User Files from xy2_

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#638442317375667292 - MoS2 commentary

lossless.srt
24 downloads
Uploaded 2/22/2024 8:48 PM by xy2_ (see all 136)
commentary

#638442316946099112 - MoS2 extended input

final - extended input.bk2
In 39:22.78 (141123 frames), 106194 rerecords
32 downloads
Uploaded 2/22/2024 8:48 PM by xy2_ (see all 136)
extended input, skips end cutscene

#68775810272403449 - Metroid luacanvas version

metroid-vis-v3-luacanvas.lua
Game: Metroid ( NES, see all files )
239 downloads
Uploaded 1/14/2021 7:42 AM by xy2_ (see all 136)

#68694099068425650 - Ketsui Death Label Extra WIP

ketsui death label extra tas.bk2
In 01:11.55 (4300 frames), 1974 rerecords
227 downloads
Uploaded 1/10/2021 3:23 PM by xy2_ (see all 136)

#68688106105809099 - Ketsui Death Label Extra Mode Unlock

ketsui death label unlock extra.bk2
In 49:58.33 (180196 frames), 31 rerecords
241 downloads
Uploaded 1/10/2021 8:54 AM by xy2_ (see all 136)
Goes through Ketsui Death Label and unlocks Extra Mode. ROM: Ketsui - Death Label (2812) (JP) SHA1: 6073F952622FC2A380973BBA9116D33403BB8CB0
Bizhawk 2.5.2 Firmware on. Blank out any firmware settings in DS > Sync Settings: check "Boot to Firmware", and click Default on the bottom left to reset all settings.
You need both ARM7, ARM9 and your own firmware. Your firmware will not be accepted by BizHawk: right click on the NDS "firmware" entry, check "Set Customization", then import your firmware.
firmware.bin SHA1: AE22DE59FBF3F35CCFBEACAEBA6FA87AC5E7B14B (but should sync with other firmwares)

#68581123126351736 - Zelda NES lua script

zeldanes.lua
238 downloads
Uploaded 1/5/2021 1:16 PM by xy2_ (see all 136)
For Zelda NES bootleg

#68382326867286620 - Shaman King: Master of Spirits lua

sk1.lua
222 downloads
Uploaded 12/27/2020 2:24 PM by xy2_ (see all 136)

#68381684260536530 - Shaman King: Master of Spirits Full TAS

sk1tas.bk2
In 1:04:26.03 (230908 frames), 201060 rerecords
224 downloads
Uploaded 12/27/2020 1:43 PM by xy2_ (see all 136)
In case my computer dies before I submit.

#68296857328378114 - Shaman King: Master of Spirits TAS progress

sk1tas.bk2
In 51:33.78 (184784 frames), 185498 rerecords
243 downloads
Uploaded 12/23/2020 6:02 PM by xy2_ (see all 136)
ROM: 1762 - Shaman King - Master of Spirits (U)
SHA1 4A0FECDF90055FE1934B54D10E47B46AC399AECD

#56876260182677125 - Shaman King - Master of Spirits TAS WIP

Shaman King - Master of Spirits (USA) TAS WIP.bk2
In 38:18.89 (137307 frames), 154059 rerecords
406 downloads
Uploaded 7/28/2019 10:06 AM by xy2_ (see all 136)
BizHawk 2.2.1 Shaman King 1, (U) rom up to about half of the game

#49578713276367729 - 7-08 Plummet Chasm 58.06

7-07.dsm
In 00:23.10 (1382 frames), 747 rerecords
715 downloads
Uploaded 9/2/2018 6:34 PM by xy2_ (see all 136)
Syncs on 0.9.11. Easy to tie, will be significantly less trivial to break it. I spent zero effort on the boost, so that will likely be the path to take for optimization. The more frames you spend holding up-right after the fall, the higher the angle is, but the better your speed. I chose the sharpest angle but couldn't get a 08 with this boost&fall.

#49555930893289723 - 10-04 Scraper Descent 56.90

10-04.dsm
In 00:31.48 (1883 frames), 11157 rerecords
739 downloads
Uploaded 9/1/2018 5:57 PM by xy2_ (see all 136)
Syncs on 0.9.9. The same baseline: boost, fall fast, glitch bounce, sidegoal. The difference is we sidegoal off the left rather than the right, which is faster because the distance we have to travel between the bounce and sidegoal is lower. Now it's .90!

#49555125391631075 - T&R 10-04 Scraper Descent .88 TAS

10-04.dsm
In 00:32.29 (1932 frames), 11104 rerecords
717 downloads
Uploaded 9/1/2018 5:04 PM by xy2_ (see all 136)
Syncs on 0.9.9. The same baseline: boost, fall fast, glitch bounce, sidegoal. The difference is we sidegoal off the left rather than the right, which is faster because the distance we have to travel between the bounce and sidegoal is lower. Given some optimisation, this may reach a .90 time.

#49314288724445360 - T&R World 2 Resynced

world2.dsm
In 02:03.66 (7398 frames), 258 rerecords
716 downloads
Uploaded 8/21/2018 8:46 PM by xy2_ (see all 136)
Syncs on 0.9.11

#49313321881822496 - lua with timer change

smb.lua
724 downloads
Uploaded 8/21/2018 7:43 PM by xy2_ (see all 136)

#49293485017411204 - 9-03 Motion Gear 55:68

motion gear 5545.dsm
In 00:35.99 (2153 frames), 1558 rerecords
704 downloads
Uploaded 8/20/2018 10:17 PM by xy2_ (see all 136)
easy level, very unoptimized

#49290257438714616 - 11-4 56:86 TASWIP

10-04.dsm
In 00:31.69 (1896 frames), 6467 rerecords
660 downloads
Uploaded 8/20/2018 6:48 PM by xy2_ (see all 136)
hard level

#49090278993160476 - smb lua 2

smb.lua
748 downloads
Uploaded 8/11/2018 6:39 PM by xy2_ (see all 136)

#49089997547856064 - 3-01 Racket -1f [55:96]

3-01.dsm
In 00:21.32 (1276 frames), 5265 rerecords
728 downloads
Uploaded 8/11/2018 6:21 PM by xy2_ (see all 136)
1 frame off WR

#49023977547981422 - Super Monkey Ball initial lua script

smb.lua
720 downloads
Uploaded 8/8/2018 6:59 PM by xy2_ (see all 136)

#48929737313681089 - Touch&Roll initial research RAM watch

des.wch
700 downloads
Uploaded 8/4/2018 1:08 PM by xy2_ (see all 136)

#48928196358567703 - 1-02 Sine Wave -1f [52.71]

1-02.dsm
In 00:32.03 (1916 frames), 1772 rerecords
711 downloads
Uploaded 8/4/2018 11:28 AM by xy2_ (see all 136)

#46603996585587557 - DBAA - scaling Pilaf bottom route

scaling pilaf lower.bk2
In 04:19.50 (15499 frames), 49781 rerecords
781 downloads
Uploaded 4/21/2018 7:21 PM by xy2_ (see all 136)
Inside the Pilaf bottom route, there is a huge pit (see https://gamefaqs.gamespot.com/gba/924062-dragon-ball-advanced-adventure/faqs/46730, bottom right) with falling boulders. We are supposed to maneuver by going back and forth. However, the much shorter route would be to scale the pit upwards, as that avoids having to do the normal route.
Thankfully, we have four independant tricks that let us gain more height than normal (three of which are useful here):
  • reverse wall jumping, which allows us to walljump in reverse - instead of the knockback going away from the wall, it goes to the wall instead. Needs to be done from a standstill, not useful here.
  • damage canceling; we can cancel out of Goku's taking damage state if we do any action during the first few frames.
  • walljumping → LR rush. Walljumping pushes us away from the wall. However, in the first frame that we exit the walljumping state, LR rush and we're back on it, allowing infinite scaling assuming a perpendicular flat surface.
  • walljumping knockback cancel. Holding the direction going to the wall after jumping away from it "cancels" most of our knockback by putting Goku to a much lower speed.
Combining this, we can scale the pit in its entirety. The first wall is flat and high enough to reach with a jump, so we scale it with walljumping → LR rush.
The second wall is much trickier: it's out of our reach by a normal jump. Thankfully, since we're in the pit that drops boulders, we can take damage off those. By jumping, divekicking "in reverse" at peak height to use the initial divekick phase (gaining us a further vertical advantage and pushing Goku to the left as well) then taking damage at the peak of our height, we get a bunch of height in the middle of the pit, enough to reach the wall. The only thing left to do is reach the wall with an LR rush and walljump → LR rush again.
The third wall is easier. The only tricky part is the reversed triangle celling at the start, which we can clear with normal walljumps with largely gimped knockback, using the knockback "cancel" trick. Then clear the rest with walljumping → LR rush.
Saves around ~500 frames over the normal route approx.

#44113140486002433 - dbaa 1749

1749.bk2
In 00:30.07 (1796 frames), 12503 rerecords
599 downloads
Uploaded 12/30/2017 3:07 PM by xy2_ (see all 136)
frame: saved

#44092720449096006 - dbaa - 32 extra subpixels by Y optimisation

1750.bk2.bk2
In 00:30.00 (1792 frames), 12194 rerecords
498 downloads
Uploaded 12/29/2017 5:03 PM by xy2_ (see all 136)
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