PM by Scumtron (see all 16)
Stage 5-6 from 39110 WIP pasted onto Meshuggah's stage 4 changes with a few tweaks to sync things up again.
  • 5-1: Attacks on frames 22761, 23014 delayed one frame to fix slots 5 & 6 subpix values so 2nd bird-boost works.
  • 6-1: Jumps/attack changed before axe-tosser to avoid axe
  • 6-2A: Check out that club that Ryu nearly runs into. Scary!
  • 6-2B: Jumps/attack changed so tossed axe gets killed and fixes xsub for booster enemy 2 screen ahead
  • 6-2D: Less windmill action for now, $BF causes ghoul to stand in the way
  • 6-2E: Tosser still not cooperating, so still losing 1 frame to get through here. Adjusting spawn iterator (interrupt@33781) in dead frames on platform jumps isn't quite enough to fix it either.
  • 6-3C: disc-guy killed one frame earlier so the bird cooperates. (xsub again)
I still haven't looked at the 4-2 changes closely. Not expecting to improve it, but I should probably at least know that for myself

#16204503253094566 - Skip the Stom fight, still get Telepathy

theaxeman2-crystalis_stomskip.fm2
In 05:25.02 (19534 frames), 425895 rerecords
Game: Crystalis ( NES, see all files )
2222 downloads
Uploaded 7/22/2014 6:09 PM by Scumtron (see all 16)

#972266551336246 - Ninja Gaiden Glitch

Ninja Gaiden--$75=04.fm2
In 00:46.09 (2770 frames), 0 rerecords
Game: Ninja Gaiden ( NES, see all files )
1269 downloads
Uploaded 9/4/2012 6:25 PM by Scumtron (see all 16)
Taking damage on the same frame as killing a boss results in $75 being set to 4, where normally $75 is always 0. This can occasionally prevent speed values from being added to enemy projectile positions, illustrated here with the bullet-boost leaving 4-1A causing a desync (though other bullets in the level are affected too).
trace logs from frame 487 for both taking and not taking damage: http://pastebin.com/sqkrSDe7 http://pastebin.com/zFeBTbUq (I have not yet analyzed these)
edited trace logs corresponding to frames 2536-2537 in this movie, for $75=0 and $75=4: http://pastebin.com/DeW5DMMV http://pastebin.com/N1zYULW0

#930430985332892 - Ninja Gaiden WIP

Ninja Gaiden--Scumtron-39110f.fm2
In 10:50.76 (39110 frames), 79532 rerecords
Game: Ninja Gaiden ( NES, see all files )
1250 downloads
Uploaded 9/2/2012 9:12 PM by Scumtron (see all 16)
51 frames faster than published run. needs new post-boss rejoicing before submission. and i want to finish game resource page before submitting as well.