TASVideos

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

Movies for GBA Zook Man ZX4


#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 (150 files)
For GBA Zook Man ZX4 (48 files)
In 10:16.1 [36798 frames], 5815 rerecords)
33 views, 2 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.

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#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 (150 files)
For GBA Zook Man ZX4 (48 files)
In 10:16.27 [36808 frames], 5539 rerecords)
29 views, 2 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.

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#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 (150 files)
For GBA Zook Man ZX4 (48 files)
In 10:16.33 [36812 frames], 5163 rerecords)
75 views, 10 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.

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#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 (150 files)
For GBA Zook Man ZX4 (48 files)
77 views, 4 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.

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#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 (150 files)
For GBA Zook Man ZX4 (48 files)
84 views, 6 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.

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#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 (150 files)
For GBA Zook Man ZX4 (48 files)
In 08:18.36 [29766 frames], 5065 rerecords)
140 views, 11 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.

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#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 (150 files)
For GBA Zook Man ZX4 (48 files)
In 06:29.33 [23254 frames], 4815 rerecords)
128 views, 8 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.

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#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 (150 files)
For GBA Zook Man ZX4 (48 files)
In 06:29.35 [23255 frames], 4408 rerecords)
134 views, 8 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.

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#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 (150 files)
For GBA Zook Man ZX4 (48 files)
In 05:13.84 [18745 frames], 3923 rerecords)
156 views, 11 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.

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#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 (42 files)
For GBA Zook Man ZX4 (48 files)
In 05:14.26 [18770 frames], 3517 rerecords)
135 views, 11 downloads
Desyncs during the boss battle due to damage and animation frame rules.
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#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 (150 files)
For GBA Zook Man ZX4 (48 files)
In 05:14.38 [18777 frames], 3343 rerecords)
155 views, 7 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.

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#38787806393105666 - Zook Man ZX4 - Screen Spawn Radar
ZM_ScreenSpawnRadar.lua (4.36kB Lua script)
Uploaded 2017-05-04 19:15:16 by ThunderAxe31 (42 files)
For GBA Zook Man ZX4 (48 files)
164 views, 10 downloads
Based on FatRatKnight's ExternalRadar script.

It's a light script that enlarges game screen to show spawning borders and spawning positions without having to create a new window.

I'm sure I could write an even ligher script by writing from scratch, if you need it just ask me and I'll do it.

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#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 (150 files)
For GBA Zook Man ZX4 (48 files)
186 views, 8 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.

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#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 (150 files)
For GBA Zook Man ZX4 (48 files)
179 views, 9 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.

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#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 (150 files)
For GBA Zook Man ZX4 (48 files)
In 01:43.92 [6207 frames], 684 rerecords)
193 views, 8 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.

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#38755128054343687 - Zook Man ZX4 - stage 7: 37 frames saved by miniboss skip
ZM_s7miniboss_skip.bk2 (11.7kB bk2 movie [GBA])
Uploaded 2017-05-03 07:56:03 by FatRatKnight (150 files)
For GBA Zook Man ZX4 (48 files)
In 05:14.44 [18781 frames], 2947 rerecords)
190 views, 9 downloads
f16207 *** STAGE 7 ***
f17161 Segment 0: 954
f17975 Segment 1: 814
f18502 Segment 2: 527 (T4:501 ; T7:565)
f18712 Segment 3: 210 (T4:106 ; T7:200)
f18781 Segment 4: 69 (T4:236 ; T7: 69)

Segments 2 to 4 in 806 frames. This is 37 frames off of Team 4's no skip, and 28 frames off of Team 7's skip. Also, one laser shot is far less costly than 2 laser charges, so that's another plus over Team 4.

Did not attempt to optimize a version of Team 7's route through, that is, "glue" myself to the right edge of the screen and navigate that way. Might get the helicopter going to the right earlier. Might be too much damage before that slowing us down. Camera will also be worse at the miniboss room by probably 30 pixels, though that might not affect time.

Note that this file delays 24 frames at stage select so I didn't have to get here re-manipulating luck. If an 8-frame rule is saved in Stage 8, this means a delay of 32 frames, except it wraps to 0 delay as the item drops are on a 32 frame cycle. In a sense, this delay is an optimistic one, expecting precisely one frame rule saved (or five, nine, thirteen...).

I really need to keep track of credits for each stage...
Intro: Team 4's movie as base, plus some optimizations from... Someone, and a skip by... Someone else.
Stage 8: Team 4's movie.
Stage 7: Team 4's movie, implementing a skip from Team 7.

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#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 (150 files)
For GBA Zook Man ZX4 (48 files)
190 views, 11 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).

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#38688648943863044 - ZMZX4 Show enemy spawns v1
Zook_draw_enemy_spawns.lua (1.81kB Lua script)
Uploaded 2017-04-30 08:04:50 by Dacicus (3 files)
For GBA Zook Man ZX4 (48 files)
160 views, 12 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.).
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#38674058536568982 - Zook Man ZX4 unlock MurderBarrier
ZM_Unlock_MurderBarrier.bk2 (56.0kB bk2 movie [GBA])
Uploaded 2017-04-29 16:18:38 by ThunderAxe31 (42 files)
For GBA Zook Man ZX4 (48 files)
In 00:33.27 [1987 frames], 0 rerecords)
185 views, 10 downloads

BK2 begins from savestate

stuff
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#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 (42 files)
For GBA Zook Man ZX4 (48 files)
In 04:25.67 [15868 frames], 4157 rerecords)
215 views, 13 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.
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#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 (3 files)
For GBA Zook Man ZX4 (48 files)
In 00:28.83 [1722 frames], 1 rerecord)
208 views, 17 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.
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#38610267158570522 - Zook Man ZX4 - Stuck in Stage 8 once again.
ZM_AddedStage8Again.bk2 (9.56kB bk2 movie [GBA])
Uploaded 2017-04-26 19:21:42 by FatRatKnight (150 files)
For GBA Zook Man ZX4 (48 files)
In 04:25.67 [15868 frames], 2686 rerecords)
229 views, 11 downloads
Well, we did the boss skip in intro. Nifty.

Stage 8 syncs like a dream. Except the boss. The dialog frame rule is out of sync by 4 frames now, which is to be expected after the animation 4-frame rule locked in our entry. I have consumed these 4 frames waiting at the door instead, so the boss syncs too.

This has the 3 frames for taking the second ladder route through Segment 3 in Stage 8. We need another frame, and some way to carry these three all the way to the end (they are discarded at the ladder after miniboss), and we'll beat another frame rule.

Doing this in case someone wants to poke about Stage 8 instead of intro all the time.

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#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 (48 files)
182 views, 12 downloads
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#38597559581868308 - Zook Man ZX4 - Optimized intro boss skip.
ZM_Introin7149.bk2 (4.63kB bk2 movie [GBA])
Uploaded 2017-04-26 05:37:36 by FatRatKnight (150 files)
For GBA Zook Man ZX4 (48 files)
In 01:59.73 [7151 frames], 2656 rerecords)
242 views, 21 downloads
f01011 *** STAGE 0 ***
f03277 Segment 0:2266
f04060 Segment 1: 783
f04186 Segment 2: 126
f04465 Segment 3: 279
f06680 Segment 4:2215
f06845 Segment 5: 165
=== END OF STAGE 0 (Frames: 5834) ===

Mostly optimized, anyway. Probably a few frames to get in there, though. May need to get ourselves higher on that last walljump

We never see the boss. Just gone instantly.

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#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 (3 files)
For GBA Zook Man ZX4 (48 files)
In 02:02.84 [7337 frames], 2478 rerecords)
195 views, 15 downloads
This is unoptimized past the point in the previous file by Tompa and ThunderAxe31, but it's meant to show the concept working.
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#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 (42 files)
For GBA Zook Man ZX4 (48 files)
In 02:13.86 [7995 frames], 2467 rerecords)
229 views, 12 downloads
Resynced movie after 1 frame improvement by Tompa, but the final stage completion time resulted unchanged due to a frame rule.
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#38589409826121330 -
ZM_Intro 1 frame faster to miniboss.bk2 (2.63kB bk2 movie [GBA])
Uploaded 2017-04-25 20:49:05 by Tompa (37 files)
For GBA Zook Man ZX4 (48 files)
In 00:55.62 [3322 frames], 2404 rerecords)
219 views, 12 downloads
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#38588774020402943 - Zook Man ZX4 - Inserted Team 4's Stage 8, with minor change
ZM_Stage8_Insert.bk2 (10.2kB bk2 movie [GBA])
Uploaded 2017-04-25 20:07:51 by FatRatKnight (150 files)
For GBA Zook Man ZX4 (48 files)
In 04:39.75 [16709 frames], 1105 rerecords)
230 views, 12 downloads
f08322 *** STAGE 8 ***
f09003 Segment 0: 681
f09231 Segment 1: 228
f10034 Segment 2: 803
f10184 Segment 3: 150 (T7:162 T4:165)
f10317 Segment 4: 133 (T7:133 T4:121)
f11107 Segment 5: 790
f11229 Segment 6: 122
f11893 Segment 7: 664 (T4:661)
f12024 Segment 8: 131
f12924 Segment 9: 900
f13310 Segment10: 386
f13556 Segment11: 246
f16111 Segment12:2555
=== END OF STAGE 8 (Frames: 7789) ===

Apparently this run is largely independent of item drops, so we beat the boss with 1 HP left.

If we can save that lag frame in the intro without losing the frame rule, this stage should sync exactly as before. Actually, this stage is proving sync stable.

The one change was to take the ladder down instead of ledge clip in the middle of Segment 3. Apparently, this is 3 frames faster than Team 4. The saved frames were thrown away intentionally at the ladder after the miniboss, marked with Select presses, to sync the remainder of the stage.

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#38580741584600060 - Zook Man midboss 0 skip (useless)
ZM_midboss0skip.bk2 (38.8kB bk2 movie [GBA])
Uploaded 2017-04-25 11:26:57 by ThunderAxe31 (42 files)
For GBA Zook Man ZX4 (48 files)
In 00:05.06 [302 frames], 122 rerecords)
235 views, 10 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.

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#38548674155850191 - Zook Man ZX4 - Intro cleared in f7993
ZM_Introin7993.bk2 (5.20kB bk2 movie [GBA])
Uploaded 2017-04-24 00:47:21 by FatRatKnight (150 files)
For GBA Zook Man ZX4 (48 files)
In 02:13.86 [7995 frames], 634 rerecords)
263 views, 15 downloads
One extra lag frame during segment transition after the Ghost Fall and jumping off that object platform. Otherwise, it's a clean improvement.

Any ideas on that lag frame, anyone?

I base the name on what frame we can input something on the stage select, by the way.

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#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 (42 files)
For GBA Zook Man ZX4 (48 files)
In 24:52.19 [89125 frames], 127652 rerecords)
258 views, 14 downloads
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#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 (150 files)
For GBA Zook Man ZX4 (48 files)
In 00:23.69 [1415 frames], 48 rerecords)
245 views, 12 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.

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#38527750923366219 - Zook Man ZX4 - Charge Swap glitch
ZM_ChargeSwap.bk2 (4.99kB bk2 movie [GBA])
Uploaded 2017-04-23 02:10:27 by FatRatKnight (150 files)
For GBA Zook Man ZX4 (48 files)
In 01:44.06 [6215 frames], 548 rerecords)
251 views, 9 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.

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#38527472110526427 - Zook Man ZX4 - Infinite climb
ZM_InfiniteClimb_Ascend.bk2 (3.55kB bk2 movie [GBA])
Uploaded 2017-04-23 01:52:22 by FatRatKnight (150 files)
For GBA Zook Man ZX4 (48 files)
In 00:41.0 [2449 frames], 358 rerecords)
243 views, 11 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.

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#38526470558858773 - Zook Man ZX wrong warp and crash
ZMZX4WrongWarpCrash.bk2 (42.2kB bk2 movie [GBA])
Uploaded 2017-04-23 00:47:25 by ThunderAxe31 (42 files)
For GBA Zook Man ZX4 (48 files)
In 00:37.5 [2240 frames], 125 rerecords)
249 views, 21 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.
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#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 (42 files)
For GBA Zook Man ZX4 (48 files)
In 25:18.85 [90717 frames], 54213 rerecords)
288 views, 13 downloads
Movie file crafted by secret team "The Undecideds" during DTC6 by ThunderAxe31, BoboTheKing, DrD2k9, Dooty & Dacicus.
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#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 (42 files)
For GBA Zook Man ZX4 (48 files)
In 23:20.16 [83628 frames], 78839 rerecords)
289 views, 30 downloads
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#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 (42 files)
For GBA Zook Man ZX4 (48 files)
In 23:23.47 [83826 frames], 112446 rerecords)
273 views, 21 downloads
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#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 (42 files)
For GBA Zook Man ZX4 (48 files)
In 24:27.63 [87658 frames], 58583 rerecords)
269 views, 17 downloads
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#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 (42 files)
For GBA Zook Man ZX4 (48 files)
In 24:27.73 [87664 frames], 75891 rerecords)
271 views, 17 downloads
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#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 (42 files)
For GBA Zook Man ZX4 (48 files)
In 24:51.56 [89087 frames], 51838 rerecords)
274 views, 19 downloads
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#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 (42 files)
For GBA Zook Man ZX4 (48 files)
In 26:36.89 [95378 frames], 24521 rerecords)
276 views, 21 downloads
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#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 (42 files)
For GBA Zook Man ZX4 (48 files)
In 27:43.4 [99351 frames], 55414 rerecords)
286 views, 17 downloads
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#38508617604349368 - Zook Man ZX4 - External Radar script
ZM_ExternalRadar.lua (14.2kB Lua script)
Uploaded 2017-04-22 05:29:39 by FatRatKnight (150 files)
For GBA Zook Man ZX4 (48 files)
251 views, 18 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.

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#38508546028174499 - Zook Man ZX4 - Basic script
ZookManZX4.lua (19.5kB Lua script)
Uploaded 2017-04-22 05:25:00 by FatRatKnight (150 files)
For GBA Zook Man ZX4 (48 files)
250 views, 15 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.

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#38508487412195834 - Zook Man ZX4 - Hitboxes reveal script
ZM_HitBox.lua (6.66kB Lua script)
Uploaded 2017-04-22 05:21:12 by FatRatKnight (150 files)
For GBA Zook Man ZX4 (48 files)
251 views, 19 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.

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#38508373147113065 - Zook Man ZX4 - Terrain Tiles painter
ZM_TileOverlay.lua (10.1kB Lua script)
Uploaded 2017-04-22 05:13:47 by FatRatKnight (150 files)
For GBA Zook Man ZX4 (48 files)
247 views, 20 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!

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#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 (150 files)
For GBA Zook Man ZX4 (48 files)
299 views, 16 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.

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