TASD File Format Specification Version 1
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General
Independent TAS Console Replay Research Group
The TASD file format is used for storing "Tool Assisted Speedrun" or "Tool Assisted Superplay" (TAS) data for TAS replay devices to replay on physical video game console hardware. The format is defined to be expandable for future needs. The format is also defined to be parsable by programs that do not understand portions of the format, whether that is due to incomplete support of the format specification or due to new features being added to later versions of the specification at a later date.
This document defines the file format specification for TASD files.
Introduction
The Tool Assisted Speedrun Dump (TASD) interchange format is a file format for storing data to allow "Tool Assisted Speedruns" or "Tool Assisted Superplays" to be played on physical video game console hardware using TAS replay devices. Created to be hardware and software agnostic, the TASD interchange format uses a key-based, binary, packet format to break up pieces of information into easily-parsable and forward-compatible chunks. The format is extensible by simply defining additional keys or value types as necessary. When parsing the file, software can skip any packets whose key is unknown or unsupported.
Packets of a given type can be used multiple times or completely omitted as needed. This reusability eliminates the need of a predefined delimiter to separate pieces of data.
While files generated by emulator dump scripts should provide as much information as possible, because packets are optional, the file can be expanded later with any additional data as desired. No intermediary file format is necessary.
Overview and Preliminaries
The key words "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL NOT", "SHOULD", "SHOULD NOT", "RECOMMENDED", "NOT RECOMMENDED", "MAY", and "OPTIONAL" in this document are to be interpreted as described in BCP 14 when, and only when, they appear in all capitals, as shown here.
Notation and Vocabulary
Data Types:
- (S) = String
- (A) = Binary Data
- (I) = Signed Integer
- (N) = Unsigned Integer
- (B) = Boolean
- ([]N) = List of Unsigned Integers
We use the terms byte and octet interchangeably in this document.
Unless specified otherwise, all multi-octet integers are big-endian.
We use the terms Tool Assisted Speedrun, Tool Assisted Superplay and TAS interchangeably in this document.
In subsections of (), the term "in direct form" is used. That term is defined to mean a packet in a TASD file directly (first order packet) rather than a packet inside a TRANSITION or MOVIE_TRANSITION packet (second order packet).
String values MUST use UTF-8 encoding. As such, string values MAY contain any number of NUL characters and have no concept of "null termination". If an example of a string value is given, the example will be between quotation marks. The quotation marks are not included in the string. Not all content between quotations will be string value examples, so be aware of that when continuing through this document.
Unsigned and signed integers can have different bit widths. For instance, an 8-bit integer can be used in one part of the specification and a 64-bit integer can be used in another part of the specification.
Boolean values MUST be a single octet with the value of 0 for FALSE or 1 for TRUE.
- [N octets]
- A sequence of octets with a length of N
- [00 7F FF]
- A sequence of octets 00, 7F, and FF in that order.
- 0-indexed
- When counting sequentially, start counting at 0.
- 1-indexed
- When counting sequentially, start counting at 1.
In packet diagrams, a single octet is represented with a box like this:
In packet diagrams, an arbitrary number of octets are represented with a box like this:
In packet diagrams, boxes can be connected like these examples:
- In this example, Var 1 is a 1 octet long boolean value and Var 2 is a 1 octet long signed integer.
- In this example, Var 1 is a 2 octet long unsigned integer and Var 2 is an arbitrary octet length string.
In packet diagrams, boxes MAY have relative offset values above them like in the following example:
- In this example, Var 1 is a 2 octet long unsigned integer and Var 2 is an arbitrary octet length string.
Packet diagrams MAY be split into multiple lined sections like in the following example:
- In this example, the packet diagram contains enough variable boxes to require being split into 2 sections, in order to maintain consistent horizontal spacing in this documentation. The packet diagram is separated by an ellipsis (...) on the same text row as the variable names to signify that the packet diagram is continuing.
Motivations
This file format's primary goal is to provide a comprehensive and replay device agnostic TAS movie controller input dump format that is usable for any console. Additional goals include:
- No intermediary formats
- Forward compatibility
- High extensibility
- Ability to easily generate using lua scripting in emulators
Consideration is also given to how usable the format would be for the software that interacts with replay devices (examples: methods of ingestion/parsing, ease of ingestion/parsing in various languages).
Problems With Existing Formats
Existing formats are either incomplete for some verification needs or don't exist at all for some consoles. For example, a format commonly used for NES console verifications (r08) only encodes 2 standard controllers worth of sequential data. The format doesn't indicate whether those inputs are per latch or per frame. It also doesn't contain RESET timing information, additional settings, or metadata. Non-standard controllers, such as the NES Zapper, aren't supported either.
Until now, controller input formats were written in a way that was "good enough" for each use case, but rarely in a "standard" way. Often, any additional data had to be supplied separately as command-line arguments. While that process may work for a specific device, it's less than ideal when it comes time to redistribute the replay data so that others (especially those using different replay devices) can also successfully replay the same TAS.
Structure
TASD files MUST begin with a header. The header MUST be followed by 0 or more packets.
- Header
- 7 octet header as defined in .
- Packets
- List of 0 or more packets. Refer to for packet definitions.
Header
The TASD file header MUST be in the following format:
- Magic Number
- 4 octet value that MUST be [54 41 53 44](ASCII value TASD).
- Version
- Version of the TASD file format. Version currently MUST be a value of 1, but SHOULD be incremented in future versions.
- G_KEYLEN
- Global length of Key values of packets. G_KEYLEN currently MUST be a value of 2.
Packets
Each packet MUST be in the following format:
- Key
- Packet type (Packet key).
- PEXP
- Length of PLEN. PEXP MUST be a value greater than 0.
- PLEN
- Length of Payload.
- Payload
- Payload/Content of the packet.
- G_KEYLEN
- Length of Key in each packet and is specified in the TASD file header.
All packets are OPTIONAL.
Assigned Packet Keys Without Descriptions
General Keys
- [00 01]
- CONSOLE_TYPE
- [00 02]
- CONSOLE_REGION
- [00 03]
- GAME_TITLE
- [00 04]
- ROM_NAME
- [00 05]
- ATTRIBUTION
- [00 06]
- CATEGORY
- [00 07]
- EMULATOR_NAME
- [00 08]
- EMULATOR_VERSION
- [00 09]
- EMULATOR_CORE
- [00 0A]
- TAS_LAST_MODIFIED
- [00 0B]
- DUMP_CREATED
- [00 0C]
- DUMP_LAST_MODIFIED
- [00 0D]
- TOTAL_FRAMES
- [00 0E]
- RERECORDS
- [00 0F]
- SOURCE_LINK
- [00 10]
- BLANK_FRAMES
- [00 11]
- VERIFIED
- [00 12]
- MEMORY_INIT
- [00 13]
- GAME_IDENTIFIER
- [00 14]
- MOVIE_LICENSE
- [00 15]
- MOVIE_FILE
- [00 F0]
- PORT_CONTROLLER
- [00 F1]
- PORT_OVERREAD
NES Specific Keys
- [01 01]
- NES_LATCH_FILTER
- [01 02]
- NES_CLOCK_FILTER
- [01 04]
- NES_GAME_GENIE_CODE
SNES Specific Keys
- [02 01]
- SNES_LATCH_FILTER
- [02 02]
- SNES_CLOCK_FILTER
- [02 04]
- SNES_GAME_GENIE_CODE
- [02 05]
- SNES_LATCH_TRAIN
Genesis Specific Keys
- [08 04]
- GENESIS_GAME_GENIE_CODE
Input Frame/Timing Keys
- [FE 01]
- INPUT_CHUNK
- [FE 02]
- INPUT_MOMENT
- [FE 03]
- TRANSITION
- [FE 04]
- LAG_FRAME_CHUNK
- [FE 05]
- MOVIE_TRANSITION
Extraneous Keys
- [FF 01]
- COMMENT
- [FF FE]
- EXPERIMENTAL
- [FF FF]
- UNSPECIFIED
Assigned Packet Keys With Descriptions
General Key Descriptions
- [00 01] - CONSOLE_TYPE
- Specifies console used on emulator when dumping the TAS controller inputs. This packet type is OPTIONAL but SHOULD be included in a TASD file and a TASD file SHOULD NOT contain more than 1 of this packet type in direct form. Discussed in ().
- [00 02] - CONSOLE_REGION
- Specifies video region of console used for the TAS. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
- [00 03] - GAME_TITLE
- Specifies the name of the game the TAS is written for. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
- [00 04] - ROM_NAME
- Specifies the name of the specific ROM file used for the TAS. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
- [00 05] - ATTRIBUTION
- Specifies the name of someone involved in the TAS or the creation or management of the TASD file in order to provide proper attribution for work done. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
- [00 06] - CATEGORY
- Specifies the run category of the TAS. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type in direct form. Discussed in ().
- [00 07] - EMULATOR_NAME
- Specifies the emulator used while dumping TAS controller inputs. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type in direct form. Discussed in ().
- [00 08] - EMULATOR_VERSION
- Specifies the version of the emulator used while dump the TAS controller inputs. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type in direct form. Discussed in ().
- [00 09] - EMULATOR_CORE
- Specifies the core of the emulator used while dumping the TAS controller inputs. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type in direct form. Discussed in ().
- [00 0A] - TAS_LAST_MODIFIED
- Specifies when the TAS was last modified. Frequently used to specify the date and time when the TAS was published. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type in direct form. Discussed in ().
- [00 0B] - DUMP_CREATED
- Specifies when the TASD file was first created. This packet is OPTIONAL but SHOULD be included in a TASD file and a TASD file SHOULD NOT contain more than 1 of this packet type. Discussed in ().
- [00 0C] - DUMP_LAST_MODIFIED
- Specifies when the TASD file was last modified. This packet is OPTIONAL but SHOULD be included in a TASD file and a TASD file SHOULD NOT contain more than 1 of this packet type. Discussed in ().
- [00 0D] - TOTAL_FRAMES
- Specifies the total number of frames in the TAS. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type in direct form. Discussed in ().
- [00 0E] - RERECORDS
- Specifies the total number of rerecords of the TAS. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type in direct form. Discussed in ().
- [00 0F] - SOURCE_LINK
- Specifies the source link for the TAS. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type. Discussed in ().
- [00 10] - BLANK_FRAMES
- Specifies the number of blank controller inputs or frames to prepend to the inputs of the TAS when played on hardware. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type in direct form. Discussed in ().
- [00 11] - VERIFIED
- Specifies whether the TAS is verified to run on hardware, also known as "console verified", using the TASD file. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type in direct form. Discussed in ().
- [00 12] - MEMORY_INIT
- Specifies initial memory values used for the TAS. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
- [00 13] - GAME_IDENTIFIER
- Specifies an identifier for the game the TAS is written for. This can be checksums, hashes, or other identifying data. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
- [00 14] - MOVIE_LICENSE
- Specifies a copyright license for the TAS. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
- [00 15] - MOVIE_FILE
- Specifies the TAS movie data. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type. Discussed in ().
- [00 F0] - PORT_CONTROLLER
- Specifies the controller type in specific console controller ports for the TAS when played on hardware. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type in direct form. Discussed in ().
- [00 F1] - PORT_OVERREAD
- Specifies whether a high or low signal SHOULD be sent through a specified controller port of the console if the console requests more input data from the replay device through that controller port than expected. This packet type is OPTIONAL. Discussed in ().
NES Specific Key Descriptions
- [01 01] - NES_LATCH_FILTER
- Specifies a latch filter time in microseconds for how long how long to wait after a latch signal until new latch signals SHOULD be accepted by the replay device. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type in direct form. Discussed in ().
- [01 02] - NES_CLOCK_FILTER
- Specifies a clock filter time in tenths of a microsecond (0.1 microseconds or 100 nanoseconds) for how long to wait after a clock pulse until new clock pulses SHOULD be accepted by the replay device. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type in direct form. Discussed in ().
- [01 04] - NES_GAME_GENIE_CODE
- Specifies a Game Genie code for the TAS. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
SNES Specific Key Descriptions
- [02 01] - SNES_LATCH_FILTER
- Specifies a latch filter time in microseconds for how long how long to wait after a latch signal until new latch signals SHOULD be accepted by the replay device. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type in direct form. Discussed in ().
- [02 02] - SNES_CLOCK_FILTER
- Specifies a clock filter time in tenths of a microsecond (0.1 microseconds or 100 nanoseconds) for how long to wait after a clock pulse until new clock pulses SHOULD be accepted by the replay device. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type in direct form. Discussed in ().
- [02 04] - SNES_GAME_GENIE_CODE
- Specifies a Game Genie code for the TAS. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
- [02 05] - SNES_LATCH_TRAIN
- Specifies Latch Trains for TAS. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
Genesis Specific Key Descriptions
- [08 04] - GENESIS_GAME_GENIE_CODE
- Specifies a Game Genie code for the TAS. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
Input Frame/Timing Key Descriptions
- [FE 01] - INPUT_CHUNK
- Specifies a chunk of input data for the TAS when played on hardware. All data from INPUT_CHUNK packets are concatenated together in order of appearance in the TASD file. If the INPUT_CHUNK packet type is used in a TASD file, the PORT_CONTROLLER packet type MUST also be used at least once. If the INPUT_CHUNK packet type is used, the INPUT_MOMENT packet type SHOULD NOT be used. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
- [FE 02] - INPUT_MOMENT
- Specifies a single instance of input data that is sent from the replay device to the console with specific timing. If the INPUT_MOMENT packet type is used in a TASD file, the PORT_CONTROLLER packet type MUST also be used at least once. If the INPUT_MOMENT packet type is used, the INPUT_CHUNK packet type SHOULD NOT be used. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
- [FE 03] - TRANSITION
- Specifies when a transition or change occurs during a TAS replay (example: console reset or changing of controller types). This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
- [FE 04] - LAG_FRAME_CHUNK
- Specifies a chunk of lag frames in a TAS based on the original TAS movie. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
- [FE 05] - MOVIE_TRANSITION
- Specifies when a transition or change occurs in the original TAS movie (example: console reset or changing of controller types). This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
Extraneous Key Descriptions
- [FF 01] - COMMENT
- Comment data. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
- [FF FE] - EXPERIMENTAL
- TASD file is using draft/experimental packets. This packet type is OPTIONAL and a TASD file SHOULD NOT contain more than 1 of this packet type. Discussed in ().
- [FF FF] - UNSPECIFIED
- Unspecified packet data. Can contain any arbitrary data. This packet type is OPTIONAL and a TASD file MAY contain more than 1 of this packet type. Discussed in ().
Packet Payload Formats
General Key Payload Formats
CONSOLE_TYPE Packet
CONSOLE_TYPE packets MUST be in the following format:
[02] - SNES
[03] - N64
[04] - GC
[05] - GB
[06] - GBC
[07] - GBA
[08] - Genesis
[09] - A2600
[FF] - Custom
Name (String) [PLEN - 1 octets]]]>
- Console
- Game console the TAS movie is for. There are pre-specified console types, but a TASD file MAY use [FF] to specify a console that is not in the pre-specified console types.
- Name
- Name of the console the TAS movie is for. SHOULD be empty if Console is not set to [FF].
- PLEN
- Length of the packet payload.
CONSOLE_REGION Packet
CONSOLE_REGION packets MUST be in the following format:
- Video Signal
- Specifies the video signal of the game console being emulated while dumping the TAS movie controller inputs.
GAME_TITLE Packet
GAME_TITLE packets MUST be in the following format:
- Title
- Game title the TAS movie is for (example: "Super Mario Bros. 3").
- PLEN
- Length of the packet payload.
ROM_NAME Packet
ROM_NAME packets MUST be in the following format:
- Name
- File name of the ROM used for the TAS movie (example: "Super Mario Bros. 3 (J) [!].nes").
- PLEN
- Length of the packet payload.
ATTRIBUTION Packet
ATTRIBUTION packets MUST be in the following format:
- Type
- Function of the person who is being attributed. Author is meant for a TAS movie author. Verifier is meant for a person who console verified the TAS movie(s) contained in the TASD file. TASD File Creator is meant for the person who initially created the TASD file, such as when dumping inputs from a TAS movie. TASD File Editor is meant for a person who edited the TASD file.
- Name
- Name of the individual getting the attribution (example: "OnehundredthCoin").
- PLEN
- Length of the packet payload.
CATEGORY Packet
CATEGORY packets MUST be in the following format:
- Category
- Name of the TAS movie run category (example: "any%", "100%", "No Warps").
- PLEN
- Length of the packet payload.
EMULATOR_NAME Packet
EMULATOR_NAME packets MUST be in the following format:
- Name
- Name of the emulator used to play the TAS movie while dumping controller inputs (example: "FCEUX", "Bizhawk"). The emulator's version or core name SHOULD NOT be included.
- PLEN
- Length of the packet payload.
EMULATOR_VERSION Packet
EMULATOR_VERSION packets MUST be in the following format:
- Version
- Version of the emulator used to play the TAS movie while dumping controller inputs (example: "2.7.0").
- PLEN
- Length of the packet payload.
EMULATOR_CORE Packet
EMULATOR_CORE packets MUST be in the following format:
- Core
- Core of the emulator used to play the TAS movie while dumping controller inputs (example: "NESHawk", "Gambatte").
- PLEN
- Length of the packet payload
TAS_LAST_MODIFIED Packet
TAS_LAST_MODIFIED packets MUST be in the following format:
- Unix Timestamp
- 64-bit Unix timestamp (seconds since Unix Epoch) of when the TAS movie was last modified.
DUMP_CREATED Packet
DUMP_CREATED packets MUST be in the following format:
- Unix Timestamp
- 64-bit Unix timestamp (seconds since Unix Epoch) of when the TASD file was created.
DUMP_LAST_MODIFIED Packet
DUMP_LAST_MODIFIED packets MUST be in the following format:
- Unix Timestamp
- 64-bit Unix timestamp (seconds since Unix Epoch) of when the TASD file was last modified.
TOTAL_FRAMES Packet
TOTAL_FRAMES packets MUST be in the following format:
- Frames
- Total number of frames of the TAS movie.
RERECORDS Packet
RERECORDS packets MUST be in the following format:
- Rerecords
- Total number of rerecords of the TAS movie.
SOURCE_LINK Packet
SOURCE_LINK packets MUST be in the following format:
- Link
- URL that points to the TAS movie file (example: "https://tasvideos.org/4567M").
- PLEN
- Length of the packet payload.
BLANK_FRAMES Packet
BLANK_FRAMES packets MUST be in the following format:
- Frames
- Number of blank frames (of input where no buttons are being pressed) needed at the beginning of a TAS replay. If Frames is a negative value, the value of Frames indicates the number of frames that should be skipped from the TAS input data. A negative value is not applicable if there is no way to determine how much input data should be skipped (e.g. NES with INPUT_CHUNKs where each input represents a single latch).
VERIFIED Packet
VERIFIED packets MUST be in the following format:
- Verified
- Boolean value that is TRUE if the TASD file has been successfully console verified and FALSE if it has not been verified.
MEMORY_INIT Packet
MEMORY_INIT packets MUST be in the following format:
- Data Type
- Content type of initial memory. If Type is not [FF], Data SHOULD be empty (0 octet length binary data).
- Device
- Device/Location that is to have memory initialized.
- Required
- Boolean value that is TRUE if this memory initialization data is known to be required and FALSE if the memory initialization data is not known to be required.
- NLEN
- Length of Name
- Name
- Label for the memory initialization data (example: "CPU RAM", "SAVE RAM"). If Device is [FF FF], Name SHOULD NOT be empty (0 octet length string).
- Data
- Raw memory initialization data. If Data Type is not [FF], Data SHOULD be empty (0 octet length binary data).
- PLEN
- Length of the packet payload.
GAME_IDENTIFIER Packet
GAME_IDENTIFIER packets MUST be in the following format:
- Type
- Hash, checksum, or identifier algorithm used to create the Identifier.
- Encoding
- Describes the data encoding of Identifier. Raw binary indicates no encoding is used. Base16/32/64 all use the standard RFC 4648 encodings, without extensions. Base 16 and Base 32 are case-insensitive.
- NLEN
- Length of Name
- Name
- Name of the hash, checksum, or identifier algorithm used to create the Identifier. If Type is not [FF], Name SHOULD be empty (0 octet length binary data).
- Identifier
- Game hash, checksum, or identifier data.
- PLEN
- Length of the packet payload
MOVIE_LICENSE Packet
MOVIE_LICENSE packets MUST be in the following format:
- License
- License information for the TAS movie (example: "Creative Commons Attribution 2.0").
- PLEN
- Length of the packet payload.
MOVIE_FILE Packet
MOVIE_FILE packets MUST be in the following format:
- NLEN
- Length of Name.
- Name
- Name of the TAS movie (RECOMMENDED to use TAS movie file name, for example: "100thcoinv2-smb3j-geg.bk2").
- Data
- TAS movie file data/content.
- PLEN
- Length of the packet payload.
PORT_CONTROLLER Packet
PORT_CONTROLLER packets MUST be in the following format:
- Port
- Controller port number (Port number MUST be 1-indexed).
- Type
- Specifies the controller type connected to the Port. (RESERVED) specifies that the controller type is not described in this document, but the byte values are reserved for a later version of the TASD file format protocol. Input formats for specific controller types are described in ().
PORT_OVERREAD Packet
PORT_OVERREAD packets MUST be in the following format:
- Port
- Controller port number (Port number MUST be 1-indexed).
- High
- Boolean value that is TRUE if overread bits are set to high and FALSE if overread bits are set to low.
NES Specific Key Payload Formats
NES_LATCH_FILTER Packet
NES_LATCH_FILTER packets MUST be in the following format:
- Time
- Latch filter length of time in microseconds.
NES_CLOCK_FILTER Packet
NES_CLOCK_FILTER packets MUST be in the following format:
- Time
- Clock filter length of time in tenths of a microsecond (units of 0.1 microseconds or 100 nanoseconds).
NES_GAME_GENIE_CODE Packet
NES_GAME_GENIE_CODE packets MUST be in the following format:
- Code
- Game Genie code (example: "AATOZA").
- PLEN
- Length of the packet payload.
SNES Specific Key Payload Formats
SNES_LATCH_FILTER Packet
SNES_LATCH_FILTER packets MUST be in the following format:
- Time
- Latch filter length of time in microseconds.
SNES_CLOCK_FILTER Packet
SNES_CLOCK_FILTER packets MUST be in the following format:
- Time
- Clock filter length of time in tenths of a microsecond (units of 0.1 microseconds or 100 nanoseconds).
SNES_GAME_GENIE_CODE Packet
SNES_GAME_GENIE_CODE packets MUST be in the following format:
- Code
- Game Genie code (example: "DDB4-6F07").
- PLEN
- Length of the packet payload.
SNES_LATCH_TRAIN Packet
SNES_LATCH_TRAIN packets MUST be in the following format:
- Latch Trains
- List of 64-bit unsigned integers in which each integer is the length of one Latch Train. MUST be a multiple of 8 octets in size
- PLEN
- Length of the packet payload.
A single SNES_LATCH_TRAIN packet MAY contain up to every Latch Train of a SNES TAS movie console replay and MAY contain fewer than every Latch Train of a SNES TAS movie console replay. There MAY be more than 1 SNES_LATCH_TRAIN packet.
Genesis Specific Key Payload Formats
GENESIS_GAME_GENIE_CODE Packet
GENESIS_GAME_GENIE_CODE packets MUST be in the following format:
- Code
- Game Genie code (example: "ATBT-AA32").
- PLEN
- Length of the packet payload.
Input Frame/Timing Key Payload Formats
INPUT_CHUNK Packet
INPUT_CHUNK packets MUST be in the following format:
- Port
- Controller port number (Port number MUST be 1-indexed).
- Inputs
- Controller input data for controller on Port. Input formats for each controller type is described in .
- PLEN
- Length of the packet payload.
All INPUT_CHUNK packets with corresponding Port values in the TASD file MUST be in chronological order, where earlier inputs in the TAS movie console replay are earlier in the TASD file and later inputs in the TAS movie console replay are later in the TASD file. If there are more than one INPUT_CHUNK packets for a specific Port, the input data MUST be interpreted as if all their contents were concatenated into a single INPUT_CHUNK packet. As such, a single INPUT_CHUNK packet MAY contain up to every input of a TAS movie console replay and MAY contain fewer than every input of a TAS movie console replay.
The input data contained in Inputs is divided up based on the PORT_CONTROLLER type corresponding to the Port number. Refer to for each available type and the number of bytes used for each instance of controller input. The PORT_CONTROLLER type MAY be changed using TRANSITION packets, which MAY change the interpretation of the input data until either the end of the replay or until the next PORT_CONTROLLER transition.
Each instance of controller input SHOULD remain held until the input has been used according to the current replay configuration. By default, this means each instance of controller input corresponds to a single input "latch" or polling sequence by the console. However, some packet types MAY alter how inputs are used during replay. For example, the NES has the NES_LATCH_FILTER packet available. When NES_LATCH_FILTER is active, each instance of controller input MUST remain held until the end of the filter period.
INPUT_MOMENT Packet
INPUT_MOMENT packets MUST be in the following format:
- Port
- Controller port number (Port number MUST be 1-indexed).
- Hold
- Determines whether the Input data MUST continue to be held after the controller state has been read.
- Index Type
- Specifies timing methodology of a specific moment when Input data MUST be applied.
- Index
- Time value in units based on Index Type.
- Input
- A single instance of controller input data for the controller on the specified Port. Input formats for each controller type is described in .
- PLEN
- Length of the packet payload.
Each INPUT_MOMENT packet contains a single instance of controller input data for a specific moment during a TAS replay. The input data's format depends on the PORT_CONTROLLER type corresponding to the Port number. Refer to for each available type. The PORT_CONTROLLER type MAY be changed using TRANSITION packets, which MAY change the interpretation of the input data.
If Hold is TRUE, the controller MUST continually hold the input state until the next INPUT_MOMENT for the same Port number. If Hold is FALSE, the controller MUST hold only until the console reads the input state, or until the next INPUT_MOMENT for the same Port number.
TRANSITION Packet
TRANSITION packets MUST be in the following format:
- Input Type
- Determines specific timing type for start of transition.
- Port
- Controller port number (Port number MUST be 1-indexed).
- Index
- Time or offset value to start transition. If Index Type is [05], Index MUST be interpreted as the byte offset (0-indexed) into the concatenated input data from all INPUT_CHUNK packets for the controller port specified by Port. If Index Type is [05], the byte offset MUST also point to the first byte of an instance of controller input data (according to the PORT_CONTROLLER format at that moment in the TAS replay.)
- Type
- Type of transition. If Type is [FF], the transition action will be interpreting a TASD packet.
- Inner Packet
- If Type is [FF], Inner Packet SHOULD be a TASD packet. Inner Packet MUST NOT be a INPUT_CHUNK, INPUT_MOMENT, TRANSITION, LAG_FRAME_CHUNK, or MOVIE_TRANSITION packet.
- PLEN
- Length of the packet payload (Not Inner Packet length).
LAG_FRAME_CHUNK Packet
LAG_FRAME_CHUNK packets MUST be in the following format:
- Movie Frame
- Frame number of the TAS movie where Lag Frames start (Movie Frame MUST be 0-indexed).
- Count
- Number of Lag Frames in a row starting from Movie Frame.
Emulators typically consider a "lag frame" to be any frame in which the emulator believes the game does not poll/read controller inputs.
MOVIE_TRANSITION
MOVIE_TRANSITION packets MUST be in the following format:
- Movie Frame
- Frame number of the TAS movie (Movie Frame MUST be 0-indexed).
- Type
- Type of transition. If Type is [FF], the transition action will be interpreting a TASD packet.
- Inner Packet
- If Type is [FF], Inner Packet SHOULD be a TASD packet. Inner Packet MUST NOT be a INPUT_CHUNK, INPUT_MOMENT, TRANSITION, LAG_FRAME_CHUNK, or MOVIE_TRANSITION packet.
- PLEN
- Length of the packet payload (Not Inner Packet length).
Extraneous Key Payload Formats
COMMENT Packet
COMMENT packets MUST be in the following format:
- Comment
- Comment text.
- PLEN
- Length of the packet payload.
EXPERIMENTAL Packet
EXPERIMENTAL packets MUST be in the following format:
- Experimental
- Boolean data that is TRUE if the TASD file is using draft/experimental features (Currently SHOULD be TRUE) and FALSE if the TASD file is using only stable features.
- PLEN
- Length of the packet payload.
UNSPECIFIED Packet
UNSPECIFIED packets MUST be in the following format:
- Unspecified Data
- Arbitrary data. Can be used for any data. Because this is unspecified data, there is no guarantee any software used to control a TAS replay device will support data in this packet type.
- PLEN
- Length of the packet payload.
Controller Input Formats
A forward slash (/) is used to signify active low. As an example, if a bit is labeled as /A, the bit MUST be 0 if the A button is pressed and MUST be 1 if the A button is not pressed.
Multi-octet controller inputs are in little-endian order
Bit order for octets in controller inputs are high-order (MSB) (Most significant bit to least significant bit), so bit 7 MUST be the left-most bit of the octet and bit 0 MUST be the right-most bit of the octet.
NES/Famicom Controller Types
NES Standard Controller
Single Input Length: 1 Octet
Octet 0
- Bit 7:
- /A
- Bit 6:
- /B
- Bit 5:
- /Select
- Bit 4:
- /Start
- Bit 3:
- /Up
- Bit 2:
- /Down
- Bit 1:
- /Left
- Bit 0:
- /Right
NES Four Score
Single Input Length: 3 Octets
Octet 0
- Bit 7:
- Controller N-1 /A
- Bit 6:
- Controller N-1 /B
- Bit 5:
- Controller N-1 /Select
- Bit 4:
- Controller N-1 /Start
- Bit 3:
- Controller N-1 /Up
- Bit 2:
- Controller N-1 /Down
- Bit 1:
- Controller N-1 /Left
- Bit 0:
- Controller N-1 /Right
Octet 1
- Bit 7:
- Controller N-2 /A
- Bit 6:
- Controller N-2 /B
- Bit 5:
- Controller N-2 /Select
- Bit 4:
- Controller N-2 /Start
- Bit 3:
- Controller N-2 /Up
- Bit 2:
- Controller N-2 /Down
- Bit 1:
- Controller N-2 /Left
- Bit 0:
- Controller N-2 /Right
Octet 2
- Bit 7:
- 1
- Bit 6:
- 1
- Bit 5:
- 0 if Controller Port is 2, otherwise 1
- Bit 4:
- 0 if Controller Port is 1, otherwise 1
- Bit 3:
- 1
- Bit 2:
- 1
- Bit 1:
- 1
- Bit 0:
- 1
Controller N is the controller port number. The NES Four Score allows players 1 and 3 to input buttons on controller port 1 and players 2 and 4 to input buttons on controller port 2. Controller N-1 on controller port 1 is Player 1, Controller N-2 on controller port 1 is Player 3, Controller N-1 on controller port 2 is Player 2, and Controller N-2 on controller port 2 is Player 4.
SNES Controller Types
SNES Standard Controller
Single Input Length: 2 Octets
Octet 0
- Bit 7:
- /B
- Bit 6:
- /Y
- Bit 5:
- /Select
- Bit 4:
- /Start
- Bit 3:
- /Up
- Bit 2:
- /Down
- Bit 1:
- /Left
- Bit 0:
- /Right
Octet 1
- Bit 7:
- /A
- Bit 6:
- /X
- Bit 5:
- /L
- Bit 4:
- /R
- Bit 3:
- 1
- Bit 2:
- 1
- Bit 1:
- 1
- Bit 0:
- 1
SNES Super Multitap
Single Input Length: 5 Octets
Octet 0 :
- Bit 7:
- 1
- Bit 6:
- 1
- Bit 5:
- 1
- Bit 4:
- 1
- Bit 3:
- 1
- Bit 2:
- 1
- Bit 1:
- 1
- Bit 0:
- I/O Pin State - 1 if Multitap ports 1 and 2 are being polled, 0 if ports 3 and 4 are.
Octet 1
- Bit 7:
- Controller N-1 or N-3 /B
- Bit 6:
- Controller N-1 or N-3 /Y
- Bit 5:
- Controller N-1 or N-3 /Select
- Bit 4:
- Controller N-1 or N-3 /Start
- Bit 3:
- Controller N-1 or N-3 /Up
- Bit 2:
- Controller N-1 or N-3 /Down
- Bit 1:
- Controller N-1 or N-3 /Left
- Bit 0:
- Controller N-1 or N-3 /Right
Octet 2
- Bit 7:
- Controller N-1 or N-3 /A
- Bit 6:
- Controller N-1 or N-3 /X
- Bit 5:
- Controller N-1 or N-3 /L
- Bit 4:
- Controller N-1 or N-3 /R
- Bit 3:
- 1
- Bit 2:
- 1
- Bit 1:
- 1
- Bit 0:
- 1
Octet 3
- Bit 7:
- Controller N-2 or N-4 /B
- Bit 6:
- Controller N-2 or N-4 /Y
- Bit 5:
- Controller N-2 or N-4 /Select
- Bit 4:
- Controller N-2 or N-4 /Start
- Bit 3:
- Controller N-2 or N-4 /Up
- Bit 2:
- Controller N-2 or N-4 /Down
- Bit 1:
- Controller N-2 or N-4 /Left
- Bit 0:
- Controller N-2 or N-4 /Right
Octet 4
- Bit 7:
- Controller N-2 or N-4 /A
- Bit 6:
- Controller N-2 or N-4 /X
- Bit 5:
- Controller N-2 or N-4 /L
- Bit 4:
- Controller N-2 or N-4 /R
- Bit 3:
- 1
- Bit 2:
- 1
- Bit 1:
- 1
- Bit 0:
- 1
Controller N is the controller port number on the console that the Multitap is connected to. Controller N-1...N-4 are the controller ports 1...4 on the Multitap. Two Multitap ports are polled simultaneously by the game - either 1 and 2, or 3 and 4. The I/O Pin state in octet 0 MUST be 1 for multitap ports 1 and 2, or 0 for ports 3 and 4.
SNES Mouse
Single Input Length: 4 Octets
Octet 0
- Bit 7:
- 1
- Bit 6:
- 1
- Bit 5:
- 1
- Bit 4:
- 1
- Bit 3:
- 1
- Bit 2:
- 1
- Bit 1:
- 1
- Bit 0:
- 1
Octet 1
- Bit 7:
- /Right button
- Bit 6:
- /Left button
- Bit 5:
- Current sensitivity (0: high sensitivity; 1: low or medium sensitivity)
- Bit 4:
- Current sensitivity (0: medium sensitivity; 1: low or high sensitivity)
- Bit 3:
- 1
- Bit 2:
- 1
- Bit 1:
- 1
- Bit 0:
- 0
Octet 2
- Bits 7-1:
- /Vertical displacement since last read
- Bit 0:
- Direction (0: up; 1: down)
Octet 3
- Bits 7-1:
- /Horizontal displacement since last read
- Bit 0:
- Direction (0: up; 1: down)
N64 Controller Types
N64 Standard Controller
Single Input Length: 4 Octets
Octet 0
- Bit 7:
- A
- Bit 6:
- B
- Bit 5:
- Z
- Bit 4:
- Start
- Bit 3:
- D-Pad Up
- Bit 2:
- D-Pad Down
- Bit 1:
- D-Pad Left
- Bit 0:
- D-Pad Right
Octet 1
- Bit 7:
- RST (special controller reset bit)
- Bit 6:
- 0
- Bit 5:
- Left Trigger
- Bit 4:
- Right Trigger
- Bit 3:
- C-Up
- Bit 2:
- C-Down
- Bit 1:
- C-Left
- Bit 0:
- C-Right
Octet 2
- Bits 7-0:
- Analog Stick X-Axis (signed 8-bit number)
Octet 3
- Bits 7-0:
- Analog Stick Y-Axis (signed 8-bit number)
N64 Standard Controller with Rumble
Single Input Length: 4 Octets
Octet 0
- Bit 7:
- A
- Bit 6:
- B
- Bit 5:
- Z
- Bit 4:
- Start
- Bit 3:
- D-Pad Up
- Bit 2:
- D-Pad Down
- Bit 1:
- D-Pad Left
- Bit 0:
- D-Pad Right
Octet 1
- Bit 7:
- RST (special controller reset bit)
- Bit 6:
- 0
- Bit 5:
- Left Trigger
- Bit 4:
- Right Trigger
- Bit 3:
- C-Up
- Bit 2:
- C-Down
- Bit 1:
- C-Left
- Bit 0:
- C-Right
Octet 2
- Bits 7-0:
- Analog Stick X-Axis (signed 8-bit number)
Octet 3
- Bits 7-0:
- Analog Stick Y-Axis (signed 8-bit number)
N64 Standard Controller with Controller Pak
Single Input Length: 4 Octets
Octet 0
- Bit 7:
- A
- Bit 6:
- B
- Bit 5:
- Z
- Bit 4:
- Start
- Bit 3:
- D-Pad Up
- Bit 2:
- D-Pad Down
- Bit 1:
- D-Pad Left
- Bit 0:
- D-Pad Right
Octet 1
- Bit 7:
- RST (special controller reset bit)
- Bit 6:
- 0
- Bit 5:
- Left Trigger
- Bit 4:
- Right Trigger
- Bit 3:
- C-Up
- Bit 2:
- C-Down
- Bit 1:
- C-Left
- Bit 0:
- C-Right
Octet 2
- Bits 7-0:
- Analog Stick X-Axis (signed 8-bit number)
Octet 3
- Bits 7-0:
- Analog Stick Y-Axis (signed 8-bit number)
N64 Standard Controller with Transfer Pak
Single Input Length: 4 Octets
Octet 0
- Bit 7:
- A
- Bit 6:
- B
- Bit 5:
- Z
- Bit 4:
- Start
- Bit 3:
- D-Pad Up
- Bit 2:
- D-Pad Down
- Bit 1:
- D-Pad Left
- Bit 0:
- D-Pad Right
Octet 1
- Bit 7:
- RST (special controller reset bit)
- Bit 6:
- 0
- Bit 5:
- Left Trigger
- Bit 4:
- Right Trigger
- Bit 3:
- C-Up
- Bit 2:
- C-Down
- Bit 1:
- C-Left
- Bit 0:
- C-Right
Octet 2
- Bits 7-0:
- Analog Stick X-Axis (signed 8-bit number)
Octet 3
- Bits 7-0:
- Analog Stick Y-Axis (signed 8-bit number)
N64 Mouse
Single Input Length: 4 Octets
Octet 0
- Bit 7:
- A
- Bit 6:
- B
- Bit 5:
- 0
- Bit 4:
- 0
- Bit 3:
- 0
- Bit 2:
- 0
- Bit 1:
- 0
- Bit 0:
- 0
Octet 1
- Bit 7:
- 0
- Bit 6:
- 0
- Bit 5:
- 0
- Bit 4:
- 0
- Bit 3:
- 0
- Bit 2:
- 0
- Bit 1:
- 0
- Bit 0:
- 0
Octet 2
- Bits 7-0:
- Relative X-Axis position (signed 8-bit number)
Octet 3
- Bits 7-0:
- Relative Y-Axis position (signed 8-bit number)
N64 Densha de Go
Single Input Length: 4 Octets
Octet 0
- Bit 7:
- A
- Bit 6:
- B
- Bit 5:
- Accelerator
- Bit 4:
- Start
- Bit 3:
- Accelerator
- Bit 2:
- 0
- Bit 1:
- 0
- Bit 0:
- Accelerator
Octet 1
- Bit 7:
- 0
- Bit 6:
- 0
- Bit 5:
- C
- Bit 4:
- Select
- Bits 3-0:
- Brake
Octet 2
- Bit 7:
- 0
- Bit 6:
- 0
- Bit 5:
- 0
- Bit 4:
- 0
- Bit 3:
- 0
- Bit 2:
- 0
- Bit 1:
- 0
- Bit 0:
- 0
Octet 3
- Bit 7:
- 0
- Bit 6:
- 0
- Bit 5:
- 0
- Bit 4:
- 0
- Bit 3:
- 0
- Bit 2:
- 0
- Bit 1:
- 0
- Bit 0:
- 0
GameCube Controller Types
GameCube Standard Controller
Single Input Length: 8 Octets
Octet 0
- Bit 7:
- 0
- Bit 6:
- 0
- Bit 5:
- 0
- Bit 4:
- Start
- Bit 3:
- Y
- Bit 2:
- X
- Bit 1:
- B
- Bit 0:
- A
Octet 1
- Bit 7:
- 1
- Bit 6:
- L
- Bit 5:
- R
- Bit 4:
- Z
- Bit 3:
- D-Pad Up
- Bit 2:
- D-Pad Down
- Bit 1:
- D-Pad Right
- Bit 0:
- D-Pad Left
Octet 2
- Bits 7-0:
- Analog Stick X-Axis (signed 8-bit number)
Octet 3
- Bits 7-0:
- Analog Stick Y-Axis (signed 8-bit number)
Octet 4
- Bits 7-0:
- C-Stick X-Axis (signed 8-bit number)
Octet 5
- Bits 7-0:
- C-Stick Y-Axis (signed 8-bit number)
Octet 6
- Bits 7-0:
- L Analog Value (unsigned 8-bit number)
Octet 7
- Bits 7-0:
- R Analog Value (unsigned 8-bit number)
Game Boy Controller Types
GB Standard Controller
Single Input Length: 1 Octet
Octet 0
- Bit 7:
- /Down
- Bit 6:
- /Up
- Bit 5:
- /Left
- Bit 4:
- /Right
- Bit 3:
- /Start
- Bit 2:
- /Select
- Bit 1:
- /B
- Bit 0:
- /A
Game Boy Color Controller Types
GBC Standard Controller
Single Input Length: 1 Octet
Octet 0
- Bit 7:
- /Down
- Bit 6:
- /Up
- Bit 5:
- /Left
- Bit 4:
- /Right
- Bit 3:
- /Start
- Bit 2:
- /Select
- Bit 1:
- /B
- Bit 0:
- /A
Game Boy Advance Controller Types
GBA Standard Controller
Single Input Length: 2 Octets
Octet 0
- Bit 7:
- 1
- Bit 6:
- 1
- Bit 5:
- 1
- Bit 4:
- 1
- Bit 3:
- 1
- Bit 2:
- 1
- Bit 1:
- /L
- Bit 0:
- /R
Octet 1
- Bit 7:
- /Down
- Bit 6:
- /Up
- Bit 5:
- /Left
- Bit 4:
- /Right
- Bit 3:
- /Start
- Bit 2:
- /Select
- Bit 1:
- /B
- Bit 0:
- /A
Genesis Controller Types
Genesis (Mega Drive) 3-Button
Single Input Length: 1 Octet
Octet 0
- Bit 7:
- /C
- Bit 6:
- /B
- Bit 5:
- /Right
- Bit 4:
- /Left
- Bit 3:
- /Down
- Bit 2:
- /Up
- Bit 1:
- /Start
- Bit 0:
- /A
Genesis (Mega Drive) 6-Button
Single Input Length: 2 Octets
Octet 0
- Bit 7:
- /C
- Bit 6:
- /B
- Bit 5:
- /Right
- Bit 4:
- /Left
- Bit 3:
- /Down
- Bit 2:
- /Up
- Bit 1:
- /Start
- Bit 0:
- /A
Octet 1
- Bit 7:
- /Mode
- Bit 6:
- /X
- Bit 5:
- /Y
- Bit 4:
- /Z
- Bit 3:
- 1
- Bit 2:
- 1
- Bit 1:
- 1
- Bit 0:
- 1
Atari 2600 Controller Types
A2600 Joystick
Single Input Length: 1 Octet
Octet 0
- Bit 7:
- /Up
- Bit 6:
- /Down
- Bit 5:
- /Left
- Bit 4:
- /Right
- Bit 3:
- 1
- Bit 2:
- /Button
- Bit 1:
- 1
- Bit 0:
- 1
A2600 Keyboard Controller
Single Input Length: 1 Octet
Octet 0
- Bit 7:
- /Row1 (key 1, 2, or 3 pressed)
- Bit 6:
- /Row2 (key 4, 5, or 6 pressed)
- Bit 5:
- /Row3 (key 7, 8, or 9 pressed)
- Bit 4:
- /Row4 (key *, 0, or # pressed)
- Bit 3:
- /Column1 (key 1, 4, 7, or * pressed)
- Bit 2:
- /Column3 (key 3, 6, 9, or # pressed)
- Bit 1:
- /Column2 (key 2, 5, 8, or 0 pressed)
- Bit 0:
- 1
References
Normative References
Copyright Notice
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