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#41200587436203099 - Zook Man ZX4 - Stage 6 boss resynced

ZM_s6bossresync.bk2
In 18:02.520 (64656 frames), 49676 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
864 downloads
Uploaded 8/21/2017 11:06 AM by ThunderAxe31 (see all 111)

#41075492079465860 - Zook Man ZX4 - Stage 1 resynced

ZM_s1resync.bk2
In 18:02.900 (64679 frames), 41390 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
1092 downloads
Uploaded 8/15/2017 7:53 PM by ThunderAxe31 (see all 111)
Stage 1 resynced after the 8 frames improvement by keylie.
Desyncs again in Stage 4.

#41072449694102450 - Zook Man ZX4 - 12 frames saved in Stage 6

ZM_s6-12f.bk2
In 18:02.890 (64678 frames), 41266 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
799 downloads
Uploaded 8/15/2017 4:36 PM by ThunderAxe31 (see all 111)
desyncs during boss fight

#41044666424971713 - Zook Man ZX4 - Stage 6 clear, stage select in 56280

ZM_s6in56280.bk2
In 18:03.040 (64687 frames), 40301 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
817 downloads
Uploaded 8/14/2017 10:34 AM by ThunderAxe31 (see all 111)
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.

#40976705756716878 - Zook Man ZX4 - RNG Overlay

ZM_RNG.lua
978 downloads
Uploaded 8/11/2017 9:07 AM by ThunderAxe31 (see all 111)
Simple scripts that shows on screen all next item drops.

#40645961964258621 - ZM failed Shot Counter Glitch

wind glitch test.bk2
In 00:06.010 (359 frames), 27540 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
857 downloads
Uploaded 7/27/2017 11:38 AM by ThunderAxe31 (see all 111)
Quick movie demonstrating that triggering the Shot Counter Glitch is impossible with Wind weapon.

#40367719150286620 - Zook Man ZX4 - 17 frames in Stage 3, segment 2 (desync)

ZM_-17fs3seg2.bk2
In 17:44.050 (63553 frames), 20783 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
861 downloads
Uploaded 7/14/2017 10:53 PM by ThunderAxe31 (see all 111)
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.

#39805954703397206 - PSX Wild Arms (USA) speed hud

PSX Wild Arms (USA) speed hud.lua
1063 downloads
Uploaded 6/19/2017 3:43 PM by ThunderAxe31 (see all 111)
Script showing on screen speed values

#39785524240996114 - PSX Wild Arms dash test 1

PSX Wild Arms dash test 1.bk2
In 01:53.070 (6704 frames), 712 rerecords
Game: Wild Arms ( PSX, see all files )
1017 downloads
Uploaded 6/18/2017 5:38 PM by ThunderAxe31 (see all 111)
getting to talk to the major as fast as possible

#39122375574814107 - Ape Escape - direction and speed hud

Ape Escape - direction and speed hud.lua
Game: Ape Escape ( PSX, see all files )
801 downloads
Uploaded 5/19/2017 8:52 PM by ThunderAxe31 (see all 111)
Script I made that shows on game screen direction and speed values of last and priors frames. This will make micro optimizations much easier.
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