Tool-assisted game movies
When human skills are just not enough

Game Information

GBA Zook Man ZX4

[Tier: Stars][Fastest Completion]GBA Zook Man ZX4 (China) in 20:31.36 by FatRatKnight, pirate_sephiroth, Exonym, keylie, lapogne36, Grincevent, Arcree, Tompa, Mothrayas, Masterjun, Lord Tom & ThunderAxe31.
BizHawk Movie (.bk2) (date: 2017-11-19)
MKV file via BitTorrent (Modern HQ) (size: 69.68 MB, length: 21:31)
MP4 file via BitTorrent (Compatibility) (size: 70.96 MB, length: 21:31)
Mirror archive.org (MKV Modern HQ)
Mirror archive.org (MP4 Compatibility)
Watch on (www.youtube.com)
Submission #5680 — Author's comments
Discuss this movie
Rating: 8.4 (10 votes)
View Publication
- Takes damage to save time
- Final boss skip glitch
- Heavy glitch abuse
- Heavy luck manipulation
- Unofficial game
- Genre: Action
- Genre: Platform
Zook Man ZX4 (路克人ZX4) is a Game Boy Advance game by Vast Fame and the third known game in their Zook series. It is based loosely on the Rockman X games.

The game spans eight levels including an intro stage and a final boss rush. Several enemies are taken from Rockman X and Rockman 8, with the bosses being either recycled from previous Zook Hero games or being edits from other official Megaman games. The main character's design is based off of X.

This game was run as part of TASVideos' Dream Team Contest 6, and this TAS was built on a combination of multiple submissions of said contest - hence the high number of authors.

#42565415760054703 - Zook Man ZX4 - enemy in wall
ZM_enemy_in_wall.bk2 (54.6kB bk2 movie [GBA])
Uploaded 2017-10-21 22:16:25 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 00:14.9 [890 frames], 0 rerecords)
5877 views, 452 downloads

BK2 begins from savestate

quick movie demonstrating how to make a round spiky enemy to go into a wall.

Info Download

#42501513508342328 - Zook Man ZX4 - s6 boss entertainment done
ZM_s6_BossEntertainYay.bk2 (54.0kB bk2 movie [GBA])
Uploaded 2017-10-19 01:12:18 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 20:31.34 [73545 frames], 88523 rerecords)
7407 views, 344 downloads
Considering my entertainment attempt was incomplete to begin with, I figure I should at least finish it properly, after all the set up was done. Got lag-free pausing, too, which probably involved firing up the bubble barrier early enough to get the sound to finish.

Hopefully I dance good. Somehow, this movie doesn't sync to the end, walking into what seems like extra lag in s15.

Spin Missile, a Buggy-Type move.
One would think it could hit up to 5 times, but we all know the boss invincibility, and it could only hit twice.

Info Download

#42376647177146847 - Zook Man ZX4 - s13 resynced
ZM_s12_resynced.bk2 (53.4kB bk2 movie [GBA])
Uploaded 2017-10-13 10:14:37 by keylie (105 files)
For GBA Zook Man ZX4 (141 files)
In 20:31.41 [73549 frames], 86657 rerecords)
5724 views, 385 downloads
Removed the ammo tank, saving 6 frames at the beginning of s14
Info Download

#42353459472322397 - Zook Man ZX4 - Used ammo tank at dialog, lag detected.
ZM_s11_AmmoTankLag.bk2 (53.4kB bk2 movie [GBA])
Uploaded 2017-10-12 09:10:53 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 20:31.53 [73556 frames], 84956 rerecords)
7484 views, 390 downloads
First, in order for the animation to sync up and allow for damage based on jump frames, I had to delay spawning the door by two frames. This loses the ammo drop for our flame weapon.

Second, no matter when I pause, I get a lag frame when finishing up the ammo tank.

Solutions sought. Oh, and I did a minor change at s9 ammo tank usage, doing so as late as possible.

Info Download

#42324894521306123 - Zook Man ZX4 - s2 boss stuff.
ZM_s2in62229.bk2 (53.2kB bk2 movie [GBA])
Uploaded 2017-10-11 02:18:25 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 20:31.78 [73571 frames], 83328 rerecords)
7437 views, 367 downloads
So, boss stuff. Working with frame rules, pixel perfect positions, and all that mess, I saved a bit of time at the door. The fight itself is synced.

This movie delays 8 frames at stage select to the end stages for item cycle sync. Not sure what help or harm this is going to do for items when the delay is removed. Good luck with those items, too...

Info Download

#42252664114765676 - Zook Man ZX4 - More s6 improvements.
ZM_s6in56128.bk2 (53.1kB bk2 movie [GBA])
Uploaded 2017-10-07 20:14:13 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 20:31.78 [73571 frames], 79211 rerecords)
7557 views, 363 downloads
ThunderAxe31 been working things. Synced the boss. Fairly easy since adjusting boss actions to happen exactly on a particular frame is the point, done by changing pause duration.

We are exactly 4 frames ahead of the old item drop cycle.

Info Download

#42222793776528281 - Zook Man ZX4 - s6 boss entertainment (before improvement)
ZM_s6EntertainFail.bk2 (53.4kB bk2 movie [GBA])
Uploaded 2017-10-06 11:57:06 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 20:33.4 [73668 frames], 77096 rerecords)
7514 views, 359 downloads
I was working on this. Then I got a nice theoretical improvement to check.

The theoretical is now reality.

I couldn't get this working without lagging the boss intro. Sad.

Info Download

#42222757805427932 - Zook Man ZX4 - s6 boss improvement.
ZM_s6in56144.bk2 (53.1kB bk2 movie [GBA])
Uploaded 2017-10-06 11:54:46 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 20:31.98 [73583 frames], 77263 rerecords)
7468 views, 365 downloads
Down from 56229, we have saved 85 frames.

I was highly annoyed by the fact the boss disappears for a moment just before becoming vulnerable once more. Man, if he just didn't talk so much, his timer wouldn't advance that far, and we can beat him up with another shot before that teleport.

... Wait, he operates on his own timer, doesn't he...?
Pausing advances the global timer, but freezes the object timers.
Dialog advances based on global timer...
Pause during dialog. We delay him frames without delaying dialog.

This line of thinking got us another second and some change. We have another improvement! Entertainment was not really attempted in this version, though.

ThunderAxe31, I do not envy searching through the remainder of the run to fetch back the ammo we worked so hard to get. Good luck...

Info Download

#42218802257490407 - Zook Man ZX4 - Input clean up
ZM_ENDin73668_CleanUp.bk2 (53.0kB bk2 movie [GBA])
Uploaded 2017-10-06 07:38:15 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 20:33.4 [73668 frames], 76348 rerecords)
7563 views, 367 downloads
All this really does is clean up input. By which I mean, I get rid of all those A holds that don't have any effect, input removal at times where the control is locked anyway, and a few Select presses are put in for timing checks.

Nothing exciting here, just making it a little easier for some random person in the distant future to check over our stuff. Just in case.

Info Download

#42176774360048445 - Zook Man ZX4 - END in 73668
ZM_ENDin73668.bk2 (49.7kB bk2 movie [GBA])
Uploaded 2017-10-04 10:12:42 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 20:33.4 [73668 frames], 75843 rerecords)
5936 views, 369 downloads
2 frames saved in Stage 16 thanks to door frame rule... I guess? All I've done was delaying the stair descending by 1 frame, then the boss skip resulted 2 frames faster.
Info Download

#42165986758199592 - Zook Man ZX4 - end at 73670
ZM_ENDin73670.bk2 (53.1kB bk2 movie [GBA])
Uploaded 2017-10-03 22:33:07 by keylie (105 files)
For GBA Zook Man ZX4 (141 files)
In 20:33.43 [73670 frames], 75434 rerecords)
5824 views, 392 downloads
Saved 4 frames at s15 (faster ammo drop for laser, still waiting a bit). Also saved time on s16 beginning, but did not save time in the end except for one less lag frame
Info Download

#42163638080714296 - Zook Man ZX4 in 73675 frames
ZM_ENDin73675.bk2 (49.7kB bk2 movie [GBA])
Uploaded 2017-10-03 20:00:48 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 20:33.52 [73675 frames], 74120 rerecords)
5936 views, 364 downloads
Stage 16 doesn't need Fire ammo at all.
Info Download

#42161070807090315 - Zook Man ZX4 - end at 73679
ZM_ENDin73679.bk2 (53.2kB bk2 movie [GBA])
Uploaded 2017-10-03 17:14:19 by keylie (105 files)
For GBA Zook Man ZX4 (141 files)
In 20:33.6 [73680 frames], 73899 rerecords)
5761 views, 390 downloads
At s15, I lost 1 frame to get a fire refill and ~4/5 frames to grab the ammo refill for the laser :/
Info (1 comment) Download

#42133629913507284 - Zook Man ZX4 - s13 and s15 imp
ZM_better_s13_15.bk2 (53.1kB bk2 movie [GBA])
Uploaded 2017-10-02 11:34:45 by keylie (105 files)
For GBA Zook Man ZX4 (141 files)
In 20:33.6 [73680 frames], 72434 rerecords)
5818 views, 358 downloads
Saved 34 frames on s13 and 18 frames on s15. There is one lag frame at s15 boss, I don't know why I'm also short on fire because of very bad luck on drops, but laser is ok.
Info Download

#42088735819777174 - Zook Man ZX4 in 73730
ZM_ENDin73729.bk2 (49.8kB bk2 movie [GBA])
Uploaded 2017-09-30 11:03:20 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 20:34.44 [73730 frames], 71014 rerecords)
5946 views, 357 downloads
Pasted the latest s14, s15, and s16 by FatRatKnight.

The only differences are the amusing s14 boss door break and the removing of the Ammo Tank usage at beginning of s15.

We're almost there.

Info Download

#42046390563226461 - Zook Man ZX4 - Stage 13, saved 12 frames
ZM_s13_saved12frames.bk2 (49.8kB bk2 movie [GBA])
Uploaded 2017-09-28 13:17:12 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 20:35.88 [73816 frames], 68546 rerecords)
5921 views, 383 downloads
Everything has been squeezed out until Stage 13.

We're short on Laser ammo again and we need to improve the last three stages.

Info Download

#42038958004693178 - Zook Man ZX4 - s13 skip achieved. Payment due: One dream
ZM_s13BossSkipAchieved.bk2 (51.0kB bk2 movie [GBA])
Uploaded 2017-09-28 05:15:12 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 19:39.34 [70439 frames], 65199 rerecords)
7589 views, 393 downloads
The best way to achieve the impossible is to refuse to believe the impossible.

I am about 4 frames away from a skip. And the only weaponry used here are basic shots and muzzle flash. Presumably, fancier stuff can get the skip. Or simply timing differences could make it happen.

Tell me it is impossible now. Tell me with a straight face after watching this closely. Is the goal that far away, where this movie is the dead-end that only shows we're denied the skip, or does it reveal a path yet untaken and calls in ever greater hope?

Only thing left to do is optimize this miracle. The s13 boss skip is not only possible, but it is done in this movie.

Info Download

#41929757389523748 - Zook Man ZX4 - Stage 2 boss entertainment try 2
ZM_s2_BossEntertain_v2.bk2 (49.4kB bk2 movie [GBA])
Uploaded 2017-09-23 07:13:26 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 19:08.7 [68609 frames], 64296 rerecords)
7560 views, 360 downloads
The way I ended it before was rather plain. Not even vanilla flavored. I added chocolate and mint to how it ended.

Well, the glitch-fest ended when the barrier did its job, so I thought I'd fire a shot to keep the glitch going. So you see a spread shot of glitch, followed by a bouncing glitch-ball. A little extra, really.

Info Download

#41927721609003886 - Zook Man ZX4 - Stage 2 boss entertainment attempt
ZM_s2_BossEntertain.bk2 (49.4kB bk2 movie [GBA])
Uploaded 2017-09-23 05:01:25 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 19:08.7 [68609 frames], 64216 rerecords)
7572 views, 351 downloads
Copied in ThunderAxe31's latest stuff on the end of this movie. I didn't check if it contains lapogne36's stuff, though in my brief look I didn't see anything new.

So, now that I have used a Fragile Barrier against a boss, and successfully done so, I can feel satisfied in defying the words of some random person on the internet. Despite, you know, these words most likely talking about dealing with the endgame stages on decidedly finite ammo, and not in an environment where we have far less need for it, but let's be honest. We like twisting meanings around and making them somehow fit a different perception and then claim it was that all along.

Aw, now I went all meta and can't spark some kind of debate on what I actually did. You guys are going to smile too much at this.

Used spikeball shot as finisher instead of star, simply because the damage output was only just barely keeping up with the sub-HP. Star would not have done enough damage. Also, I technically avoided damage, in the interpretation of never getting an ouch animation, by using barrier and taking hits with that to disable my hitbox detection. This was enough to reduce the lag. Additionally, the Fragile Barrier was used against the boss as a single projectile that doesn't lag much.

Info Download

#41878195949852392 - Zook Man ZX4 - Still working on entertaining bosses!
ZM_s8_BossEntertainFix.bk2 (46.0kB bk2 movie [GBA])
Uploaded 2017-09-20 23:29:38 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 19:08.7 [68609 frames], 63521 rerecords)
7542 views, 362 downloads
Well, I removed a specific action on the s8 boss, restoring what the prior movie did. Sync after s7 returned. I changed the s5 boss exit, to show ammo on our other weapons then.

Currently trying to puzzle out how "lag-free" and "no damage" on s2 boss is even possible. I did go back earlier in the stage to find spots to remove "memory leak" from prior shots, and removed a little bit of red zone. I remember holding still doing nothing at the s2 boss was still causing lag during one attack, which was removed when we take damage. Well, this time, the hold still and do nothing isn't causing lag, so there's some slight hope of lag-free no damage run, but we're not left with much to work with.

Info Download

#41866565069073796 - Zook Man ZX4 - Casual display script v2 (rearranged)
ZM_CasualDisplayv2.lua (12.0kB Lua script)
Uploaded 2017-09-20 10:55:22 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
7554 views, 473 downloads
The only significant difference is the fact I rearranged the elements. The map/Boss HP is toward the top, so as a boss takes damage, the relation of its HP and that health bar should be more apparent by proximity.

It's still just a 40 pixel width display.

Info Download

#41865350280209095 - Zook Man ZX4 - s8 boss entertain, but desync after s7
ZM_s8_BossEntertain.bk2 (44.2kB bk2 movie [GBA])
Uploaded 2017-09-20 09:36:35 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:19.71 [65683 frames], 62422 rerecords)
7571 views, 338 downloads
So, I did stuff at Stage 8 boss. Hopefully it's a better show. One key problem is that, somehow, an entire stage later, I get a desync at stage select from an extra lag frame in transition.

I had no idea this was possible. Anyone up for some deep analysis in the functions?

One could also try to take pieces of the older and newer movies. It's a good bet I left intact the exact positions of where I released each charge shot, so direct copies of antics between shots might work.

Info Download

#41854744080836930 - Zook Man ZX4 - Fix Stage 4 boss entertainment
ZM_s4_BossEntertain.bk2 (44.0kB bk2 movie [GBA])
Uploaded 2017-09-19 22:08:46 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:19.71 [65683 frames], 62259 rerecords)
7474 views, 326 downloads
The Stage 4 boss should be approximately 1.4 times as entertaining as before. I'm sorry, but I wasn't able to make it 10 times like I did my Overlord submission. Of course, 10 times nothing is still nothing...

I have no idea how I come up with these numbers for entertainment.

Info Download

#41845256245557927 - Zook Man ZX4 - s6 meteor spawn test 2
ZM_s6_MinibossMeteor_2.bk2 (50.3kB bk2 movie [GBA])
Uploaded 2017-09-19 11:53:28 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 00:03.88 [232 frames], 62134 rerecords)
6011 views, 331 downloads

BK2 begins from savestate

Refined test based on the first draft by FatRatKnight... Though it got 14 frames slower than the current main WIP. There is small room for improvement btw...

Edit: After some quick tests, I've noted that the first hit to the miniboss 6 would be dealt 6 frames later in the best case possible, making it unable to save any frame.

Info Download

#41843111384718016 - Zook Man ZX4 - s6 meteor spawn idea
ZM_s6_MinibossMeteor.bk2 (50.2kB bk2 movie [GBA])
Uploaded 2017-09-19 09:34:22 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 00:03.72 [222 frames], 61982 rerecords)
7541 views, 323 downloads

BK2 begins from savestate

I used an enemy in reach of the save platform to trigger meteors.

Apparently, spikeball sparkles in dirt form do not like being hit, and will summon meteors from the heavens when they are destroyed against an enemy. Strange destructor behavior for a projectile, but then again, we do have MurderBarrier...

How can one handle this lag, though?

Info Download

#41830330189848102 - Zook Man ZX4 - Stage 6 clear.
ZM_s6_BossParticlesStuff.bk2 (43.8kB bk2 movie [GBA])
Uploaded 2017-09-18 19:45:30 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:19.61 [65677 frames], 61801 rerecords)
7590 views, 324 downloads
ThunderAxe31 needed my help on something. Here's how I ended the boss fight.
Info Download

#41798024491519300 - Zook Man ZX4 - External Enemy Radar
ZM_ExternalEnemyRadar.lua (8.36kB Lua script)
Uploaded 2017-09-17 08:50:27 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
6055 views, 496 downloads
Based on FatRatKnight's ExternalRadar script.

It's a light script that enlarges screen in order to show, outside of game screen:

  • spawning borders
  • enemy spawns
  • hitboxes
  • enemy HP and invincibility time

Useful for fighting enemies when they are still outside of screen, and thus also managing Minibosses and Bosses skips.

Info Download

#41783551548244994 - Zook Man ZX4 - Stage 4, met dialog frame rule w/o platform!
ZM_s4_AtBossWithoutSavePlat.bk2 (43.8kB bk2 movie [GBA])
Uploaded 2017-09-16 17:11:52 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:19.74 [65685 frames], 59285 rerecords)
7486 views, 324 downloads
Currently sitting on 1/8 delay due to dialog (burning the frame before loading the door), and we're not using the save platform!

Complicated business. Basically animation frame rule involving the door. By slowing down my ascent on the wall below the save platform, I trigger the next segment a few frames later. I also begin moving right a few frames later as well, but my movement delay is not as big as the segment delay. As a result, the door itself has existed one fewer frame by the time we reach it, which is enough to beat an animation rule, and by extension, use those savings to beat the dialog frame rule.

Complicated business. Advance with no regrets.

Info Download

#41777752843205572 - Zook Man ZX4 - Dialog frame rule, but by save platform.
ZM_s4_AtBossBySavePlatform.bk2 (43.8kB bk2 movie [GBA])
Uploaded 2017-09-16 10:55:49 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:19.8 [65688 frames], 59013 rerecords)
7568 views, 332 downloads
Inserted 3 frames delay just before save platform because I could. Well, mostly because it helps to have a standard spot relative to frame rule to trigger the boss fight from. Note the save platform route allowed me these 3 frames delay, saving 4 normal frames to get there, but 3 lag frames is the exchange.

Ideally, we find another frame somewhere, so we can take the sneaky route to avoid lag. But at least we have our frame rule here. Without the save platform route, we're looking at 7/8 dialog frame rule delay.

Info Download

#41698083280793999 - Zook Man ZX4 - What "memory leak" does
ZM_s1_Fun.bk2 (42.9kB bk2 movie [GBA])
Uploaded 2017-09-12 20:49:11 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 00:27.73 [1656 frames], 55888 rerecords)
7570 views, 334 downloads

BK2 begins from savestate

I dunno... I think it looks normal.
Hint: This really does not look normal.

Basically, I try to fill up the array as quickly as I can. By the time I start falling, it has already been maxed out. It has interesting effects on the appearance of pretty much anything.

This is what the game does when it gives up and reuses the first spot in the array for nearly everything at the same time.

Info Download

#41697576281012164 - Zook Man ZX4 - Stage 4, small stuff.
ZM_s4_MinibossThings.bk2 (43.8kB bk2 movie [GBA])
Uploaded 2017-09-12 20:16:18 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:19.81 [65689 frames], 55655 rerecords)
7553 views, 331 downloads
Just some small stuff. Saved 2 lag on the miniboss by jumping one frame later. I also leaked less memory, if that helps any.

The next part looks terrifying. I think we have 3 frames to spare, based on keeping up with staying 1 dialog frame rule ahead of our prior run.

Info Download

#41676236630347109 - Zook Man ZX4 - Stage 4, the "give up 8 frames" route
ZM_s4_WeFailBadlySorryEveryone.bk2 (43.8kB bk2 movie [GBA])
Uploaded 2017-09-11 21:12:24 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:20.03 [65702 frames], 55160 rerecords)
7565 views, 352 downloads
This is in case we can't manipulate our way into keeping those 8 frames. I did a lazy-sync in mid-stage and the movie goes clear out to where it ends.

Still, the original route with the better item drops has a lag frame in it, and this version, while it loses us 8 frames and compels us to match said item drops in the later half, removes a lag frame the other item drops were stuck with.

Oh, and I did some input clean-up in the rest of the movie. Nothing that affects sync, just marking out frame rules properly and all that.

P.S. The Stage 4 boss almost certainly will not let us avoid all damage. We are rather lacking in ammo, and need at least 5 hits of 8 damage from our spikeballs. The remaining 15 HP can be taken down in 6 hits of 4, 3, 2, 2, 2, and 2, in case you want to remove one Charge Storage, and we have exactly the ammo necessary for that.

Info Download

#41610704613165035 - Zook Man ZX4 - Stage 1 boss entertainment stuff
ZM_s1_BossEntertainTry.bk2 (43.8kB bk2 movie [GBA])
Uploaded 2017-09-08 22:22:36 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:20.88 [65753 frames], 54675 rerecords)
7576 views, 342 downloads
A small little extra for Zook to do. Among my actions included sticking to the wall better so the camera is less bumpy.

Curious if "machine gun" dashing is as annoying as seasickness camera movements. I'll leave it to you to decide.

Info (1 comment) Download

#41561075890549511 - Zook Man ZX4 - Allocation Viewer
ZM_Allocation_Display.lua (2.81kB Lua script)
Uploaded 2017-09-06 16:44:08 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
6047 views, 535 downloads
Scripts that displays on screen the allocation of sprite memory allocation. Ultra-light version by ThunderAxe31, based on the basic script by FatRatKnight.

Black - Free
Cyan - Player bullet
Green - Item
Yellow - Enemy (w/ 0+ HP reported)
Magenta - Enemy (w/ negative HP reported)
Red - No detected object -- Memory leak likely

Info Download

#41553898387519790 - Zook Man ZX4 - Baisc script, now with a visualizer.
ZookManZX4.lua (21.4kB Lua script)
Uploaded 2017-09-06 08:58:40 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
7610 views, 484 downloads
There is an array at 7C44 that gets filled when objects are allocated, and freed up when objects are removed.

Black - Free
Cyan - Player bullet
Green - Item
Yellow - Enemy (w/ 0+ HP reported)
Purple - Enemy (w/ negative HP reported)
Red - No detected object -- Memory leak likely

The more filled the bar, the more likely the lag. At least, that's the idea I want to transmit.

... I'm just not feeling rather vocal right now.

Info Download

#41409907559947087 - Zook Man ZX4 - Reduced jumps made for s0 miniboss
ZM_s0_MinibossFewerJumps.bk2 (10.2kB bk2 movie [GBA])
Uploaded 2017-08-30 21:20:44 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 04:30.8 [16174 frames], 44530 rerecords)
7603 views, 301 downloads
Should involve less seasickness.

Mind, ideas are rather minimal for one-dimensional movement. If there are better ways to dance to the music between the jumps, go for it.

Info Download

#41392434044887540 - Zook Man ZX4 - Added entertainment to two minibosses
ZM_s0_s8_MinibossEntertain.bk2 (10.1kB bk2 movie [GBA])
Uploaded 2017-08-30 02:27:34 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 04:30.8 [16174 frames], 44279 rerecords)
7658 views, 309 downloads
I thought I gave up on this stuff. Okay, fine. Apparently I just can't keep away. Also has the collected 7 frames delay before s8 door.

I hope intro and Stage 8 have better looking miniboss fights. Well, better than standing there staring out into space, anyway. Splice them into whatever other entertainment stuff that was done.

Info Download

#41370074084890298 - Zook Man ZX4 - Fixed s8 frame improvement sync
ZM_s8FrameSaveSync.bk2 (9.76kB bk2 movie [GBA])
Uploaded 2017-08-29 02:17:30 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 04:30.81 [16175 frames], 43854 rerecords)
7657 views, 342 downloads
Moved the delay frames elsewhere. The spot I chose is before the door object itself loads, not the short spot of floor leading up to the door. The exact position is when we landed on a platform, where if we insert a single blank frame, our two frames of not moving right would overlap with one frame of landing lag, so that the one blank really does mean one frame delay, not two.

We are now delayed 7 frames due to frame rule. I adjusted the boss for the case where we have zero frame delay on the frame rule, so I eat the 7 frames before loading the door.

Animation frame rule after the boss is still 1 frame loss. It is nice to know the slightly different boss timing could have tolerated killing him one frame later, but we're fine either way and didn't need that tolerance.

Was this the thing needed for sync?

Info (1 comment) Download

#41296584828260756 - Zook Man ZX4 - Stage 9, 1 lag frame saved
ZM_s9-1frame.bk2 (42.6kB bk2 movie [GBA])
Uploaded 2017-08-25 18:51:40 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 18:07.82 [64973 frames], 59073 rerecords)
6132 views, 329 downloads
1 Lag frame saved, the only one present in the stage.
Info Download

#41246118880161227 - Zook Man ZX4 - Stage 2 resynced again
ZM_s2resyncagain.bk2 (45.3kB bk2 movie [GBA])
Uploaded 2017-08-23 12:18:54 by keylie (105 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.21 [64638 frames], 56635 rerecords)
5969 views, 358 downloads
Finish resyncing ThunderAxe's 10-11 frames improvement. Stage select at 62358 (-9 frames)
Info Download

#41224180679213470 - Zook Man ZX4 - Stage 2 resynced
ZM_s2resync.bk2 (45.3kB bk2 movie [GBA])
Uploaded 2017-08-22 12:36:12 by keylie (105 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.37 [64647 frames], 52310 rerecords)
6015 views, 360 downloads
Saved 9 frames. Stage select at 62367
Info Download

#41200587436203099 - Zook Man ZX4 - Stage 6 boss resynced
ZM_s6bossresync.bk2 (42.2kB bk2 movie [GBA])
Uploaded 2017-08-21 11:06:09 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.52 [64656 frames], 49676 rerecords)
6137 views, 328 downloads
Info Download

#41185368409816769 - Zook Man ZX4 - Stage 3 - saved 1 lag frame
ZM_s3saved1lagframe.bk2 (45.1kB bk2 movie [GBA])
Uploaded 2017-08-20 18:39:11 by keylie (105 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.75 [64670 frames], 48683 rerecords)
5961 views, 358 downloads
Enter stage select at 49382
Info Download

#41155605370821101 - Zook Man ZX4 - Stage 3 resynced
ZM_s3resync.bk2 (45.2kB bk2 movie [GBA])
Uploaded 2017-08-19 10:29:02 by keylie (105 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.77 [64671 frames], 46299 rerecords)
5997 views, 358 downloads
Stage select at 49383
Info Download

#41154074633404318 - Zook Man ZX4 - Stage 5 resynced
ZM_s5resync.bk2 (45.2kB bk2 movie [GBA])
Uploaded 2017-08-19 08:49:46 by keylie (105 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.8 [64673 frames], 45476 rerecords)
5953 views, 359 downloads
Saved a frame rule in s5, entering stage select at 42615
Info Download

#41095085400963153 - Zook Man ZX4 - Stage 5 to resync
ZM_s5toresync.bk2 (45.2kB bk2 movie [GBA])
Uploaded 2017-08-16 17:04:16 by keylie (105 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.9 [64679 frames], 43935 rerecords)
6020 views, 362 downloads
2 improvements: 2 and 5 frames, but a shot counter glitch not triggering
Info Download

#41091348461567898 - Zook Man ZX4 - Stage 4 to miniboss resync
ZM_s4minibossresync.bk2 (45.1kB bk2 movie [GBA])
Uploaded 2017-08-16 13:01:55 by keylie (105 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.92 [64680 frames], 43255 rerecords)
5998 views, 348 downloads
The s7 8-frames improvement until s4 miniboss
Info Download

#41075492079465860 - Zook Man ZX4 - Stage 1 resynced
ZM_s1resync.bk2 (42.3kB bk2 movie [GBA])
Uploaded 2017-08-15 19:53:37 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.9 [64679 frames], 41390 rerecords)
6218 views, 442 downloads
Stage 1 resynced after the 8 frames improvement by keylie.

Desyncs again in Stage 4.

Info Download

#41074209327952433 - s7 8 frames improvement
ZM_s7keylie_syncuntil26000.bk2 (45.2kB bk2 movie [GBA])
Uploaded 2017-08-15 18:30:26 by keylie (105 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.87 [64677 frames], 41153 rerecords)
5997 views, 330 downloads
Sync until 26000. Have fun :/
Info Download

#41072449694102450 - Zook Man ZX4 - 12 frames saved in Stage 6
ZM_s6-12f.bk2 (42.3kB bk2 movie [GBA])
Uploaded 2017-08-15 16:36:19 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 18:02.88 [64678 frames], 41266 rerecords)
6170 views, 329 downloads
desyncs during boss fight
Info Download

#41044666424971713 - Zook Man ZX4 - Stage 6 clear, stage select in 56280
ZM_s6in56280.bk2 (42.2kB bk2 movie [GBA])
Uploaded 2017-08-14 10:34:33 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 18:03.04 [64687 frames], 40301 rerecords)
6259 views, 322 downloads
I had 7 frames saved until segment 5, but the level ended only 3 frames earlier. I guess I did something wrong in segment 6. Need someone to double check for possible improvements there.
Info Download

#40976705756716878 - Zook Man ZX4 - RNG Overlay
ZM_RNG.lua (659B Lua script)
Uploaded 2017-08-11 09:07:14 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
6327 views, 514 downloads
Simple scripts that shows on screen all next item drops.
Info Download

#40882652630220442 - Zook Man ZX4 - Stage 5 clear, stage select in 42629.
ZM_s5in42629.bk2 (42.2kB bk2 movie [GBA])
Uploaded 2017-08-07 03:27:49 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:03.35 [64706 frames], 31909 rerecords)
7952 views, 335 downloads
f36966 *** STAGE 5 ***
f37699 Segment 0: 733
f38175 Segment 1: 476 (pr: 479)
f38482 Segment 2: 307
f38605 Segment 3: 123
f38682 Segment 4: 77
f38797 Segment 5: 115
f39250 Segment 6: 453 (pr: 456)
f39962 Segment 7: 712 (pr: 734)
f40256 Segment 8: 294 (pr: 277)
f40373 Segment 9: 117
f40611 Segment10: 238 (pr: 242)
f42017 Segment11:1406 (pr:1407)
=== END OF STAGE 5 (Frames: 5051) === (pr:5067)

Seg1: ThunderAxe31's fault. Shot Counter glitch lets us switch out of bubble barrier without needing to pause.
Seg6: ThunderAxe31, same basic method.
Seg7: Different route, we don't climb wall right away, loading next segment sooner.
Seg8: It started sooner thanks to route change, so SegmentCounter claimed it took longer.
Seg10: Used to be on bad side of frame rule. We're good now.
Seg11: We're on the good side of the frame rule now. Oh, and I tried avoiding damage.

Sitting on 16 frames delay after the stage now.

Info Download

#40875806384431793 - Zook Man ZX4 - Stage 5 to boss, yay Shot Counter
ZM_s5ShotCounterGlitched.bk2 (42.1kB bk2 movie [GBA])
Uploaded 2017-08-06 20:03:50 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:03.22 [64698 frames], 31503 rerecords)
7971 views, 322 downloads
ThunderAxe31 went and did Shot Counter glitch stuff. This saves us from having to pause when refreshing our next two bubble barriers.

Do make sure the boss is made fun of. I haven't put in the time to do that, someone else might want to.

Info Download

#40856351892195418 -
ZM_s9doublemeteor.bk2 (42.1kB bk2 movie [GBA])
Uploaded 2017-08-05 23:02:11 by lapogne36 (20 files)
For GBA Zook Man ZX4 (141 files)
In 18:03.35 [64706 frames], 30125 rerecords)
5530 views, 402 downloads
Info Download

#40846157165126947 -
ZM_s11bossimproved.bk2 (44.4kB bk2 movie [GBA])
Uploaded 2017-08-05 12:01:03 by lapogne36 (20 files)
For GBA Zook Man ZX4 (141 files)
In 19:10.83 [68736 frames], 29926 rerecords)
5447 views, 377 downloads
Info Download

#40727297950563877 - Zook Man ZX4 - s13 wall jump starter success
ZM_s13WallJumpStart.bk2 (48.3kB bk2 movie [GBA])
Uploaded 2017-07-31 03:32:56 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 20:58.63 [75175 frames], 29574 rerecords)
7829 views, 328 downloads
I hope I understood the branches right. Should be one that clears the start of s13 by wall jump rather than ladder. Another frame rule over ThunderAxe31's successful try.

You know, reveal a potential, and I end up exploring it. And then I come back after I turn the potential into something. Boss has not been synced, that still needs to be taken care of.

Some black magic with wall jumps were involved. I suspect frame rules, but it seems the apex of a wall jump actually has different velocities depending on what frame you wall jumped. I merely delayed it two frames, and got the exact black magic pixel we needed. Oh, and a short dash so I wall jump from just one pixel further. I think it was needed.

Once things become difficult to find, I don't get to them. As others are still scanning over it, each thing that is found can then be analyzed by me, and results can still happen.

Info Download

#40702929034328449 - Zook Man ZX4 - s6 minor improvement.
ZM_s6in56299.bk2 (48.3kB bk2 movie [GBA])
Uploaded 2017-07-30 01:12:35 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 20:58.77 [75183 frames], 29258 rerecords)
7908 views, 320 downloads
Exonym found a small improvement. I went and implemented it.

Somehow, 2 frames turned into 4. Currently at 4 frames delay in stage select.

I've also taken a moment to measure stage entry frame rules. I've added Select presses at each stage select to indicate how many frames are delayed by these frame rules. Basically, things should sync if you delay just the A press up to as late as the select presses exist.

Info Download

#40663133261031646 - Zook Man ZX4 in 75183 frames.
ZM_ENDin75183.bk2 (48.4kB bk2 movie [GBA])
Uploaded 2017-07-28 06:11:48 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 20:58.77 [75183 frames], 29006 rerecords)
7821 views, 341 downloads
I want to take a break. I really do. Yet I come back and here's what I got.

The last of the end stages. Applied MurderBarrier. Shot charged star to the right instead of to the left. End movie before the segment has transitioned to the boss room. Oh, and I changed a wasteful bubble shot against a boss to the dirt weapon, so that I had enough ammo for the barrier.

It's a nice amount of frames. 81 compared to before. That's one easy improvement out of the way. At last, MurderBarrier finds use!

Info Download

#40645961964258621 - ZM failed Shot Counter Glitch
wind glitch test.bk2 (44.3kB bk2 movie [GBA])
Uploaded 2017-07-27 11:38:14 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 00:06.01 [359 frames], 27540 rerecords)
6329 views, 328 downloads

BK2 begins from savestate

Quick movie demonstrating that triggering the Shot Counter Glitch is impossible with Wind weapon.
Info Download

#40641708034385666 - Zook Man ZX4 in 75264 frames.
ZM_ENDin75264.bk2 (48.4kB bk2 movie [GBA])
Uploaded 2017-07-27 07:02:21 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 21:00.12 [75264 frames], 28888 rerecords)
7754 views, 342 downloads
f62756 *** STAGE 9 ***
f63314 Segment 0: 558
f64671 Segment 1:1357
=== END OF STAGE 9 (Frames: 1915) ===
f65031 *** STAGE 10 ***
f65604 Segment 0: 573
f65784 Segment 1: 180
=== END OF STAGE 10 (Frames: 753) ===
f66149 *** STAGE 11 ***
f66731 Segment 0: 582
f68353 Segment 1:1622
=== END OF STAGE 11 (Frames: 2204) ===
f68709 *** STAGE 12 ***
f68829 Segment 0: 120
f68884 Segment 1:_ 55
f69303 Segment 2: 419
f69485 Segment 3: 182
=== END OF STAGE 12 (Frames: 776) ===
f69831 *** STAGE 13 ***
f69977 Segment 0: 146
f70079 Segment 1: 102
f70490 Segment 2: 411
f71954 Segment 3:1464
=== END OF STAGE 13 (Frames: 2123) ===
f72306 *** STAGE 14 ***
f72934 Segment 0: 628
f73121 Segment 1: 187
=== END OF STAGE 14 (Frames: 815) ===
f73459 *** STAGE 15 ***
f74082 Segment 0: 623
f74256 Segment 1: 174
=== END OF STAGE 15 (Frames: 797) ===
f74613 *** STAGE 16 ***
f74728 Segment 0: 115
f74938 Segment 1: 210
f75232 Segment 2: 294
f75425 Segment 3: 193
=== END OF STAGE 16 (Frames: 812) ===

There's probably plenty of obvious time savers in there. I just wanted a complete movie so that all the skips are decidedly included in it.

Probably should have shot to the right for the finisher. A note for later.

The difference of this movie and the leading team (T4) is 8364 frames. I expect general optimizations to improve this by a few hundred more.

Info Download

#40614417605811904 - Zook Man ZX4 - s2 small change
ZM_s2in62426.bk2 (45.2kB bk2 movie [GBA])
Uploaded 2017-07-26 01:32:33 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 19:30.52 [69912 frames], 27937 rerecords)
7871 views, 337 downloads
f56625 *** STAGE 2 ***
f56849 Segment 0: 224
f58448 Segment 1:1599
f58509 Segment 2:_ 61
f58610 Segment 3: 101
f58838 Segment 4: 228
f59032 Segment 5: 194
f59814 Segment 6: 782 (pr: 778)
f59905 Segment 7:_ 91 (pr:_ 96)
f60033 Segment 8: 128 (pr: 127)
f60124 Segment 9:_ 91 (pr:_ 92)
f60394 Segment10: 270 (pr: 272)
f61717 Segment11:1323 (pr:1328)
=== END OF STAGE 2 (Frames: 5092) === (pr:5100)

Implemented Exonym's idea, and ended up with this mess. Apparently slower in the immediate segment, oh but we make it all back up in the next. Yet we lose a frame and break even on the next transition, but don't worry, the better camera makes it all better before the door, and you saved a frame rule.

I mean, sure. I did end up with something faster overall. I'm just really confused how it works out.

More specifically, I did a turnaround landing before Flame Charge. I did not Flame Charge out of the air and onto the slope. Thing is, if you're not on the ground when doing the Flame Charge, the next time you come into contact with a floor tile, you will stick there and be forced to wait it out until the Flame Charge ends. The slope tiles don't block you, and the "magnet" tiles found around slopes stick you to the slope, so we're good there, except again, once the slope ends and we move on to floor tiles, we get stopped. Walk a few frames so that we don't end our dash before that Flame Charge out.

Oh, and this file has my hastily attempted parts of the end stages tacked on. Yes, I'm having trouble manipulating ammo drops properly. I'm a bit too slow on s12, the Stage 4 look-alike.

Info Download

#40551990868419159 - Zook Man ZX4 - Stage 1 improved again! (Stage select: 29669)
ZM_s1in29669.bk2 (43.0kB bk2 movie [GBA])
Uploaded 2017-07-23 06:04:07 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:28.15 [66187 frames], 27149 rerecords)
7837 views, 340 downloads
f23518 *** STAGE 1 ***
f24482 Segment 0: 964
f25066 Segment 1: 584
f25163 Segment 2:_ 97
f25347 Segment 3: 184
f26108 Segment 4: 761
f26600 Segment 5: 492
f27412 Segment 6: 812
f27647 Segment 7: 235
f29066 Segment 8:1419
=== END OF STAGE 1 (Frames: 5548) ===

Well, I fixed up the traversal of the flame tunnel after miniboss. 2 frames there.

Applied Shot Counter glitch again. +2 lag, -4 frames taken to climb past an enemy we once had to delay for. Might be possible there's a better enemy to shoot the laser on for lag purposes.

Optimizations in the final rightward segment, and threw away a frame intentionally to sync boss. I feel we have 4 frames delay on dialog frame rule.

Info Download

#40508664587881325 - Zook Man ZX4 - Applied Shot Counter glitch in Stage 1
ZM_s1in29675.bk2 (43.1kB bk2 movie [GBA])
Uploaded 2017-07-21 07:14:22 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:28.65 [66217 frames], 26528 rerecords)
7841 views, 323 downloads
f23518 *** STAGE 1 ***
f24482 Segment 0: 964 (pr: 963)
f25066 Segment 1: 584
f25163 Segment 2:_ 97 (pr:_ 96)
f25347 Segment 3: 184 (pr: 210)
f26108 Segment 4: 761 (pr: 760)
f26605 Segment 5: 497 (pr: 496)
f27418 Segment 6: 813 (pr: 812)
f27653 Segment 7: 235 (pr: 236)
f29072 Segment 8:1419
=== END OF STAGE 1 (Frames: 5554) === (pr:5576)

Compared against previous bests. Did what I could to resync. Currently delaying 24 frames at stage select.

Don't like transition of Segments 4 to 5, particularly as we delay for an enemy we have to destroy. That is my suggested next target for improvements.

Basically, the Shot Counter glitch allowed us to switch weapons while the charged spikeball was going. It is triggered by firing an uncharged laser and having it hit an enemy many times, generally by using the screen edge for rapid respawns. Not my doing, ThunderAxe31 was doing some intricate analysis and determined Team 2 had the right idea somewhere.

Info Download

#40481319101420527 - Zook Man ZX4 - s5 avoid ledge landing by 9 frames of climbing.
ZM_s5NoLedgeLanding.bk2 (43.0kB bk2 movie [GBA])
Uploaded 2017-07-20 01:41:00 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:28.6 [66214 frames], 22787 rerecords)
7920 views, 341 downloads
f36993 *** STAGE 5 ***
f37726 Segment 0: 733
f38205 Segment 1: 479
f38512 Segment 2: 307
f38635 Segment 3: 123
f38712 Segment 4: 77
f38827 Segment 5: 115
f39283 Segment 6: 456 (Saved 2 frames here)
f40017 Segment 7: 734 (Wot. 2 frames here as well. How?)
f40294 Segment 8: 277
f40411 Segment 9: 117
f40653 Segment10: 242
f42060 Segment11:1407
=== END OF STAGE 5 (Frames: 5067) ===

I kept getting reminded of that ledge landing in Segment 6. Well, okay, it was only three times, but it clearly wasn't stylish. My only solution to it was to select a different height to solve it, ultimately by climbing down the ladder for 9 additional frames.

Let's talk about the falling cycle. Address 1E6C. At terminal velocity, this cycles through 34 going up to 42, then snaps back down to 34. It is 9 frames long. When it reads 42, the next frame will be zero-speed (or, if camera is scrolling, then the frame after that). So we have 8 frames of 4-speed and 1 frame of 0-speed. The terrain is positioned in such a way around that ledge that I get three or four frames of this 0-speed. It is also positioned so perfectly that I need four of these 0-speed frames in order to get the time I need to fall past the ledge. Because of how the fall cycle works, it only matters where I begin falling, as opposed to when, so the only real hope here is to adjust the height where I began falling in the first place. Ladders are slow, I had to climb down 9 pixels, 1 at a time per frame.

We're sitting on 4 frames before the door, a frame on the ladder leading up to the door, and one more before the Flame Charge underneath that wall on the way to the up segment. We're 3 frames away from a frame rule. Oh, and I basically ran out of useful ammo at the boss, but at least it was just enough.

The reason why the delay before that Flame Charge I mentioned, is because I fall through the floor I wall jump up to without the delay. Apparently this is due to some frame rule.

Oh, and I did change up the 1st boss re-fight to something less satisfying. My weapon choices pretty much force me to take damage either because I can't reach the boss on the first vulnerable frame, or because it would trigger lag frames otherwise. But at least I consume ammo I won't be needing too much of.

Info Download

#40474661480956849 - Zook Man ZX4 - Bypass 4th boss re-fight.
ZM_4thRefightSkip.bk2 (46.9kB bk2 movie [GBA])
Uploaded 2017-07-19 18:29:15 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 00:05.91 [353 frames], 79190 rerecords)
7882 views, 342 downloads

BK2 begins from savestate

Huh, so now we have five boss skips. I don't think ammo management is a problem anymore. Knew that one enemy looked fishy.

Basically, there's this fish enemy we can spawn. Exonym's previous attempts didn't get this one to move, but I then found we can face left and jump early enough. Our important pixel gets us past the floor tiles, and down low and early enough. Once it's out of the de-spawn zone, it's a matter of delaying it long enough to meet the boss, then kill it. That enemy moves rather quick and will de-spawn off the right side of the screen without the ouch delays.

If anyone's curious, the base movie the savestate came off of was Team 4's run.

Info Download

#40422006888185956 - Zook Man ZX4 - s4 small change
ZM_s4seg7-1px.bk2 (43.0kB bk2 movie [GBA])
Uploaded 2017-07-17 09:34:33 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:28.6 [66214 frames], 23579 rerecords)
7856 views, 299 downloads
Stage 4, end of Segment 6. Some time before that last ladder of the stage.

Didn't like making that jump at all. Not after the Flame Charge, and not before it either. Let's get rid of it entirely!

This did mean I needed to adjust my dash, throwing away two pixels so that I remain on the platform for one more pixel. This was exactly enough for a turnaround landing after Flame Charge.

From there, I spent some saved frames by avoiding save platform lag, as otherwise the frame rule would eat my savings,

Info Download

#40421238156049305 - Zook Man ZX4 - Stage 4 Segment 8 idea (failure)
ZM_s4Seg8_StrangeClip.bk2 (43.3kB bk2 movie [GBA])
Uploaded 2017-07-17 08:44:42 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 00:06.36 [380 frames], 179 rerecords)
7959 views, 338 downloads

BK2 begins from savestate

Seg7 - 120 (Current: 95)
Seg8 - 112 (Current:134)
Seg9 - 281 (Current:253)

Our total is 513 frames. The latest movie is 482 frames, so this alternative path I just uploaded is 31 frames slower.

Shame. Would be a nifty "what the snap" factor.

Info Download

#40410203791486183 - Zook Man ZX4 - More Barrier in s2, Boss Skip added in end
ZM_s2in62465.bk2 (43.1kB bk2 movie [GBA])
Uploaded 2017-07-16 20:49:07 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:28.67 [66218 frames], 22241 rerecords)
7877 views, 347 downloads
f56656 *** STAGE 2 ***
f56880 Segment 0: 224 (**: 224)
f58479 Segment 1:1599 (T3:1554)
f58540 Segment 2:_ 61 (T3: 265 ; T7:_ 61)
f58641 Segment 3: 101 (T3: 105)
f58869 Segment 4: 228 (T4: 236)
f59063 Segment 5: 194 (T4: 189)
f59841 Segment 6: 778 (T4: 792)
f59937 Segment 7:_ 96 (T3:_ 96)
f60064 Segment 8: 127 (T5: 127)
f60156 Segment 9:_ 92 (T6: 106)
f60428 Segment10: 272 (T7: 234)
f61756 Segment11:1328 (T3:1378)
=== END OF STAGE 2 (Frames: 5100) ===

Looking over the starter input for Segment 0, there is a fix we need to do. I would leave it an exercise to experienced Zook TASers, or anyone who has read my latest post (well, it was the latest until I make one linking to this file), but basically, first dash tap before jump is the clear frame improvement. Fix that, later.

We miss the frame rule by one frame. Snap. At least I got rid of an Ammo Tank refill. Frames were lost on item manipulation, so this stage is extremely sensitive to the 32-frame cycle. Met the boss of s2 on two barrier HP left, which is a problem because I need to take damage to reduce lag, so lose the HP against two of the shots.

Oh, and implemented Boss Skip for the second boss re-fight. SegmentCounter script claims 180 frames on that fight now.

Info Download

#40375309178376051 - Zook Man ZX4 - Stage 3 clear, stage select in 49447 frames.
ZM_s3in49447.bk2 (42.9kB bk2 movie [GBA])
Uploaded 2017-07-15 07:06:10 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:19.54 [65673 frames], 21283 rerecords)
7862 views, 332 downloads
All frames from earlier stages have been carried forward to the end. We've lined up on the 32-frame cycle after Stage 3, so sync happened without issue on Stages 6 and 2.

The basic strategy was to use the billions of frames we've saved, and incrementally lose them on the way to the end until we're left with only a few. Somehow, the stage had a lot of added lag, apparently 4 extra lag, so we'll need to reduce that. I have thrown away three frames, two of them at the end of the stage, so now might be the time to find ways of strategically delaying to get around the lag. However the delays work, as long as we don't leave our current frame rule, this will not affect sync of the remainder of the run.

Info Download

#40374587539168431 - Zook Man ZX4 - Carried saved frames forward to Stage 3
ZM_s5in42676.bk2 (42.9kB bk2 movie [GBA])
Uploaded 2017-07-15 06:19:22 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:19.51 [65671 frames], 21084 rerecords)
7943 views, 328 downloads
I've carried all the saved frames we had into Stage 3 now. This would be the 8 frames from before s5, but I had to find more hidden about in various spots, and ultimately ended with another frame rule pulled right out from s5.

I went ahead and changed a dash right at the breakable blocks. Keep in mind, when jumping out of a dash to a short ledge, it is faster to do the first tap as you make the jump, and finish the second tap when you land, as this way, you have one of the zero speed frames from tapping overlap with the zero speed of ending a dash with a jump. Actually, a lot of savings in Stage 5 was thanks to implementing this trick.

I made a few attempts at the lazy-sync for the segments after the miniboss. Well, we did save a touch over 32 frames, did we not? The game wishes not to sync on this matter.

Info Download

#40367719150286620 - Zook Man ZX4 - 17 frames in Stage 3, segment 2 (desync)
ZM_-17fs3seg2.bk2 (41.6kB bk2 movie [GBA])
Uploaded 2017-07-14 22:53:57 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 17:44.05 [63553 frames], 20783 rerecords)
6347 views, 330 downloads
17 frames saved in stage 3, segment 2. the movie desyncs after the miniboss due to animation frame rule. Also note that the rest of the movie remained unchanged.

In order to achieve this, I simply used the bubble barrier again, just before segment 1 ends. This saved 10 frames.

Also, I discovered a new glitch. At 44842, you may notice that Zook does dash on ground right after the Flame Dash is ended, without having to mash the R button, but just keeping it. The game is actually continuing the ground dash started before the Flame Dash. Thanks to a different Y value, Zook managed to stay on ground after the flame dash ended, so he didn't need to jump and the ground dash didn't get broken. This saved 6 more frames.

Lastly, 1 frame was saved, probably for the different Y value, near the save platform.

Info Download

#40355877069495970 - Zook Man ZX4 - More frames in Stage 4.
ZM_s4in36670.bk2 (42.9kB bk2 movie [GBA])
Uploaded 2017-07-14 10:05:59 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 18:20.01 [65701 frames], 20412 rerecords)
7919 views, 327 downloads
Well, I saved frames in Stage 7, carried that through Stage 1, and here we are in Stage 4 trying to squeeze out more savings. I removed a pause thanks to better item drops. This dropped a frame rule. I had 2 frame rules before this stage and 2 frame rules after. Now that I carried the 2 frames rules forward, that would be 4 frame rules, which I can trivially remove for the 32-frame item cycle, but since I saved an extra frame rule, I'm now stuck with 8 frames delay in stage select after Stage 4. I guess I'm not getting a free ride in manipulation if I want to get rid of that delay. I saved too many frames for my own good!

In other news, I copied Team 3 straight to the first boss we can skip. Having not put in much time on trying the skip (I took more time typing this paragraph than trying the skip), I have not succeeded. As Exonym is the one who confirmed the skip, that's the one to ask to make it happen again, as first-hand experience should make it a lot easier.

Info Download

#40344494855461034 - Zook Man ZX4 - Stage 1 clear, stage select in 29696 frames.
ZM_s1in29696.bk2 (41.6kB bk2 movie [GBA])
Uploaded 2017-07-13 21:47:50 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 17:42.93 [63486 frames], 20090 rerecords)
7946 views, 348 downloads
f23518 *** STAGE 1 ***
f24481 Segment 0: 963
f25065 Segment 1: 584
f25161 Segment 2: 96
f25371 Segment 3: 210
f26131 Segment 4: 760
f26627 Segment 5: 496
f27439 Segment 6: 812
f27675 Segment 7: 236
f29094 Segment 8:1419
=== END OF STAGE 1 (Frames: 5576) ===

Turns out, this stage was on the good side of the frame rule before the 12 frames, so then it went onto the bad side. I poked about for stray frames and got on the good side again. I also exited the boss a frame earlier, but this will be lost due to animation frame rule on the next stage. 17 frames delay right now, hopefully Stage 4 will prove receptive to 16 of these (and again, that last 1 is lost to frame rule).

2 frames on Segment 0 was saved. One of them, apparently, was because I started a dash a frame late, so I enjoyed an extra frame of 0 speed at the tail end of the previous dash. Fixed. Also, some complicated jump mechanics got me another 2 pixels, which ended up worth a frame.

After that, I somehow ended up at a different height on the transition to the final horizontal segment. A few adjustments were made to deal with the change, and apparently it's faster.

Stage 4... After I get rid of the intentional delay, I'll have items to manipulate all over again. This was a tricky stage to get right. We'll see if I can lose zero frames on item drops.

Also, copied in Team 3's input to the start of the end stages.

Info Download

#40329326915796569 - Zook Man ZX4 - Stages 7, 4, 2 changed.
ZM_FrameSavery.bk2 (41.1kB bk2 movie [GBA])
Uploaded 2017-07-13 05:24:11 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 17:32.87 [62885 frames], 19133 rerecords)
7897 views, 376 downloads
Exhibit 1: Stage 7
Remember those ceiling clips I said I was frustrated about? I took a crash course in "bashing your head through problems" and learned that the magic position is being in Screen Y Position 40. Or 41, if you're stuck in odd numbers. This is the magic spot that lets the next wall jump clip through three solid tiles, provided you are high enough. At 39 or less, you're too close to the top of the camera, and the clip will fail.

Apparently, the demonstration is on an animation frame rule, so although the SegmentCounter script claims I saved only 9 frames, the animation frame rule got me to enter stage select 12 frames earlier. Stage 1 is on the bad side of the dialog frame rule, so it is projected to turn into 16 frames after redoing Stage 1.

Exhibit 2: Stage 4
Messed around with the ending a touch, trying to beat the frame rule. I think I'm just one frame away, again! I took a different route, landing on the save platform, and it is enough to save that frame rule, but at a cost of 3 lag frames from the save. That's a steep price and I'd like to save another normal frame somewhere, but a frame rule is still an improvement. I have no idea about the transition on the way to the stage select, but I've seen it adjust by 1 a few times now, and it used to be better before this improvement. Overall, one frame rule at +4 lag.

The transition from Stages 4 to 5 is delayed 16 frames. If I combine the earlier frame savings and redo Stages 1 and 4 without loss, I will end up with 32 frames delay here. With item drops on a 32 frame cycle, this means I can remove that delay and keep full sync of later stages. Yes, this will save effort in item manipulation, but only if it works out.

Exhibit 3: Stage 2
The right side climb is showing very good promise. At the moment, it's just about tied with climbing the left side, but if we can find time to get another bubble barrier up, then the right side climb will easily win the duel. Thanks, Team 5! Knowing it is possible will let us save a few more frames off this run!

Info Download

#40310708365367846 - Zook Man ZX4 - Improved Stages 4 & 2
ZM_s2in62553.bk2 (41.1kB bk2 movie [GBA])
Uploaded 2017-07-12 09:16:45 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 17:32.93 [62889 frames], 18556 rerecords)
7895 views, 365 downloads
Stage 4, for some reason, had a damage near the end before using the 2nd to last Flame Charge. This damage is removed, 14 frames, but it's not enough for two frame rules. 8 frames intentionally inserted in stage select for lazy-sync.

In Stage 2, with little concern for optimization, I shot a block with a full-charge basic shot. Since we need 140 frames of charging to even hit this block, there's no way to deal with these enemies other than to have a Charge Swap Bubble Barrier already in play. Apparently, hitting the block like this means we can't switch weapons until we shoot once more first, but at least an uncharged shot counts. Two frame rules here, but again, no concern for careful optimization.

Info Download

#40301169124465805 - Zook Man ZX4 - Stage 2 clear, stage select in 62571 frames.
ZM_s2in62571.bk2 (41.1kB bk2 movie [GBA])
Uploaded 2017-07-11 22:58:07 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 17:33.23 [62907 frames], 18226 rerecords)
7900 views, 335 downloads
{f56712 *** STAGE 2 ***
f56936 Segment 0: 224 (**: 224 ; T7: 220)
f58535 Segment 1:1599 (T3:1554)
f58596 Segment 2:_ 61 (T7:_ 61)
f58697 Segment 3: 101 (T3: 105)
f58925 Segment 4: 228 (T7: 233)
f59119 Segment 5: 194 (T4: 189)
f59902 Segment 6: 783 (T4: 792)
f59998 Segment 7:_ 96 (T3:_ 96)
f60178 Segment 8: 180 (T5: 127)
f60301 Segment 9: 123 (T6: 106)
f60537 Segment10: 236 (T7: 234)
f61862 Segment11:1325 (T3:1378)
=== END OF STAGE 2 (Frames: 5150) === (T3:5412)

Threw some segments together. I'm not satisfied, so expect a few more frames out of this stage before I move on to the final stage.

For the first half, I took Team 3 and only found a few frames to save before the miniboss. I'm not entirely certain about the route between frames 57850 and 58350, which is more Team 4's route. Miniboss Skip, and up the wall with bubble barrier.

I took Team 4 for the rest of the stage, with a few differences. I still consume an Ammo Tank, but with 2 barrier HP, a change in route was done. I feel as though the stage can benefit more from abusing bubble more than I already have. I have not yet even looked at Team 5's rise through the last up segment.

Blindly copied in Team 3's boss strat, adjusting enough for position. Changed the finisher a bit, and apparently SegmentCounter claims I saved 53 frames? Well, okay. I haven't put time into analysis for the difference, I'm just pulling together a nice start before crunching down more for optimizations.

Just to check, SegmentCounter script claims I enter the end stages at frame 62901. The script also claims Team 4 got there at frame 64957, so 2056 frames ahead of the leading team. I'm not fully satisfied with this stage, particularly as I have not investigated Team 5's rather swift Segment 8. Again, I just threw this together so I have a better baseline than Team 3 to work off of.

Info Download

#40287621563574314 - Zook Man ZX4 - Stage 2 part way through.
ZM_s2MinibossTry1.bk2 (38.7kB bk2 movie [GBA])
Uploaded 2017-07-11 08:19:33 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 16:27.4 [58975 frames], 17495 rerecords)
7990 views, 329 downloads
f56712 *** STAGE 2 ***
f56936 Segment 0: 224
f58535 Segment 1:1599
f58596 Segment 2:_ 61
f58697 Segment 3: 101
f58925 Segment 4: 228

I'm ahead in this first half.

5 frames ahead of T3 at some point, then I lose the advantage somewhere around the final breakables of Segment 1. May be worth checking if T3's route in the area is preferable, though the interaction of the route with bubble barrier and Miniboss Skip might not be good, not sure.

The skip itself needed a delay for flame charge, as I don't really see any way to avoid hitting the enemy's back. Can't think of any good ways to strike it remotely.

Charge Swap Bubble Barrier proves its worth once again on the ascent. 1 HP remains when I ended the movie. For some reason, I'm thinking taking damage might be preferable at one point, for Charge Storage in the upcoming segment. Are my thoughts any good? Low on flame ammo.

Info Download

#40280310925631107 - Zook Man ZX4 - Stage 5 clear, stage select in 49503.
ZM_s3in49503.bk2 (37.1kB bk2 movie [GBA])
Uploaded 2017-07-11 00:25:27 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 15:49.7 [56723 frames], 16835 rerecords)
7892 views, 321 downloads
f43046 *** STAGE 3 ***
f43562 Segment 0: 516
f44237 Segment 1: 675
f44966 Segment 2: 729
f45071 Segment 3: 105
f45132 Segment 4: 61
f45267 Segment 5: 135
f45600 Segment 6: 333
f46602 Segment 7:1002
f46723 Segment 8: 121
f46845 Segment 9: 122
f47079 Segment10: 234
f48755 Segment11:1676
=== END OF STAGE 3 (Frames: 5709) ===

Saved a dialog 8-frame rule. In turn, I removed the intentional 24 frames inserted between stages, as now we're lined up on the item drop 32-frame cycle. Nifty how planning things out based on a frame rule can let me work on a later stage and get things to sync with zero trouble, so the overall movie file is 32 frames shorter. Well, 33, since I dropped a lag frame.

Saved a frame on miniboss entry, thanks to a suggested pixel. The transition to the down segment afterward was not playing nice, and after many trials, I finally found a result I like. Item drops approved of this, and I got through with minimal pain, other than a single lag frame (down from two). Stage 3 is now nice and smooth.

I suppose I'll take on Stage 2 next. Not a lot of choices left.

Info Download

#40277450960541603 - Zook Man ZX4 - Stage 6 clear, stage select in 56423 frames.
ZM_s6in58423.bk2 (37.0kB bk2 movie [GBA])
Uploaded 2017-07-10 21:19:59 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 15:50.25 [56756 frames], 16611 rerecords)
7875 views, 336 downloads
Whoops, not 58423. Deal with mis-named file.

f49858 *** STAGE 6 ***
f50793 Segment 0: 935 (T3: 933)
f51689 Segment 1: 896 (T3: 925 ; T4: 870)
f51782 Segment 2:_ 93 (T3:_ 95 ; T5:_ 92)
f51977 Segment 3: 195 (T3: 223 ; T5: 219)
f52779 Segment 4: 802 (T3: 822)
f53536 Segment 5: 757 (T3: 780)
f53785 Segment 6: 249 (T3: 248 ; T2: 228)
f54037 Segment 7: 252 (T3: 254 ; T6: 247)
f55825 Segment 8:1788 (T3:1785)
=== END OF STAGE 6 (Frames: 5967) === (T3:6065)

Almost the entirety of this stage was taken from Team 3, then improved on where it looked possible. Team 4 was used for Segment 1. I re-did the boss with the closest thing to zero effort without copying any movie, I recommend applying entertainment. Unless you think seeing the player not really bothering to do anything except hit boss on earliest frame to be entertaining.

Charge Swap Bubble Barrier was abused to the fullest extent, once more. This let me ignore some damage Team 3 was stuck with. Changed up the laser on the miniboss so that I lose only 3 barrier HP to it, by being further left and having it finish the laser a few frames later. Didn't need to do a lot of item manipulation, it seemed as though this stage doesn't need a lot of ammo, though Flame Charge still needed some. Nice to see I'm decently ahead of Team 3.

Frame rule does not impact this boss. Will use motions based on when it first appeared, not based on dialog, and there is a rather long invincibility move done at some point.

Info Download

#40265930308675941 - Zook Man ZX4 - Moving on to Stage 6
ZM_s6ToMinibossTry4.bk2 (34.2kB bk2 movie [GBA])
Uploaded 2017-07-10 08:52:51 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 14:31.59 [52058 frames], 15805 rerecords)
7867 views, 319 downloads
f49858 *** STAGE 6 ***
f50793 Segment 0: 935
f51689 Segment 1: 896
f51782 Segment 2: 93
f51977 Segment 3: 195

I cast barrier again. Beats Try #3 by several frames, and is also in a good spot to dash at the end. When the movie ends, I'm at 1 barrier HP. Miniboss ate 4 of the HP.

24 frames are inserted between Stages 3 & 6. This is in anticipation that we save a dialog frame rule in Stage 3, I hope. If we don't save it, I will re-order the stages and try Stage 3 with a different frame count.

The Flame Charge at the end of this movie shows what happens when you hit a rapidly respawning enemy. Shrapnel shower.

Info Download

#40264434188732218 - Zook Man ZX4 - Stage 3 re-attempt.
ZM_s3in49512.bk2 (34.1kB bk2 movie [GBA])
Uploaded 2017-07-10 07:15:50 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 14:30.39 [51986 frames], 15511 rerecords)
7895 views, 318 downloads
Ah, I am not keeping much of those 12 frames, am I?

Someone find a frame, somewhere! Sorry about the short description.

Info Download

#40240881582843184 - Zook Man ZX4 - Casual display script
ZMZX4_CasualDisplay.lua (11.7kB Lua script)
Uploaded 2017-07-09 05:48:25 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
7934 views, 474 downloads
Well, now I'm done producing a status panel. Contents:
  • Barrier info, including HP and damage timer
  • Weapons, which ones I have and how much ammo. Negative display, too
  • Charge. Accounts for Arm Upgrade
  • Misc. info: Player state, damage invincibility, object invincibility, Heart Tanks, Ammo Tanks, and part upgrades
  • Map, boss, miniboss info, taking over the same spot depending on who's there

Well, I don't know how much realtime info I can put in there that makes sense to do so. I'm hoping the status panel is pretty, its intent is to feel like I'm giving useful information that can be understood, for the most part, without having to pause. The precision depicted is not useful for TASing, and it's not as though the information is all that vital, either. But hey, it's pretty. It's interesting. And it lets you know how much of each weapon I'm using.

Info Download

#40221621011476309 - Zook Man ZX4 - Stage 5 attempt 2 (r87145362)
ZM_s5in42721.bk2 (34.0kB bk2 movie [GBA])
Uploaded 2017-07-08 08:59:21 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 14:30.5 [51993 frames], 14827 rerecords)
7996 views, 339 downloads
f37033 *** STAGE 5 ***
f37768 Segment 0: 735 (T2: 736 ; T4:761)
f38248 Segment 1: 480 (**: 477)
f38557 Segment 2: 309 (T4: 309)
f38680 Segment 3: 123 (T3:_ 91)
f38757 Segment 4:_ 77 (T3: 241)
f38872 Segment 5: 115 (11: 116)
f39331 Segment 6: 459 (T3: 451)
f40069 Segment 7: 738 (T2: 735)
f40347 Segment 8: 278 (T4: 279)
f40464 Segment 9: 117 (T4: 129)
f40702 Segment10: 238 (T3: 234)
f42109 Segment11:1407 (T4:1408)
=== END OF STAGE 5 (Frames: 5076) === (T3:5310)

13 frames better than my previous.

Removed a mistake in Segment 2 where I forget to hold Right on the frame I release my Flame Charge.

At the end of Segment 8, there is a ladder and a short wall we can use. This run does not use that route. That wall crawling spiky enemy likes to shoot spikes. 5 at a time, in fact. This is very laggy. Yes, I jump straight up to this one, but the lag is not as bad as I saw in the alternative route, if I want to keep screen X position 80. It is possible to avoid having them shoot in the alternative route, by taking advantage of the odd-even parity in position, but X position 81 is very bad at the door.

It may seem like not all that much. I mean, camera scrolls 1 pixel/frame after touching the door. So how can 81 be so much worse than 80? I'll tell you. ScrX 81 vs. ScrX 80 is greater than the difference of 2 lag and 2 normal frames that alternative route gives us. The boss spawns much later sitting on that one pixel. This pushes us back behind the dialog frame rule. We lose the frame rule. We lose all gains and then some from one pixel. Vicious.

Or maybe I do take the route. I obviously have a bad memory on what I did. Took me a while to realize what I uploaded. The times are correct, just that I thought I did one route. I am confused.

Alright, here's what I did: I jumped that tricky route, got to screen position 81, because being in 80 would trigger the enemy's attack and lag the game hard. Then after the next segment loaded, I specifically moved back and forth just to set myself in screen position 80 for the door. Despite the frames needed, this is still faster than just taking the door at 81, and I trigger the boss earlier as a result. I don't remember doing this, but obviously I had to have done it, since no one else decided to have a secret TASing session on my laptop. My memory is definitely not perfect.

In other news, I did avoid one spot of damage and kept the barrier so I can get a better spot for the last Flame Charge. For whatever reason, I had trouble with falling through the floor in the transition between Segments 7 & 8, and delaying a frame let me land normally. Curiously, the delay I chose let me avoid a shot that just barely hit me. So the barrier lasted long enough for my needs.

Info Download

#40210557291686046 - Zook Man ZX4 - Casual display script (prototype)
ZMZX4_CasualDisplay.lua (4.53kB Lua script)
Uploaded 2017-07-07 21:01:52 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
7919 views, 463 downloads
I'm selecting out things that make sense to read in real-time. Fiddly numbers like when item drops happen is difficult to display appropriately in real-time.

Currently shows barrier, weapons, and size of current segment. I hope it's pretty.

Info Download

#40169125606557037 - Zook Man ZX4 - Stage 5 attempt (r87145362)
ZM_s5in42734.bk2 (34.0kB bk2 movie [GBA])
Uploaded 2017-07-06 00:14:59 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 14:31.07 [52027 frames], 13866 rerecords)
7959 views, 344 downloads
f37033 *** STAGE 5 ***
f37768 Segment 0: 735 (T2: 736 ; T4:761)
f38248 Segment 1: 480 (**: 477)
f38558 Segment 2: 310 (T4: 309)
f38681 Segment 3: 123 (T3:_ 91)
f38758 Segment 4:_ 77 (T3: 241)
f38873 Segment 5: 115 (11: 116)
f39332 Segment 6: 459 (T3: 451)
f40070 Segment 7: 738 (T2: 735)
f40330 Segment 8: 260 (T4: 279)
f40475 Segment 9: 145 (T4: 129)
f40709 Segment10: 234 (T3: 234)
f42122 Segment11:1413 (T4:1408)
=== END OF STAGE 5 (Frames: 5089) === (T3:5310)

Preliminary look at Stage 5. I'm on the bad side of the frame rule by the boss. Stages 3 & 6 were tacked on the end of this TAS, as proof of concept as to how readily I can just sync stages however I please, though I did need to fix a few weapon swaps.

Bubble Barrier Charge Swap was used extensively, from the start of the stage to its very end. I'm not happy with all 18 hits the barrier took, I can benefit from keeping just one more hit for the end, as I prematurely fired my Flame Charge, landing me on the save platform. It was that or wait out 16 ouch frames. Probably time to look for the least costly hit to preserve.

Still, the Miniboss Skip accounts for 150 frames, give or take 50. I'm 221 frames ahead of the leading team, so at least Miniboss Skip can't really take all the credit from the improvements. I did not carefully compare optimizations between this run and the teams, so this stage can stand for another look over.

Felt nice to just go straight through enemies. I refused to preserve Bubble Barrier whenever it meant I get even one frame of lag.

Info Download

#40153962126288599 - Zook Man ZX4 - Stage 4 manipulated properly.
ZM_s4in36706.bk2 (29.8kB bk2 movie [GBA])
Uploaded 2017-07-05 07:51:37 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 12:50.43 [46016 frames], 12484 rerecords)
7936 views, 312 downloads
Removed the stage select delay between Stages 1 & 4. Not only have I found the ammo to maintain a speedy run, but I even removed one lag and saved a frame rule. 24 frames delay inserted between Stages 4 & 3.

Items seemed to manipulate themselves before the miniboss, balancing out exactly with what I had before. The Ghost Fall segments needed some tweaking to get the ammo I need. After that, a change in strategy was needed, and the route had enough rigidity that I couldn't stop the game from producing a bunch of small ammo refills out of reach. Whatever the case, I got enough to reach the end, and the game still had to throw one more refill out of reach when it was no longer important. Somehow, I find this humorous.

I'm more in a mood to look at a stage I haven't optimized. Expect either a fixed Stage 3 or progress on Stage 5. I'm pretty sure anything I do in 4->5 can be readily transferred into 4->3->6->5, as I don't think the weapons in 3 and 6 give any benefit in 5. Probably just a matter of handling extra weapons in the swaps, hopefully 2 frames per swap isn't a major problem in the route.

Info Download

#40126739803236127 - Zook Man ZX4 - Stage 7 has better headaches now.
ZM_s7in23204.bk2 (29.8kB bk2 movie [GBA])
Uploaded 2017-07-04 02:26:14 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 12:50.43 [46016 frames], 12028 rerecords)
8027 views, 323 downloads
I'm pretty sure jumping through a ceiling should cause a headache or two. Still, I'm through one faster, and overall now have Stage 7 done 4 frames sooner.

The intentional 8 frames delay between s7 and s1 is also removed. Going through Stage 1 again, I've started it 12 frames earlier, which is 1 and a half dialog frame rules. We were delayed half a dialog frame rule to begin with, so we started the boss 2 dialog frame rules ahead, and so I leave Stage 1 with 16 frames advantage.

That 16 frames advantage is tossed away in the delay between s1 and s4. Stage 4 heavily uses Flame Charge. Item drops are critical.

Info Download

#39890445189231243 - Zook Man ZX4 - Stage 7 clear, stage select in 23208 frames.
ZM_s7in23208.bk2 (29.7kB bk2 movie [GBA])
Uploaded 2017-06-23 11:02:20 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 12:49.98 [45989 frames], 11631 rerecords)
8139 views, 333 downloads
f16175 *** STAGE 7 ***
f17129 Segment 0: 954
f17945 Segment 1: 816
f18518 Segment 2: 573
f18675 Segment 3: 157
f18744 Segment 4: 69
f18939 Segment 5: 195
f19303 Segment 6: 364
f19926 Segment 7: 623
f20116 Segment 8: 190
f20471 Segment 9: 355
f20825 Segment10: 354
f22237 Segment11:1412
=== END OF STAGE 7 (Frames: 6062) === (prev: 6104)

Redid a part in Stage 7, then did a lazy-sync to have later stages keep working. The change in strategy here is to trigger the extended invincibility before the miniboss, as an obsolete plan had us do so after the miniboss. The obsolete plan was only good when we still fired the giant laser at the miniboss, which terminates the extended invincibility, but since we're skipping the miniboss now, we can change plans and find better spikes before the miniboss to gain invincibility.

The ceilings after the miniboss room refused to cooperate. Might have lost a dozen or so frames on less optimal ceiling clips. Things just don't go smooth this time around. Anyone who wish to bash their head on this problem are free to try.

8 frames are thrown away in stage select for item drop sync of later stages (the lazy-sync I mentioned earlier), just so I can attach them at the end with zero effort. Under no circumstance is throwing away frames in stage select an advantage for a final run, so this is just temporary for keeping sync. We may want to keep the later stages in case we get further improvements and end up syncing the 32-frame rule for item drops.

Info Download

#39889713060025841 - Zook Man ZX4 - Stage 7, retry invincibility trick
ZM_s7invincibilityEarlier.bk2 (12.1kB bk2 movie [GBA])
Uploaded 2017-06-23 10:14:51 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 05:22.0 [19232 frames], 11539 rerecords)
8114 views, 337 downloads
Original plan had us get invincible after the miniboss. This was because said plan originally attacked miniboss with giant laser, which has the side-effect of removing invincibility. We don't apply giant laser on miniboss anymore (thanks to skip), therefore doing the invincibility trick before it means we won't promptly lose it on our way through the miniboss room. So, while waiting for skip to become possible, set up invincibility.

These ceilings on the upward segment are giving me a lot of trouble, which is why I haven't uploaded a completed Stage 7.

Info Download

#39723366798581538 - Zook Man ZX4 - Stage 6, to miniboss (try 3)
ZM_s6ToMinibossTry3.bk2 (29.6kB bk2 movie [GBA])
Uploaded 2017-06-15 22:27:09 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 12:50.55 [46023 frames], 11249 rerecords)
8106 views, 330 downloads
f43869 *** STAGE 6 ***
f44804 Segment 0:935
f45703 Segment 1:899
f45798 Segment 2: 95
f45997 Segment 3:199

Don't care what the numbers suggest versus my try #2, I started the dash after miniboss later. Also, extra lag, so no idea about the frame rule effects.

A route where I move to the right sooner. Sadly, a bullet clipped my toes by precisely one pixel. This is enough to eradicate an entire HP off the barrier, and the miniboss strat suffers badly from it. One pixel can do that.

Info Download

#39723211394666837 - Zook Man ZX4 - Stage 6, to miniboss (try 2)
ZM_s6ToMinibossTry2.bk2 (29.6kB bk2 movie [GBA])
Uploaded 2017-06-15 22:17:04 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 12:50.5 [46020 frames], 11125 rerecords)
8113 views, 311 downloads
f43869 *** STAGE 6 ***
f44804 Segment 0:935 (T3:933)
f45707 Segment 1:903 (T4:870)
f45801 Segment 2: 94 (T7: 90 . T4:154)
f46001 Segment 3:200 (T5:219 . T4:220)

My second attempt at getting to the miniboss in this stage. I still don't feel fully satisfied, even walking to the miniboss with this much barrier. Then again, I have a decent lead over the DTC teams.

The Segments 0->1 transition is better, at least. Did stuff to preserve barrier lossless, so that's nice as well.

Info Download

#39712115361332207 - Zook Man ZX4 - Stage 6, to miniboss (try 1)
ZM_s6ToMinibossTry1.bk2 (29.6kB bk2 movie [GBA])
Uploaded 2017-06-15 10:17:29 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 12:50.68 [46031 frames], 10402 rerecords)
8122 views, 340 downloads
f43869 *** STAGE 6 ***
f44808 Segment 0:939 (T3:933)
f45710 Segment 1:902 (T4:870)
f45805 Segment 2: 95 (T7: 90 . T4:154)
f46016 Segment 3:211 (T5:219 . T4:220)

To Segment 4: 2147 . Fastest team: 2176 (T3)

I choose Stage 6 next. My route is unique from any team. After this will be 5, 2, then the end.

Copying in Team 3 was not simple, as this route has a weapon in between flame and bubble. Transition of Segment 0->1 is awkward, as the following ceiling clip apparently needs a low enough screen position. Also changed things with Team 4's ascent to go to the right side just before miniboss. I want it to work somehow. Finally, it would really help if I can preserve just one barrier HP for miniboss.

I'm not convinced what I did is fastest. I hate the 0->1 transition, for one thing. I don't feel right about how I moved to the right side during Segment 1, for another. Having 1 barrier HP for miniboss is extremely desired, lastly.

Info Download

#39698456807405830 - Zook Man ZX4 - Stage 3 clear, stage select in 43547 frames.
ZM_s3in43547.bk2 (27.6kB bk2 movie [GBA])
Uploaded 2017-06-14 19:31:43 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 12:09.13 [43549 frames], 9612 rerecords)
8094 views, 341 downloads
f37087 *** STAGE 3 ***
f37603 Segment 0: 516 (T3: 519)
f38278 Segment 1: 675 (T4: 718)
f39007 Segment 2: 729 (T7: 732)
f39114 Segment 3: 107 (T7: 106 . T4:_ 89)
f39175 Segment 4:_ 61 (T7:_ 61)
f39311 Segment 5: 136 (!!: 136)
f39644 Segment 6: 333 (!!: 333)
f40649 Segment 7:1005 (T7:1004)
f40767 Segment 8: 118 (T4: 124)
f40889 Segment 9: 122 (T2:_ 99 . T4: 124)
f41123 Segment10: 234 (!!: 234)
f42799 Segment11:1676 (T3:1672)
=== END OF STAGE 3 (Frames: 5712) === (T4:5939)

Nifty. Got to the end of the stage at last. Manipulating item drops because Flame Charge is hungry for ammo. I think I got the items cost-free, as there were a few points I had to delay for Flame Charge anyway.

Copied Team 3 after miniboss. Took a look at how Team 7 started Segment 7 and disagreed with it. They decided to use an enemy there to try that Charge Glitch, which is why their Segment 6 took so long compared to other teams. According to my Segment Counter, I'm one frame slow in this segment, but I haven't carefully studied their route to be entirely certain.

Ascending Segment 8 took an inspiration from Team 3, going all the way left before going up the ladder. This is because the wall is thicker at the ladder, and I can't go all the way left otherwise. From there, I can walljump at a lower height past the ladder. I use Fragile Barrier to get past an enemy, instead of shooting it with fire. This is so I can charge my Flame Charge sooner.

Segment 9 is reported rather slow, probably because we start essentially on the far left rather than whatever place on the right the other teams were. Haven't looked at them, but the frame counts of Segment 10 indicates they paid a rather bad trade for that.

Info Download

#39664277611235247 - Zook Man ZX4 - Stage 3, using Team 7 to miniboss.
ZM_s3ToMinibossTry2.bk2 (24.8kB bk2 movie [GBA])
Uploaded 2017-06-13 06:35:10 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 10:55.9 [39175 frames], 8395 rerecords)
8139 views, 328 downloads
f37087 *** STAGE 3 ***
f37603 Segment 0:516 (T3:519)
f38278 Segment 1:675 (T4:718)
f39007 Segment 2:729 (T7:732)
f39126 Segment 3:107 (T7:106 . T4: 89)
f39187 Segment 4: 61 (T7: 61)

12 frames better than my free form. I practically copied in Team 7's segment in, with only a minor change to make the breakable wall look less ugly. I'm now a cute 2 frames ahead of Team 7 comparing Segments 2 & 3. It's probably because of the camera, if nothing else.

Team 4 didn't need to jump and snipe an enemy, which is why their Segment 3 is so short. I have no plans on matching that frame count with the enemy snipe.

Been distracted on F-Zero stuff for a bit, why I haven't worked on this a bit for days.

Info Download

#39440484371489519 - Zook Man ZX4 - Stage 3, mostly free form to miniboss.
ZM_s5ToMinibossTry1.bk2 (24.9kB bk2 movie [GBA])
Uploaded 2017-06-03 04:41:59 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 10:56.18 [39192 frames], 7923 rerecords)
8140 views, 339 downloads
f37087 *** STAGE 3 ***
f37603 Segment 0:516 (T3:519)
f38278 Segment 1:675 (T4:718)
f39007 Segment 2:729 (T7:732)
f39126 Segment 3:119 (T7:106 . T4: 89)
f39187 Segment 4: 61 (T7: 61)

That first flame charge Team 3 did wasn't ideal, so I dashed straight off rather than jump and made sure I landed on that platform ahead properly. Segment 0 was otherwise copied straight over. Ran free form on the remaining segments. Segment 1 is pretty fast when absorbing 6 hits thanks to barrier.

My free form had results in Segment 2, apparently. However, my Segment 3 is worse than any team out there. I clearly need to check on a few things I might need to do differently.

I'm not certain Stage 3 is the ideal next spot, but I did get here losing zero frames to animation frame rule. Team 3 got here after exiting Stage 2, and I needed to do adjustments to sync their Segment 0, as they lost 3 frames to this very frame rule (my SegmentCounter script does not count frame-ruled starts against any team, so these 3 frames are not reported; the 3 difference it is reporting was from that first flame charge).

Info Download

#39409725836870129 - Zook Man ZX4 - Stage 4 clear, stage select in 36764 frames.
ZM_s4in36764.bk2 (23.2kB bk2 movie [GBA])
Uploaded 2017-06-01 19:27:16 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 10:15.56 [36766 frames], 6890 rerecords)
8117 views, 318 downloads
f30081 *** STAGE 4 ***
f30313 Segment 0: 232
f32042 Segment 1:1729 (T4:1741)
f32287 Segment 2: 245 (T4: 245)
f32436 Segment 3: 149 (T3: 155 . T4:152)
f32625 Segment 4: 189 (T3: 190)
f32948 Segment 5: 323 (T4: 325)
f33894 Segment 6: 946 (T5: 949 . T4: 958)
f33990 Segment 7:_ 96 (T7:_ 87 . T4:_ 96)
f34129 Segment 8: 139 (T3: 128 . T4: 140)
f34375 Segment 9: 246 (T4: 246)
f35880 Segment10:1505
=== END OF STAGE 4 (Frames: 5799) === (T4: 5845)

At last, this stage is decidedly improved! Not sure about that moment with Team 7 and Segment 7, though. And Team 3 with Segment 8. But we have a Stage 4 clear that's 46 frames faster than Team 4.

Anyway, here it is.

Info Download

#39397963585103415 - Zook Man ZX4 - Stage 4, still poking about here.
ZM_s4_SomeRoutingStuff.bk2 (23.2kB bk2 movie [GBA])
Uploaded 2017-06-01 06:44:29 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 10:15.6 [36768 frames], 6706 rerecords)
8112 views, 341 downloads
Run out of flame ammo, fall, die. I don't think that was part of the plan.

So I was looking at how Team 5 did things, since they are several frames ahead of the leading teams in this latest segment I die in. Yes, it does appear that throwing Flame Charges in an area that looks ideal for just straight dashing is indeed faster by a few frames. Probably because I'd otherwise have to wait until I land before I dash, and also that a ground dash requires a few frames of us holding still and lasts 40 frames, while there's plenty of time here to get a Flame Charge up and ready.

Item drops went up in importance here. I suppose someone should start searching for convenient items.

Info Download

#39370256700693731 - Zook Man ZX4 - Stage 4, more miniboss stuff
ZM_s4_MinibossTry2.bk2 (23.2kB bk2 movie [GBA])
Uploaded 2017-05-31 00:47:40 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 10:15.81 [36781 frames], 6036 rerecords)
8191 views, 332 downloads
f30081 *** STAGE 4 ***
f30313 Segment 0: 232
f32042 Segment 1:1729
f32287 Segment 2: 245
f32436 Segment 3: 149
f32625 Segment 4: 189

Team 4: Miniboss strat
Team 3: Landed on save platform
Team 4: Ladder headbonk
Team 3: Avoid damage during Ghost fall
Team 4: Leftward position after Ghost Fall

Interweaving the best of teams one right after another. A frame was spent before the ladder due to even-odd parity of X position, as 208 got me hit and couldn't go further right, but 209 was safe, and I get there from 207. While falling, if I'm on even numbers, I can't switch to odd numbers as movement goes in blocks of 2.

Lag on the flame charge at the end of this Ghost Fall. Naturally, I'm not liking this lag. Somehow one frame shorter than Team 3 on the Ghost Fall segment, probably due to the fall cycle. While falling, the player's air time counter oscillates between 34 to 42. One of these frames has 0 Y speed. Probably the cycle was different from Team 3 from the ladder headbonk.

Finding it tough to find time, largely due to life stuff.

Info Download

#39303394666610492 - Zook Man ZX4 - Stage 4, 13 frames, plus miniboss stuff.
ZM_s4_MinibossTry1.bk2 (23.2kB bk2 movie [GBA])
Uploaded 2017-05-28 00:31:36 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 10:16.1 [36798 frames], 5815 rerecords)
8272 views, 340 downloads
f30081 *** STAGE 4 ***
f30313 Segment 0: 232
f32030 Segment 1:1717 (T4:1741 . T3:1745)
f32294 Segment 2: 264 (T4: 245 . T3: 264)
f32439 Segment 3: 145 (T4: 152 . T3: 155)

Well, saved 13 frames before the miniboss. Discounting that, taking the Team 3 route through the miniboss has us dropping three frames for animation stuff to sync miniboss. Assuming we didn't need that delay, and the miniboss follow-up with that save platform can't be done with Team 4's miniboss strat, our net is Seg1:-14 Seg2:+19 Seg3:-7, or -2 frames. The difference is razor thin. I would advise myself to look a little deeper here.

Changed when I took damage from some fish. I noticed I was delaying just before a wall. So I took damage earlier, so when it came to those spikes, I would lose invincibility sooner and get more damage from there. In turn, because I took damage earlier, I didn't travel as far, and therefore no longer delay at a wall.

Ghost Fall has a good ammo drop at the moment. Further improvements might lose that. We'll see what comes if I continue.

Info Download

#39299068241244745 - Zook Man ZX4 - Stage 4, 4 frame advantage in Segment 1
ZM_s4_StitchingThingsTogether.bk2 (23.2kB bk2 movie [GBA])
Uploaded 2017-05-27 19:51:02 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 10:16.27 [36808 frames], 5539 rerecords)
8228 views, 343 downloads
f30961 - 6 frames ahead of Team 4 (x1733, flame charge timer at 2) f31813 - 4 frames ahead (lost 2 frames) (x3861)

The x values I'm using are the white numbers from my script, which is the player camera offset plus the camera position. The cyan numbers from my script relate to player position, except they are apparently whatever was last used for terrain collision, and are less "true" to the player's location.

f30450: Injected Team 3's input. Under scrutiny, I spotted that they were stopped for one frame before the flame charge prior to the breakable. I fired the flame charge one frame earlier in response, for a frame.

f30600: Following Team 4 right after, I was crashing into some nasty lag. Changed strat for flame shot at offending sub. I can change shot timing to refill ammo (+3), but I also get one lag frame.

f30800: Decided to delay jump as long as possible.

f30961: Chosen moment of checking optimizations (1733 by white number). Team 4's run is 6 frames slower to this point.

f31340: Pause refill advanced to this timing. Previously around f31580.

f31813: Another chosen moment of checking optimizations. x3861 by white number, x3885 by cyan number. My 6 frame advantage shrunk to 4 frames.

I left the remainder of the movie in after that moment, but I don't expect full sync.

Ammo is lower at this point, but at least we're synced up on animation frame rule with Team 4. Difficult to tell where changes need to be made between the two teams for the miniboss, so I'm leaving this for now. From what lapogne36 reported, Team 3 was two frames faster between my last frame check and the ladder ahead.

Info Download

#39191974855349118 - Zook Man ZX4 - Stage 4, transferred wholesale from Team 4.
ZM_s4CopiedInFromTeam4.bk2 (23.2kB bk2 movie [GBA])
Uploaded 2017-05-23 00:05:56 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 10:16.33 [36812 frames], 5163 rerecords)
8177 views, 332 downloads
Nothing to report, Stage 4 is identical to Team 4's run. Curiously, whatever changed in prior stages, it all lined up the 32-frame rule and item drops happen exactly as before.

This is in case no one wants to mess around with trying to copy in some team's run. Team 4 is the fastest, though not by a wide margin, and there may be some strategies to mix in from others. I'll make a more detailed post thinking about each team's efforts soon.

Info Download

#39129610978906773 - Zook Man ZX4 - External Radar, global map load
ZM_ExternalRadar_v4.lua (13.4kB Lua script)
Uploaded 2017-05-20 04:41:35 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
8194 views, 446 downloads
Another version of the External Radar script.

The only real difference this time is sticking the map data into a global variable instead of a local one, and handling it as a global that might already exist before it comes in.

Info Download

#39129448785778607 - Zook Man ZX4 - Terrain Tiles painter (v2), added pixels, global map load
ZM_TileOverlayv2.lua (13.0kB Lua script)
Uploaded 2017-05-20 04:31:04 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
8156 views, 446 downloads
Because ThunderAxe31's brain refuses to acknowledge how the back foot pixel works. It's not your fault, it's your brain's fault.

I threw together the ImportantPlayerPixels function in a hurry and all that. It paints tiny little arrows indicating what pixel the game cares about based on the situation. I advise ThunderAxe31 to examine these arrows in frame advance. Since I threw the function together in a hurry, I can't really guarantee its accuracy.

On a side note, this script now sticks the maps into a global variable, so that, once I upload an update to the ExternalRadar, the two scripts will be aware of a loaded map already done and share the resource instead of having local copies. Shame a core reboot kills the global variables, and a reboot is done every time you switch movies. Perhaps good for stability, but makes it problematic if a script has several seconds loading time.

Oh, right. Someone did have a smart loader that grabs only a smaller portion, the one relevant to where you're at. I should track that down, or design my own, perhaps.

Info Download

#39042834720375301 - Zook Man ZX4 - Stage 1 clear, stage select in 29763 frames.
ZM_s1in29763.bk2 (18.7kB bk2 movie [GBA])
Uploaded 2017-05-16 06:54:04 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 08:18.36 [29766 frames], 5065 rerecords)
8415 views, 368 downloads
f23576 *** STAGE 1 ***
f24541 Segment 0: 965
f25125 Segment 1: 584 (T3:583) They probably jumped. Need to check.
f25221 Segment 2:_ 96
f25431 Segment 3: 210
f26191 Segment 4: 760 (T3:758) Interesting. Need to check this out.
f26688 Segment 5: 497
f27502 Segment 6: 814 (T4:822) Despawned a flame
f27742 Segment 7: 240 (T4:236) Frame rule
f29159 Segment 8:1417
=== END OF STAGE 1 (Frames: 5583) ===

Copied Team 4's run. Only real modifications are manipulating different ammo drops and despawning precisely one flame, which saves exactly one frame rule. And, for some reason, a 4 frame delay at the gate, as if we're out of sync of the dialog frame rule by 4 frames. Which is odd, since I don't see any obvious effects from the Stage 7 boss that would change our stage entry here by a multiple other than 8. I will recommend to myself to figure out how the Stage 7 boss ended up different.

Item drop manipulation wasn't too painful, but if we do enter the stage 4 frames earlier, we're going to have to manipulate again. Bah.

Info Download

#39036021455857048 - Zook Man ZX4 - Stage 7 clear, stage select in 23250 frames.
ZM_s7in23250.bk2 (14.5kB bk2 movie [GBA])
Uploaded 2017-05-15 23:32:14 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 06:29.33 [23254 frames], 4815 rerecords)
8307 views, 357 downloads
f16175 *** STAGE 7 ***
f17129 Segment 0: 954
f17945 Segment 1: 816 (T4:814) Miniboss Skip set-up
f18487 Segment 2: 542 (T4:501) Miniboss Skip set-up
f18675 Segment 3: 188 (T4:106) Miniboss Skip set-up
f18744 Segment 4:_ 69 (T4:236; T7:69) Miniboss Skip
f18952 Segment 5: 208 (T4:206) Lagged
f19344 Segment 6: 392 (T4:407) Positioning after miniboss
f19968 Segment 7: 624
f20158 Segment 8: 190
f20513 Segment 9: 355 (T4:356) Changed block destrction
f20867 Segment10: 354
f22279 Segment11:1412 (T4:1411) Frame rules?
=== END OF STAGE 7 (Frames: 6104) === (T4:6159)

We still have +2 lag following the miniboss, but I did get rid of one lag frame and managed to pull together some ammo without lagging somehow. Also fixed the boss, which did apparently require minor edits to have it work, so not a complete resync.

I blame the array starting at IWRAM:7C44, and object data offsets +0x0E (2 byte) and +0x40 (4 byte), for being a malloc substitute for painting sprite graphics. Due to the fact I destroyed a different enemy for my ammo, this somehow caused 2 lag frames later, which was removed by attacking a lag bomb to delay its self-destruct, and to delay a charge so I omit its graphics for just a little longer and avoid the second lag frame. Nice to see removable lag.

Again, I blame some graphics allocation routine involving those object offsets and the array. Probably scans through from the start of the array and works forward trying to find a large enough open region. And the regions are distributed differently from different enemy destruction, probably extending the search and lagging as a result. Or so I suspect.

Info Download

#38976273350729695 - Zook Man ZX4 - Stage 7 mostly synced, plus lag, minus ammo.
ZM_s7NearlySynced.bk2 (14.4kB bk2 movie [GBA])
Uploaded 2017-05-13 06:57:31 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 06:29.35 [23255 frames], 4408 rerecords)
8291 views, 327 downloads
f16175 *** STAGE 7 ***
f17129 Segment 0: 954
f17945 Segment 1: 816 (T4:814) Miniboss skip
f18487 Segment 2: 542 (T4:501) Miniboss skip
f18675 Segment 3: 188 (T4:106) Miniboss skip
f18744 Segment 4:_ 69 (T4:236) Miniboss skip
f18952 Segment 5: 208 (T4:206) Positioning?
f19345 Segment 6: 393 (T4:407) Positioning?
f19969 Segment 7: 624
f20159 Segment 8: 190
f20515 Segment 9: 356
f20869 Segment10: 354

Yes, T3 has a faster Segment 6, but they don't set up the invincibility. I haven't double-checked for efficient routing, though.

We are landed sooner than T4 after miniboss, and a little further to the right relative to camera. Generally advantageous, as we can dash sooner, and we can always sacrifice camera relative position if it means a better position to shoot the immediate enemies.

This run falls flat against the boss, though. We have added lag in a few spots, we're low on ammo and no lag-free options I can find, and basically in some mess with the overall sync.

Although the frame rule is always the important thing to keep in mind, removing lag are firm savings. One lag removed is one frame saved, since the game's frame counter doesn't increment in lag, and therefore delays the frame rule by however much we lag. I haven't checked our gate frame rule for frames we can safely sacrifice, however.

On top of not having ammo, the initial damage we take from the boss doesn't sync either. Probably a matter of taking close looks between Team 4 and this run.

Info Download

#38899122092553167 - Zook Man ZX4 - Stage 8 clear, stage select in 15850 frames.
ZM_s8in15850.bk2.bk2 (11.6kB bk2 movie [GBA])
Uploaded 2017-05-09 19:34:11 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 05:13.84 [18745 frames], 3923 rerecords)
8323 views, 329 downloads
f07477 *** STAGE 8 ***
f08158 Segment 0: 681
f08386 Segment 1: 228
f09189 Segment 2: 803
f09339 Segment 3: 150 (T4:165) Ladder path
f09472 Segment 4: 133 (T4:121) Ladder path
f10262 Segment 5: 790
f10384 Segment 6: 122
f11039 Segment 7: 655 (T4:661) Better capsule path
f11170 Segment 8: 131
f12060 Segment 9: 890 (T4:900) Despawn
f12449 Segment10: 389 (T4:386) ... what?
f12699 Segment11: 250 (T4:246) Door delay for boss sync
f15254 Segment12:2555
=== END OF STAGE 8 (Frames: 7777) ===

4 frames delay at boss gate. This is to sync the boss, and even if we remove this delay, the dialog frame rule gets in the way, and not one frame is saved even if we redo the boss. So the gate delay is an easy sync that doesn't cost time.

Our s8 is now faster than Team 4's s8 by 12 frames. Would be 16 if dialog frame rule wasn't a factor, or we somehow find another 4 frames in intro. Yay ThunderAxe31 for finding an improvement that got me seeking another improvement.

There's probably some obvious mistake I completely missed on Segment 10 or something. Not sure, but we need another 4 frames if we're going to beat the dialog frame rule, though.

Info (1 comment) Download

#38889985897884222 - Zook Man ZX4 - 7 frames save in stage 8
ZM_s8_-7f.bk2 (11.7kB bk2 movie [GBA])
Uploaded 2017-05-09 09:41:42 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 05:14.26 [18770 frames], 3517 rerecords)
6738 views, 339 downloads
Desyncs during the boss battle due to damage and animation frame rules.
Info Download

#38817338552018192 - Zook Man ZX4 - stage 7 miniboss skip, slightly better now
ZM_s7_skip18776.bk2 (11.7kB bk2 movie [GBA])
Uploaded 2017-05-06 03:10:27 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 05:14.38 [18777 frames], 3343 rerecords)
8221 views, 338 downloads
f16207 *** STAGE 7 ***
f17161 Segment 0:954
f17977 Segment 1:816
f18516 Segment 2:539
f18707 Segment 3:191
f18776 Segment 4: 69

Something like 5 frames with a different route through that last segment. This might be the winner of the stage 7 miniboss skips.

There may be a minor frame loss in how long it takes to get into position after the miniboss, but certainly less loss than what the new route gains. I can't put myself any further left relative to the camera.

I'm still hoping a frame is saved in Stage 8, before the 3 frames dropped by the ladder after the miniboss. That would save an animation frame rule. That, in turn, will save a dialog frame rule. And that will collapse the 32-frame rule the start of Stage 7 is based on right now (f24 delay at the moment). Mostly, I'd like to be lazy in redoing Stage 7, and I'm being lazy on the pretense there is a frame to save in Stage 8.

Info Download

#38775709014610846 - Zook Man ZX4 - External Radar, spawning borders
ZM_ExternalRadar_v3.lua (12.9kB Lua script)
Uploaded 2017-05-04 06:10:45 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
8282 views, 442 downloads
Nifty. Thanks Dacicus for figuring out the perimeter bounds.

The corner boxes only apply if you're moving diagonally in that direction. Otherwise, they are inert and spawn points do not react to them.

Hopefully this addition to the script makes it better at dealing with things decidedly off-screen. It was nice being able to see the moment enemies appear before. Now it's ever nicer to know ahead of time when they will, and if it can be avoided with camera trickery.

Info Download

#38774185940666522 - Zook Man ZX4 - External Radar, now with one spawn box
ZM_ExternalRadar_v2a.lua (12.4kB Lua script)
Uploaded 2017-05-04 04:31:58 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
8319 views, 439 downloads
I've also added commented lines expecting the other three boxes.

If you want to question the fact I have a function (CanvasSpawnBorders) for the rather specific purpose of painting these spawn boxes, then you should also question my decision for making a function that paints exactly one box (CanvasBorder). My decisions are generally based on what information is being handled.

Info Download

#38764902600522359 - Zook Man ZX4 - Intro miniboss skip (long set-up)
ZM_IntroMinibossSkip.bk2 (3.78kB bk2 movie [GBA])
Uploaded 2017-05-03 18:29:56 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 01:43.92 [6207 frames], 684 rerecords)
8558 views, 403 downloads
For record keeping, this is how to skip the miniboss in the intro. Shame that setting this up takes more time than just smashing the miniboss.

We also can't Ghost Fall down the next segment. We're not at the right edge of the screen.

Info (1 comment) Download

#38748741023956734 - Zook Man ZX4 - Updated External Radar with spawn points.
ZM_ExternalRadar_v2.lua (11.8kB Lua script)
Uploaded 2017-05-03 01:01:51 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
8271 views, 465 downloads
Shh... Secrets. Which has no business being secret anyway. Making public any changes once I make them is hardly secret.

Some comments removal (code holdover from the hitboxes script), fixing the enemy coloring (variable name mismatch), and identifying the spawn locations. It will also recolor the spawn spot if it's in use.

The spawns was something I was looking for during the contest, but I didn't find it myself. I suppose I should thank Dacicus (or however the username is typed).

Info Download

#38688648943863044 - ZMZX4 Show enemy spawns v1
Zook_draw_enemy_spawns.lua (1.81kB Lua script)
Uploaded 2017-04-30 08:04:50 by Dacicus (20 files)
For GBA Zook Man ZX4 (141 files)
5763 views, 495 downloads
This script shows the enemy spawn locations in the current segment (white squares), as well as boxes that should indicate where the camera needs to be to spawn the enemies. The blue rectangles are the spots when moving right and the green are the spots when moving left. If the top of the rectangle is above the top of the screen, the enemy should not spawn. This does not account for vertical movements (jumping, climbing, etc.).
Info Download

#38674058536568982 - Zook Man ZX4 unlock MurderBarrier
ZM_Unlock_MurderBarrier.bk2 (56.0kB bk2 movie [GBA])
Uploaded 2017-04-29 16:18:38 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 00:33.27 [1987 frames], 0 rerecords)
6827 views, 329 downloads

BK2 begins from savestate

Quick movie showing how to unlock controls after having used MurderBarrier
Info Download

#38635348763866312 - ZM level 8, segment 2: -1f, +1f
ZM_level8segment2.bk2 (9.52kB bk2 movie [GBA])
Uploaded 2017-04-27 22:28:16 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 04:25.67 [15868 frames], 4157 rerecords)
6720 views, 326 downloads
I managed to save a landing lag frame, just to be foreced to have another right after. Maybe there is something that can be done about it.
Info Download

#38617387944859351 - ZMZX4 Skip Stage 6 miniboss
Zook_Stage6_Miniboss_Skip_Setup.bk2 (66.7kB bk2 movie [GBA])
Uploaded 2017-04-27 03:03:29 by Dacicus (20 files)
For GBA Zook Man ZX4 (141 files)
In 00:28.83 [1722 frames], 1 rerecord)
5765 views, 381 downloads

BK2 begins from savestate

How to skip the stage 6 miniboss. You first have to set up a miniboss state. The enemy used to skip the miniboss probably spawns at (144, 48) in segment 1 of stage 6. Note that you have to backtrack slightly in order to load segment 2 (why I kept jumping up toward the spikes). The doorway to the miniboss is blocked off otherwise.
Info Download

#38597753864589843 - Zook Man ZX4 - We'll Hex The Name In Later - General Information Script
OrganizationIsHard.lua (7.07kB Lua script)
Uploaded 2017-04-26 05:50:12 by Invariel (13 files)
For GBA Zook Man ZX4 (141 files)
5667 views, 573 downloads
Info Download

#38597146366561439 - Kill stage 0 boss using enemy
ZM_stage0_Tompa+TA31+Dac.bk2 (4.68kB bk2 movie [GBA])
Uploaded 2017-04-26 05:10:48 by Dacicus (20 files)
For GBA Zook Man ZX4 (141 files)
In 02:02.84 [7337 frames], 2478 rerecords)
5699 views, 363 downloads
This is unoptimized past the point in the previous file by Tompa and ThunderAxe31, but it's meant to show the concept working.
Info Download

#38590039817615831 - ZM improvement nuked by frame rule
ZM_stage0_Tompa+TA31.bk2 (5.19kB bk2 movie [GBA])
Uploaded 2017-04-25 21:29:56 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 02:13.86 [7995 frames], 2467 rerecords)
6744 views, 329 downloads
Resynced movie after 1 frame improvement by Tompa, but the final stage completion time resulted unchanged due to a frame rule.
Info Download

#38589409826121330 -
ZM_Intro 1 frame faster to miniboss.bk2 (2.63kB bk2 movie [GBA])
Uploaded 2017-04-25 20:49:05 by Tompa (53 files)
For GBA Zook Man ZX4 (141 files)
In 00:55.62 [3322 frames], 2404 rerecords)
6294 views, 372 downloads
Info Download

#38580741584600060 - Zook Man midboss 0 skip (useless)
ZM_midboss0skip.bk2 (38.8kB bk2 movie [GBA])
Uploaded 2017-04-25 11:26:57 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 00:05.06 [302 frames], 122 rerecords)
6794 views, 337 downloads

BK2 begins from savestate

Quick and unrefined movie from savestate demonstrating the midboss skip in stage 0.

Note that this movie uses a flying enemy that takes too much time to get near the midboss segment in order to get an actual time save.

Info Download

#38534521740984643 - DTC6 #6: Team 11 "ThunderBears" in 24:52.19
DTC6-Team11.bk2 (54.3kB bk2 movie [GBA])
Uploaded 2017-04-23 09:29:33 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 24:52.19 [89125 frames], 127652 rerecords)
6799 views, 350 downloads
Info Download

#38533107901056136 - Zook Man ZX4 - A charge swap with basic -> whirlwind
ZM_ChargeSwapTryout.bk2 (2.73kB bk2 movie [GBA])
Uploaded 2017-04-23 07:57:51 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 00:23.69 [1415 frames], 48 rerecords)
8330 views, 323 downloads
You should be able to create your own save state from this. Or modify the movie to switch weapons on the way to take damage. Or something like that.

Some attempt at analyzing effects of Charge Swap.

Info Download

#38527750923366219 - Zook Man ZX4 - Charge Swap glitch
ZM_ChargeSwap.bk2 (4.99kB bk2 movie [GBA])
Uploaded 2017-04-23 02:10:27 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 01:44.06 [6215 frames], 548 rerecords)
8338 views, 293 downloads
Playing around with two possibilities: Sticky Meteors and MurderBarrier.

I choose to die because the Sticky Meteors refuse to leave. Makes showing off the other "charge combo" a bit tricky otherwise.

Info Download

#38527472110526427 - Zook Man ZX4 - Infinite climb
ZM_InfiniteClimb_Ascend.bk2 (3.55kB bk2 movie [GBA])
Uploaded 2017-04-23 01:52:22 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
In 00:41.0 [2449 frames], 358 rerecords)
8303 views, 312 downloads
Here's the infinite climb. He keeps going and going...

There are no boundaries that will stop our hero from climbing. Even when you think he has reached the top, and there's nowhere else to go, he keeps climbing.

Info Download

#38526470558858773 - Zook Man ZX wrong warp and crash
ZMZX4WrongWarpCrash.bk2 (42.2kB bk2 movie [GBA])
Uploaded 2017-04-23 00:47:25 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 00:37.5 [2240 frames], 125 rerecords)
6766 views, 352 downloads

BK2 begins from savestate

Movie featuring the wrong warp glitch discovered by Dooty. Also shows off a game crash by hitting a breakable wall from point blank distance.
Info Download

#38526139451192829 - Zook Max ZX4 Secret Team "The Undecideds"
ZookManZX4_SecretTeam.bk2 (49.2kB bk2 movie [GBA])
Uploaded 2017-04-23 00:25:57 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 25:18.85 [90717 frames], 54213 rerecords)
6868 views, 355 downloads
Movie file crafted by secret team "The Undecideds" during DTC6 by ThunderAxe31, BoboTheKing, DrD2k9, Dooty & Dacicus.
Info Download

#38525808928164061 - DTC6 #1: Team 4 in 23:20.16
DTC6-Team4.bk2 (52.6kB bk2 movie [GBA])
Uploaded 2017-04-23 00:04:31 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 23:20.16 [83628 frames], 78839 rerecords)
6828 views, 399 downloads
Info Download

#38525803233252458 - DTC6 #2: Team 3 "Snail Eaters" in 23:23.47
DTC6-Team3.bk2 (51.3kB bk2 movie [GBA])
Uploaded 2017-04-23 00:04:09 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 23:23.47 [83826 frames], 112446 rerecords)
6866 views, 347 downloads
Info Download

#38525794867658592 - DTC6 #3: Team 6 "¯\_(ツ)_/¯" in 24:27.63
DTC6-Team6.bk2 (54.0kB bk2 movie [GBA])
Uploaded 2017-04-23 00:03:36 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 24:27.63 [87658 frames], 58583 rerecords)
6804 views, 345 downloads
Info Download

#38525788757503895 - DTC6 #4: Team 7 in 24:27.73
DTC6-Team7.bk2 (52.1kB bk2 movie [GBA])
Uploaded 2017-04-23 00:03:12 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 24:27.73 [87664 frames], 75891 rerecords)
6824 views, 332 downloads
Info Download

#38525782609869860 - DTC6 #5: Team 5 "We'll Hex the Name in Later" in 24:51.56
DTC6-Team5.bk2 (53.9kB bk2 movie [GBA])
Uploaded 2017-04-23 00:02:48 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 24:51.56 [89087 frames], 51838 rerecords)
6811 views, 354 downloads
Info Download

#38525761027350644 - DTC6 #7: Team 2 "MMMM" in 26:36.89
DTC6-Team2.bk2 (57.2kB bk2 movie [GBA])
Uploaded 2017-04-23 00:01:24 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 26:36.89 [95378 frames], 24521 rerecords)
6857 views, 338 downloads
Info Download

#38525746922076290 - DTC6 #8 Team 1 "We Serve Fire Trucks" in 27:43.4
DTC6-Team1.bk2 (62.9kB bk2 movie [GBA])
Uploaded 2017-04-23 00:00:30 by ThunderAxe31 (93 files)
For GBA Zook Man ZX4 (141 files)
In 27:43.4 [99351 frames], 55414 rerecords)
6875 views, 326 downloads
Info Download

#38508617604349368 - Zook Man ZX4 - External Radar script
ZM_ExternalRadar.lua (14.2kB Lua script)
Uploaded 2017-04-22 05:29:39 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
8596 views, 498 downloads
Shh... Secrets. Stand-alone script.

This script combines the virtues of both the terrain tiles and the hitboxes scripts, but pastes the info onto a separate canvas. The viewing area is 2x of the game's normal viewing range, so we're seeing half a screen out in each direction past the visual boundaries. It's a heavyweight script, so be aware of slowdowns when running it.

The terrain tiles loading is not aware of the tiles script, so if both are running, there will be two copies of the same data loaded into lua. They are several hundred KB in size, so do be aware.

Info Download

#38508546028174499 - Zook Man ZX4 - Basic script
ZookManZX4.lua (19.5kB Lua script)
Uploaded 2017-04-22 05:25:00 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
8536 views, 538 downloads
Shh... Secrets. Script #3, intended to be run third.

Displays a few different stats for each onscreen object, like HP, invincibility timer, and stuff. Top-right has position info, lower-right is our RAM watch dump, and top-left has a few timers in mind. Lower-left gets the object counts for lag reasons, and the bottom is our item drop finder.

Well, it's the basic script. Not a lot to say, really.

Info Download

#38508487412195834 - Zook Man ZX4 - Hitboxes reveal script
ZM_HitBox.lua (6.66kB Lua script)
Uploaded 2017-04-22 05:21:12 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
8498 views, 507 downloads
Shh... Secrets. Script #2, intended to be run second.

This script is the one with the hitboxes. All of them, player, projectile, enemies, and items. They are color coded, too. Enemies are colored based on HP, with zero or negative given a vastly different color. Player projectile is colored based on whether it does damage, rather important for the Muzzle Flash I'm sure you're all frustrated with by now. This is what the game was doing to detect all those hits. Also nice to know what's happening with the basic projectile when changing weapons.

Oh, and this script has rescaling, with M and N keys, so we can see off-screen enemies. Only problem is the other scripts aren't rescaling, so... Uh, enough embarrassment, and stand in awe of my ROM diving skills. Finding and then following pointers around can be fun.

Info Download

#38508373147113065 - Zook Man ZX4 - Terrain Tiles painter
ZM_TileOverlay.lua (10.1kB Lua script)
Uploaded 2017-04-22 05:13:47 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
8492 views, 495 downloads
Shh... Secrets. Script #1, intended to be run first.

This script paints an overlay on the screen, showing what type each tile is, in convenient color coding. This is what we use to know exactly when air ends and walls begin. Seriously, there are spikes that aren't there in Stage 4, walls that aren't there in the sixth stage part of END, and plenty of floor clips that this script makes apparent very quickly. Also be sure to look for backward slopes in the intro and Stage 4, too.

Note that the script takes a few seconds to load all the tiles into lua tables, as this method means I won't have to do several memory reads to get the right pointer, adjust it, then fetch the right tile. The script is much slower in runtime without this loading step. Also, this required some ROM diving, and I had better hope this thing is useful!

Info Download

#38507979558876140 - Zook Man ZX4 - Just a plain frame counting script.
ZM_SegmentCounter.lua (6.51kB Lua script)
Uploaded 2017-04-22 04:48:16 by FatRatKnight (242 files)
For GBA Zook Man ZX4 (141 files)
8383 views, 443 downloads
Intent of the script is to state how many frames it took to complete the immediate segment, as well as how long it takes to do the stage. The state machine in it insists that it sees the beginning of a stage before it starts doing its counting. Hopefully, this will make comparisons easier. If anyone has ideas on better measurement points, I don't mind suggestions.

I've commented out a piece of code, around line 145, that would report how many frames you spent traveling at each pixel/frame. The script is keeping track, just that it won't print the actual stuff without that stuff I commented out. It's cleaner without it, but if you want the added information, go find that spot.

Info Download


Horizontal Move Speeds

  • 3 pixels/frame - Ground dash, Flame Charge
  • 2 pixels/frame - Walking, jumping
  • 1 pixel/frame - During hitstun from taking damage

Vertical jump heights

Your jump height depends on how long you hold the jump button, nothing unusual. There are however two oddities.
  • 9 frames or less all result in the same jump height.
  • There is a big gap in jump height between 14 frames and more, giving you 20 extra pixels.
Frames held Jump height
<10 25
10 28
11 32
12 36
13 40
14 44
>14 64

Wall jump

When moving into certain walls during a fall, Zook will "catch on" to the wall and begin falling at 2 pixels/frame. Jumping at this time will move him 6 pixels/frame upward, which is the fastest way to gain height.

Ceiling clip

Wall jump into a ceiling. Nothing particularly tricky, the game's just that bad at stopping you. Wall jumps can trivially clip through one or two solid tiles in the way.

It is also possible to clip through three solid tiles, but the player's screen Y position (IWRAM:1E5C) must be 40 or more at the final wall jump that gets you through. This is at the point where the camera won't follow the player upward for at least one frame, and is somehow relevant to clipping through three solid tiles.

Note that floor tiles do not count as ceilings, so platforms that are apparently four tiles thick usually won't block you as it contains 3 solid tiles and 1 floor tile thickness. Also note that spikes count as ceilings, so a spiked platform is as thick as it looks.

Landing lag

An effect where the player is unable to move for a frame upon landing. This is due to the fact the game moved the camera too far, and did not shift the player out of the floor on that frame, stopping movement when the feet are momentarily inside the floor.

To avoid landing lag:

  • Land while the camera isn't moving vertically, either by being near the top or the bottom of the segment.
  • Land toward the end of the current platform you're aiming for
  • Land on a slope
  • Land on an object platform, of the sort seen in intro and volcano stages.

Ground dash

The leg upgrade is needed, found in Stage 7. After tapping left or right, a Dash Ready timer lasts for 20 frames, and a second tap in the same direction will trigger a dash. The dash will last 40 frames at a time.

Ladder dash

After starting Dash Ready from the ground, get to a ladder, catch on to it, and then press and hold left or right. You may need to hold up or down for a few frames so the dash keeps going. This dash will have the character speed across in mid-air, and can also jump out of this dash in mid-air.

Variant: on ladders going down, you can start a dash on the ground above it, and hold down as you pass it. After the first 20 frames of fixed downwards ladder movement you will shoot off the ladder to the side at dash speed. Turning around will stop the mid-air dash, which can be used to get off ladders quicker than jumping off them.


The important pixel for vertical movement and ladders is slightly behind the character's apparent center. Turning around in the air requires two frames of holding left or right.

Early ladder catch

While approaching a ladder from the side, turn around. Up or down can then let you grab on the ladder a few frames early.

Early ledge land

Once in a while, you just barely miss landing on the next ledge. Turning around to face away from it might be just enough to make the landing. It is also sometimes possible to use a lower jump but land sooner, leading to a longer dash distance compared to jumping for a longer time.

Ledge clip

Sometimes, you want to fall past the floor instead. Turning to face toward it will let you fall past it from a few pixels closer than facing away from it.

Additionally, some parts of the terrain has its floor below stop at the ledge, rather than slightly past it. It's these sorts of floors that allows the player to fall through, by turning once more, so that the important pixel, always slightly behind the player's center, is now inside the wall you're falling past. If the floor does not extend there, you will fall through.


Important. It's what loads segments and allows any sort of progress.

Ghost Fall

Get the player down far enough so that the feet is touching or below the camera's bottom edge, just as you load the next segment. This disables vertical terrain collision, so the player will fall endlessly, and if the next segment travels downward, allowing the player to skip by most obstacles on the way.

Without terrain, there are rather few ways to end a Ghost Fall:

  • Lose a life
  • Land on an object platform
  • Use a Flame Charge



Stage Upgrade Reg weapon Reg DMG Reg ammo Chrg weapon Chrg DMG Chrg Ammo
Buster 1 - Charge buster 2 -
Upgraded buster 3 -
Factory Fireblast 3 1 Firedash 5 2
Sky Whirlwind 4 2 Double whirlwind 4 3
Volcano Drill 4 2 Meteor shower 10 4
Ocean Bubbles 3 1 Bubble shield 3
Space Helmet Missile 4 2 Large missile 6 3
Forest Armor 3 stars 3 1 2 boomerangs 6 2
Castle Leg Bouncing spikeball 4 2 2 circling spikeballs 8 4
Broadcast Arm Laser 4 2 Large laser 10 4

The time to charge any weapon is 60 frames, except upgraded Buster, which is 140 frames.

There is no boss weakness. All bosses and enemies take the same damage from all weapons.

All weapons which do 3 damage take 1 ammo. All weapons which do 4 damage takes 2 ammo. The full ammo bar is 11 units.

Helmet upgrade gives the option to exit a stage in the Start Menu. Armor upgrade does nothing, all hits do 1 damage with or without it. Leg upgrade unlocks dash. Arm upgrade unlocks charged boss weapons and upgraded buster.

Flame weapon

A large flame projectile is shot forward. If this projectile exists for a few frames, it produces two smaller projectiles above and below it. All projectiles deal 3 damage, and they will disappear after hitting anything. The larger projectile is what is used to determine whether you can pause or switch weapons, and if removed, you can switch even with smaller projectiles still around.

Its charged shot is not a separate object, it doesn't even produce the Muzzle Flash. It changes the player state, gives the player a new animation, and makes the player invincible while flying forward.

Charged fire (fire dash)

Moves you at 3 pixels per frame, like a dash, but makes you (mostly) invulnerable and can be performed in the air. For this reason it's faster to fire dash across gaps than jumping, which is 2 pixels per frame.

This fire dash preserves whatever the player was doing, and will resume on the frame after the dash ends. For a jump, it will continue its vertical momentum. Regardless of whether you hold A, storing a jump like this will always go to its maximum height unless it has already begun its fall. It will also "snap" to floors and slopes, but unless it began from the ground state, it will stop the instant it reaches a floor tile (slopes don't block movement). Used from the air, after it finishes, it gives the player a standing pose that can be jumped out at any time; from the ground, the mid-air jump is only good on the one frame after the fire dash.


A medium projectile drops down. When it stops at some non-air tile, it will produce a few more damaging sprites above itself. Lasts for a while. All projectiles deal 4 damage, and will continue to exist after dealing damage.

Its charged shot is basically two of these, forward and back. One fewer sprite per projectile is produced, and instead of remaining stationary, will shortly move away. Still only 4 damage.


A projectile whose animation begins small, but grows in size only to shrink back down again. If fired on a floor tile, the projectile will move forward. In the air, it is completely stationary. Deals 4 damage, and will disappear after hitting anything.

The charged shot produces meteors from above, falling leftward until hitting some terrain. These deal 10 damage, and doesn't go away after hitting things. Note that these massive projectiles are likely to cause lag, so knowing some lag management tricks are necessary.


Produces a very slow moving projectile. If it continues to exist for a few frames, a second one is produced. Each of these two deals 3 damage, and will disappear after hitting anything.

Its charged shot produces a useful barrier around the player. The sprite normally has no hitbox, though if it did, it will disappear after hitting anything. It's not the sprite giving protection, but firing the charged shot will set some things to protect the player.

Bubble shield

The shield has 6 hitpoints (address 16B4). Every time you take a hit a 48 frame countdown (address 16B8) is started, during which the shield can't take another hit. After the countdown ends the shield loses one hitpoint. When the shield has 0 hitpoints it disappears.

The delay between hits and the shield's disappearance makes it possible to lose the shield without taking damage.

While the shield is active you can move around like normal but you cannot attack or change weapons. (Unless you use a glitch such as Charge Swap.)

The shield does not protect against spikes, which still do 1 damage.


Creates a missile shot, which though it takes a while to form, does instantly have a damaging hitbox. Once it gets moving, it produces "inert" sprites behind itself which have no hitbox (the smoke trail). The missile deals 4 damage and disappears upon hitting anything. You can switch weapons when the missile is absent but the smoke remains, which gives the smoke a hitbox (they deal 0 damage).

The charged shot is virtually identical to the uncharged variant. The most notable difference is that this charged missile deals 6 damage.


Three stars are shot forward, in a fan pattern. You can switch weapons when the top shot is removed, even when the middle or bottom shots remain. These projectiles deal 3 damage, and will disappear after hitting anything.

Its charged shot produces two relatively quick stars that fly forward then back, each deals 6 damage and won't disappear after hitting something. The most notable feature is that they do not disappear after flying off-screen, and will only go away after they fly their pattern, allowing for hitting enemies significantly far off-screen.


A bouncy spikeball is shot forward, moving back and diagonally upward after hitting the screen edge and continuing to bounce around diagonally after. This deals 4 damage and won't disappear after hitting something. The projectile lasts a very long time.

When charged, a very large spikeball spirals out from where you shot it, with a second one of these, following a similar spiral, appearing after a few frames. These deal 8 damage, and won't disappear after striking an enemy. Considered particularly useful for boss fights.


Shoots a laser projectile forward, with a somewhat large hitbox. It deals 4 damage and won't disappear after hitting an enemy. The projectile thins itself after hitting each enemy.

Its charged shot is a large laser. The player state changes, unable to move but invincible to objects. This rather large laser deals 10 damage to anything it hits and won't disappear from hitting them. Once the laser shot finishes, the player's control is released and is vulnerable to attack again.

Shot Counter glitch

The uncharged laser shot, after hitting enough enemies, will start to decrement the shot counter (address 15DC) even though it doesn't actually remove itself. When the laser finally disappears, it is reduced once more. Most likely, the shot counter is now negative, which has a few effects.

As long as it is not exactly zero, the player can't pause or switch weapons. While it is negative, the player can shoot lasers to move it up toward zero. At that point, weapon swaps become available, even with on-screen lasers. Spikeballs will also use this same counter, allowing for swaps after they come into existence. One known use is to begin charging another weapon before the spikeballs are removed.

After firing a charged laser, the shot counter will be set to zero, ending the glitch.

Boss damage

Bosses have 11 full hitpoints. Every hitpoint has 5 subhitpoints. Damage is applied to the subhitpoints. When they reach 0 or below, full hitpoints are reduced by 1 and subhitpoints are increased by (not set to) 5. Because subhitpoints are increased rather than reset, it is possible to buffer damage from a powerful weapon (such as charged laser) and still have the next hit deal a full damagepoint.

When dealing damage to a boss, no more than one full hitpoint can be reduced per attack, no matter how low subhitpoints are. The minimum number of hits needed to defeat a boss is always 11.

Boss invincibility between hits is 96 frames.

Hero state

It seems the hero's state is determined by the value stored at 0x15f0 in IWRAM. A 0 means he's free to be controlled by the player. Any event that temporarily disables player control (like taking damage, entering an ability capsule or touching a boss room door) changes this to some other value.

Charge Storage

Old title: Glitched charged shot

If you have a charged shot ready, you can release the shot button to fire it at the same frame the action lock is released. You can then press it again on the next frame and you won't lose the charge.

Note that while the charge status is preserved, the charge counter is not. It is not possible to charge a level 3 buster shot any quicker off a glitched charge.

Charge Swap

Pause at the same frame you release a charge. Select a different weapon, and unpause. The original weapon will fire, although the effects of changing the original shot to another weapon's animation functions do unexpected effects.

Note that pausing is disabled for specifically the basic weapon when it is charged. The Glitched charged shot is required to swap from the basic weapon to another.

Basic Flame Whirlwind Dirt spike Bubble Missile Star Spike ball Laser
Basic Charge1 Normal
Basic Charge2 Normal
Flame Normal Normal Normal Normal Normal Normal Normal Normal Normal
Whirlwind Replacement Normal Replacement Replacement
Dirt spike Sticky Meteors Game reset Normal Replacement Sticky Meteors Sticky Meteors
Bubble Normal Fragile Barrier Fragile Barrier Gone Barrier Normal Gone Barrier Fragile Barrier Gone Barrier MurderBarrier
Missile Game reset Dud Dud Dud Dud Normal Dud Game reset Game reset
Star Replacement Replacement Replacement Replacement Normal Replacement
Spike ball Normal Replacement
Laser Frozen Laser Frozen Laser Frozen Laser Frozen Laser Frozen Laser Game reset Frozen Laser Frozen Laser Normal

Game reset

Actually calls the BIOS to do a full reset of the game, complete with the GameBoy Advance logo showing up. If it does something else, the complete reset generally makes these other effects frivolous.


Hitboxes change to those of the target weapon. Graphics often do, as well.

Sticky Meteors

These meteors will exist indefinitely, even after landing, and even after scrolling them offscreen. Phantom duplicates of these meteors will show up if scrolled off-screen far enough, but these don't do anything. There are no known speed uses as of this time. 15DC freezes with a value of 5.

Fragile Barrier

The barrier gains a hitbox, will deal 1 damage to an enemy once, then disappears after hitting an enemy. The barrier still has the full 6 HP, and will protect you even after the barrier sprite vanishes. The advantage is that, once the barrier sprite is gone, weapon swaps are fully available. Hitbox size depends on target weapon.

Gone Barrier

After a rather short time, the barrier just disappears. It still has the full 6 HP, and will protect you even after the barrier sprite vanishes. Without the sprite, weapon swaps are fully available.


A strange barrier that, upon contact with enemies, will instantly erase these enemies. It's not a destruction, as the enemy will not fly apart in shrapnel, will not drop items, and also prevents that specific enemy from respawning when coming back to the area. This also erases the weakpoint of the miniboss, and even bosses will be instantly erased, though this also denies triggers that would advance the game.

Another drawback is 15DC is decremented every time MurderBarrier erases an enemy. If this value is not exactly zero, you can't switch weapons or pause the game. This, and the fact we can't complete the stage by erasing a boss, means there are no known speed uses as of this time.


The shot vanishes. 15DC stays at 1, so you cannot fire again. Flame is an exception that does allow you to fire again and even charge the shot. A charged flame or a charged laser shot resets 15DC to 0.

Frozen Laser

The massive laser does not complete its animation. It will remain solid in place, and never releases the player (though Zook can regain control through other reasons, such as clearing dialog). The player is also immune to objects, as part of the laser attack. 15DC freezes with a value of 2.

For runs that end input early, this can be used as a finisher, as the projectile remains indefinitely and the boss will eventually kill itself on this hitbox block (exception: the hitbox for the basic weapon is temporary). Other than that one spot, there are no other known speed uses.

Action lock release

Sometimes two events that lock the controls can overlap, forcing one of them to override the other. This can happen:

1. with the charged laser: The hero will move for 1 frame after firing it, allowing him to enter capsules (laser ends sooner, forcefully unlocking control) or touch spikes (damage animation ends sooner, unlocking control and retaining invulnerability to objects)

2. being damaged during boss dialogue: this is usually only possible after bypassing the boss door action lock with a charged laser. By standing very close to a boss and then jumping right when his dialogue starts, the hero will be stuck in a jump animation loop, with his hit box changing size as well. This will make he touch the boss' hitbox and take damage and the damage animation will restore control while the dialogue is still on screen.


Miniboss Skip

On the same frame the miniboss would load, destroy an enemy. The game assumes that what you destroyed is the miniboss (as there shouldn't be other enemies when fighting a miniboss), and will shortly load the next segment.

  • Intro - Maybe. There is a flying enemy, but it takes long enough that destroying the miniboss is faster. An alternative is to game over at the miniboss, then kill an enemy with the right position (.bk2) to skip the miniboss, but the game over process takes too long as well.
  • Stage 1 - Maybe. There is an enemy off to the left of the miniboss. Close enough to be around until the miniboss segment. It can be reached with the charged star weapon, but routing suggests Stage 1 should be picked much earlier than Stage 6. Other weapons we'd have in the route by then will not reach.
  • Stage 2 - Yes. There are flying enemies very close to the miniboss. Let them come in, flame charge through them on time with the miniboss segment.
  • Stage 3 - Yes. There is an errant enemy spawn point in the save platform segment. Around the "doorway" of the miniboss room, moving left will spawn this enemy. Shoot it while triggering the miniboss.
  • Stage 4 - Not likely. The nearest enemy is a submarine, who doesn't travel horizontally and is too far away. Any that would travel to the right are all very far away.
  • Stage 5 - Yes. Several enemies spawn very close to the miniboss room. While in the miniboss room, but before the miniboss spawns, travel left, and a missile may spawn. Use something damaging enough on this missile.
  • Stage 6 - Maybe. An enemy spawns at the top of Segment 1, but by the time you'd get there, Segment 2 will have already loaded, and it doesn't spawn that enemy there. The Segment Skip will be needed to bypass the load trigger and spawn the enemy, but the setup for Segment Skip takes too long.
  • Stage 7 - Yes. A flying enemy from the breakable pillar can be lured to the miniboss, and this process is fast enough to save several frames.
  • Stage 8 - Not likely. No enemy loads in the short segment before the miniboss, and none are in range from the segment before that.

Boss Skip

Same concept as the Miniboss Skip -- Destroy a regular enemy when the boss spawns. However, most bosses are behind doors, and this erases all active enemies immediately.

This trick requires that enemies can spawn in the immediate segment the door exists in, which only happens in the final stage.

  • Break the action lock of the door animation with a charged laser so you regain control.
  • Move left for one frame when an enemy is within spawning range of the left border.
  • Destroy that enemy, most likely with charged star, after the boss spawns.

Here are notes on boss re-fights during the end stages:

  • 1st - Not likely. There are enemies in reach of the door, but these enemies vanish the instant the boss segment transitions in. There's no known method for moving enemies outside of their movement routines.
  • 2nd - Done! A high spawning enemy can be shot down with charged Star.
  • 3rd - Not likely.
  • 4th - Done! Although enemies spawn too far away to remain existing, there is one that, with a well-timed jump facing left, you can fall far enough to trigger its movement to the right. It moves very fast, so a method to delay it after it starts moving will be needed.
  • 5th - Done! There is a ground enemy that moves toward the wall under the door. It is possible to delay this enemy even with basic shots until the boss segment loads. Parts of the old wall then unloads, allowing the enemy to approach further and take more basic shots.
  • 6th - Done!
  • 7th - Done!
  • 8th - Done!

Of note, the intro boss can also be skipped. Without a door, enemies will not disappear. Luring a flying enemy to the intro boss will allow a skip in a way similar to the Miniboss Skip.

Segment Skip

Leave the stage after encountering a miniboss, before destroying it. The next enemy you destroy will be treated as though you won against a miniboss, and the current segment is skipped, preserving camera's position in the new segment relative to the top-left corner. An example in Stage 6 means one can skip the first segment, appear at the top of the second segment which requires a lot of climbing, then almost instantly reach the third segment from there.

The two known ways to leave a stage is to either get the head upgrade and use that, or get a game over against the miniboss. However, the time it takes to get to the miniboss from the start of the stage generally takes a while, and while the game over can be done starting from the save platform, there's no known way to fall to your death in the six stages where a save platform is present. As the known set-ups for the skip takes longer than the skip itself, there's no use for this skip as of this time.

Get rid of boss particles sooner

After a boss dies, 8 particles fly off in different directions. Only after they disappear well off-screen will the player advance to the next stage. Keep the camera as closely centered to where the boss died as possible until the particles go away, then jump up the wall to leave sooner.

A special mention is to be made for the Stage 2 boss. As luck would have it, the 11th hit is just as it flies off-screen upward. Follow the boss upward far enough to prevent it from teleporting to the next part of the attack and make the final hit there. If the boss was destroyed high enough, and the player is back on the ground, all 8 particles will disappear immediately, letting the player leave much earlier.

Frame Rules

  • 2 - Player invincibility time after being hit
  • 4 - Animations
  • 8 - Boss dialog
  • 9 - Falling cycle
  • 32 - Item drop cycle

The frame rule is an effect where an event will last a variable amount of time simply depending on when it is triggered, except for Falling cycle which depends from where Zook starts falling. There are no significant factors other than the game's internal frame counter. Clearing the boss dialog might end up taking exactly the same amount of time even though you got there 7 frames earlier, but save just one more frame, and that one frame is worth eight, as the frame rule is met.

Note that lag will delay the internal frame counter, so if one non-lag frame needed to be saved to beat the frame rule, but the action to save that non-lag frame causes 2 frames of lag, the frames saved will be the entire size of the frame rule, minus the lag gained. Also note that removing lag without losing pace are savings that will stick.


There's an array of 60 structures starting at 0x1DE4 in IWRAM, they represent all the objects in the game that are on screen. Including the HUD. These object structures are 0x74 bytes each.

0-9: Zook and HUD
10-29: Projectiles
30-59: Enemies and collectibles. (Also minibosses and bosses are stored here)

The structure can be broken down as follows:

Offset Name Size (bytes) Notes
0x0000 offset x 4 Relative to left edge of screen
0x0004 offset y 4 Relative to top edge of screen
0x0008 sprite index 2 Existence (other than player), hitbox, and appearance
0x000A sprite map 2
0x000C (bool) is facing left 2
0x000E sprite related index 2
0x0010 animation frame 2 Affects what offset 0x0008 (sprite index) becomes
0x0012 state 2
0x0014 entity 2
0x0016 action timer 2
0x0018 action id 2
0x001A something sprite data index 2
0x001C field_1C 2
0x001E field_1E 2
0x0020 field_20 4
0x0024 field_24 4
0x0028 enemy number 2 For determining which spawn point is occupied
0x002A field_2A 2
0x002C hp 4 Enemy HP
0x0030 field_30 4
0x0034 field_34 4
0x0038 field_38 4
0x003C field_3C 4
0x0040 sprite related count 4
0x0044 field_44 4
0x0048 damage enemy will take 4 Player projectile power
0x004C friend object 1 4 Minibosses are made of multiple objects
0x0050 friend object 2 4
0x0054 friend object 3 4
0x0058 invulnerable timer 4 Regular and minibosses; note bosses use something else
0x005C field_5C 4
0x0060 field_60 4
0x0064 field_64 4
0x0068 field_68 4
0x006C field_6C 4
0x0070 (pointer) some iwram address 4 Graphics related pointer

Item drops

Item drops in this game are predetermined, based on the current active frame. This active frame counter is read from IWRAM Address 0x17A0, with that value then bitwise AND operated with 0x1F (31 in decimal). This leads to a total of 32 possible values that can be read by the drop array (0-31).

The drop array is stored in ROM at address 0x3E8880. This array contains 32 indexes, with values ranging from 0-7. The array can be broken down into the following table:

Value Indexes Item Probability Notes
0 0,2,4,8,10,15,20,23,25,28,30 Nothing 11/32 (34.375%) Fewer objects might mean less lag
1 1,14,19 Small Health Refill 3/32 (9.375%) +2 HP
2 3,9,18,22 Medium Health Refill 4/32 (12.5%) +5 HP
3 6,13,29 Health Tank 3/32 (9.375%) Stored in pause screen, caps out at 9, +11 HP
4 5,12,17,31 Small Energy Refill 4/32 (12.5%) +2 Ammo
5 7,11,21,26 Medium Energy Refill 4/32 (12.5%) +5 Ammo
6 24,27 Energy Tank 2/32 (6.25%) Stored in pause screen, caps out at 9, +11 Ammo
7 16 Extra Life 1/32 (3.125%) Your usual extra life thing, caps out at 9

Useful tools

Team 1's main script - hitboxes, HP, drops, positions, and field of view.
Team 4's terrain script
Team 4's hitboxes script
Team 4's general script- RAM watch alternative, object stats, positions, drops
Team 4's externalized display script - Terrain and hitboxes in wide field of view

Contest banter

This game was featured in the Dream Team Contest 6. Before each of these competitions teams usually tease each other or make up discoveries they have made, and post them in the relative game resource page. To see how the page looked like before contest end, click here.