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User movie #38899122092553167

#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 (238 files)
For GBA Zook Man ZX4 (141 files)
In 05:13.84 [18745 frames], 3923 rerecords)
2069 views, 66 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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#343: No problems in segment 10
By ThunderAxe31 On 2017-05-10 08:11:25
I just looked in and done some tests, and the 3 frames delay in segment 10 happens just because the jump at the end of segment 9 makes to load the next segment earlier. So there are no frames losed, but rather "shifted".

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