TASD File Format Specification Version 1 VG Interactive
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https://github.com/bigbass1997
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 Assited 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. Keys can be used multiple times or completely omitted as needed. This reusability eliminates the need of a predefined delimiter to separate pieces of data such as a list of TAS authors. While files generated by emulator dump scripts should provide as much information as possible, because keys 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. 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:
  • Var is a variable name.
In packet diagrams, an arbitrary number of octets are represented with a box like this:
  • Var is a variable name.
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, enough variable boxes are in the packet diagram to require being split into 2 sections to take up less horizontal space in this documentation. The packet diagram is seperated 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 was 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 Most existing formats are either incomplete for some verification needs or don't exist at all for some consoles. A format commonly used for NES console verifications (r08) only encodes 2 standard controllers worth of sequential data and a format commonly used for SNES console verifications (r16m) only encodes up to 8 standard controllers worth of sequential data. There is no built in way to store RESET press timing information or indicate additional settings/information. Non-standard controllers are also not supported in commonly used formats. For consoles not as popular as the NES and SNES, controller input formats would frequently be written in a way that is meant only to work and not in a "standard" way. While that process works, it's less than ideal for redistribution of console replays so that others (especially with differing TAS replay devices) can also verify the same TAS.
Header TASD files MUST include a header, which 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.
G_KEYLEN
Global length of Key values of packets. G_KEYLEN currently MUST be a value of 2.
Packets Packets MUST be in the following format:
Key
Packet type (Packet key).
PEXP
Length of PLEN.
PLEN
Length of Payload.
Payload
Payload/Content of the packet.
G_KEYLEN
Length of Key in packets 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_IDENIFIER
[00 14]
MOVIE_LICENSE
[00 15]
MOVIE_FILE
[00 F0]
PORT_CONTROLLER
NES Specific Keys
[01 01]
NES_LATCH_FILTER
[01 02]
NES_CLOCK_FILTER
[01 03]
NES_OVERREAD
[01 04]
NES_GAME_GENIE_CODE
SNES Specific Keys
[02 02]
SNES_CLOCK_FILTER
[02 03]
SNES_OVERREAD
[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_CREATEED
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 ().
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 03] - NES_OVERREAD
Specifies whether a high or low signal SHOULD be sent to the NES console if the console clocks the replay device for more input buttons than are expected for the latch. 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 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 ().
[01 03] - SNES_OVERREAD
Specifies whether a high or low signal SHOULD be sent to the SNES console if the console clocks the replay device for more input buttons than are expected for the latch. 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] - 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 ().
[01 04] - 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, the PORT_CONTROLLER packet type MUST be used. 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 input data that is sent from the replay device to the console with specific timing. If the INPUT_MOMENT packet type is used, the PORT_CONTROLLER packet type MUST be used. 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 initially console verified the the TAS movie using the TASD file. TASD File Creator is meant for the person who initially dumped the TAS movie controller inputs into the TASD file. 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").
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 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 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 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 or submission (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 (inputs where no buttons are being pressed) needed at the beginning of a TAS console replay of the TAS movie. If Frames is a negative value, the value of Frames amount of inputs of the TAS console replay of the TAS movie should be removed.
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 Identifier is using.
Base
Describes the data encoding of Identifier.
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 ().
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_OVERREAD Packet NES_OVERREAD packets MUST be in the following format:
High
Boolean value that is TRUE if overread bits are set to high and FALSE if overread bits are set to low.
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_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_OVERREAD Packet SNES_OVERREAD packets MUST be in the following format:
High
Boolean value that is TRUE if overread bits are set to high and FALSE if overread bits are set to low.
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 Train Points
List of 64-bit unsigned integers of the Latch Train points. 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 point of a SNES TAS movie console replay and MAY contain fewer than every Latch Train point 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 values are usually in native format (usually active-low). Input formats for specific controller types are described in ().
PLEN
Length of the packet payload.
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. If there are more than 1 INPUT_CHUNK packets, the INPUT_CHUNK packets MUST be in order of the TAS movie console replay inputs, 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.
INPUT_MOMENT Packet INPUT_MOMENT packets MUST be in the following format:
Port
Controller port number (Port number MUST be 1-indexed).
Type
Determines specific timing type for start of Inputs.
Index
Time value to start sending Inputs data.
Inputs
Controller input data for controller on Port. Input values are usually in native format (usually active-low). Input formats for specific controller types are described in ().
PLEN
Length of the packet payload.
TRANSITION Packet TRANSITION packets MUST be in the following format:
Input Type
Determines specific timing type for start of transition.
Index
Time or offset value to start transition.
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.
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 there is no guarantee any software 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 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)
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 3 are being polled, 0 if ports 2 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 3, or 2 and 4. The I/O Pin state in octet 0 MUST be 1 for multitap ports 1 and 3, or 0 for ports 2 and 4.
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:
/A
Bit 6:
/Start
Bit 5:
/Up
Bit 4:
/Down
Bit 3:
/Left
Bit 2:
/Right
Bit 1:
/B
Bit 0:
/C
Genesis (Mega Drive) 6-Button Single Input Length: 2 Octets Octet 0
Bit 7:
/A
Bit 6:
/Start
Bit 5:
/Up
Bit 4:
/Down
Bit 3:
/Left
Bit 2:
/Right
Bit 1:
/B
Bit 0:
/C
Octet 1
Bit 7:
/Z
Bit 6:
/Y
Bit 5:
/X
Bit 4:
/Mode
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
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