TASVideos

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

FatRatKnight's movies:


#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 12:49.98 [45989 frames], 11631 rerecords)
58 views, 6 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.

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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 05:22.0 [19232 frames], 11539 rerecords)
43 views, 5 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.

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#39817567337374487 - GBA F-Zero: Maximum Velocity - First track opener in 23"65
FZMV_gpPM_Opener2365.bk2 (6.13kB bk2 movie [GBA])
Uploaded 2017-06-20 04:16:08 by FatRatKnight (170 files)
For GBA F-Zero: Maximum Velocity (17 files)
In 00:54.93 [3281 frames], 3020 rerecords)
89 views, 7 downloads
I just can't keep away from TASing this lap, can I? 23"65, down from 24"21, a good 0"56 removed. Mid-23s as predicted by our RTA speedrunners. Take my advice, taking advice from people who knows things can often show good results. Still not sure if I'm in a good position for the curve ahead, but at least I made sure not to sacrifice speed after the second speed arrow.

I was having trouble slowing down, but then I realized the perfect slowdown. Those things that slow you down on either side simply affect your position, and have no effect on your momentum or velocity. Therefore, I find these things to be a nice boon in this case. Could I have taken a bump earlier? Possibly, but this one extra bump has already shown nice results. I've also ended up taking other paths on the end of this lap, curious how many frames are left to find here. Wonder how much more this bump can push us.

Was interesting to see my script indicating I was past the 20 frame range I set of where my ghost was.

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#39811476720084480 - GBA F-Zero: Maximum Velocity - Nicer positions tracker.
FZMV_BizHawk_v6.lua (29.1kB Lua script)
Uploaded 2017-06-19 21:41:09 by FatRatKnight (170 files)
For GBA F-Zero: Maximum Velocity (17 files)
77 views, 4 downloads
A bunch of changes here. The script will record to a file in text format. This is because the way BizHawk is set up, it is impossible to maintain lua variables, such as the position history, when merely switching from one movie to another. A persistent file might be useful for other reasons, so it's probably good I made one to begin with. Note the list of frames in file isn't necessarily sorted in order.

Also, I'm now displaying ghost trails. In the past and the future. The ghost Xes will also show everyone, not just the player, and will be darkened if it is identical to the immediate current position. This is probably a better way to indicate changes in CPU position than the confusing list I was displaying before. As for the trails, they look pretty, though sometimes I ended up confused on whose trail went to what.

I hope this is a fun script to use. Oh, and useful, of course.

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#39755008283628226 - GBA F-Zero: Maximum Velocity - First track opener in 24"21
FZMV_gpPM_Opener2421.bk2 (6.23kB bk2 movie [GBA])
Uploaded 2017-06-17 08:39:08 by FatRatKnight (170 files)
For GBA F-Zero: Maximum Velocity (17 files)
In 00:55.77 [3331 frames], 2568 rerecords)
146 views, 10 downloads
Once again, I'm doing something right. Opener lap done in 24"21. Unassisted WR opener is 24"39.

Though, whether I drove nicely for the next curve ahead is another question. If not, it just means we shouldn't expect it to remain 24"21. There may still be a few mistakes in there, though. I just TASed a part and don't really want that to go to waste.

Starting bumps got me to 450-ish, and the one just before the jump got to 593. I've seen 600, but wasn't able to replicate that in this run. The other times the CPU appeared all did not look convenient to take more bumps, and TASing this still didn't give me ideas on how to script up predictions.

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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 12:50.55 [46023 frames], 11249 rerecords)
91 views, 5 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.

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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 12:50.5 [46020 frames], 11125 rerecords)
92 views, 6 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.

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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 12:50.68 [46031 frames], 10402 rerecords)
87 views, 7 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.

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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 12:09.13 [43549 frames], 9612 rerecords)
87 views, 6 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.

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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 10:55.9 [39175 frames], 8395 rerecords)
92 views, 6 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.

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#39660220375676218 - GBA F-Zero: Maximum Velocity - Changes tracker
FZMV_BizHawk_v5.lua (23.3kB Lua script)
Uploaded 2017-06-13 02:12:03 by FatRatKnight (170 files)
For GBA F-Zero: Maximum Velocity (17 files)
138 views, 6 downloads
This script now records positions and whether things exist. After playing parts of the run, rewind and do different things. The script will state whether things existed or not, and if they did, whether they changed position from the last time it got to that frame. The script will dumbly record into its memory every time you go back over a part, so if you just rerun the new input again, it will claim everything is present or absent exactly as they were.

The purpose, mainly, is so we can more easily tell if the CPU did something different when doing random crud.

Oh, and I changed the order of the player ghost functions. It'll record your new position after displaying what it has. Previously, it recorded, then displayed the recording, which will always coincide with the player's immediate position. At least this way, if you leave the ghost recorder on, that you can see the immediate local changes you're making, though it really isn't smart. Thanks to core resets killing lua variables, and one being triggered every time you play a new movie, cross-movie checks with this type of ghost stuff are impossible without file IO.

I do need a better frame detection (it doesn't like start of races). I also need a better way to detect whether a thing exists.

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#39633420164284248 - FZMV: Pawn 5 Training Jet Vermillion opener (446 km/h at 3"45)
FZMV_P5t_JV_OpenerTry.bk2 (5.21kB bk2 movie [GBA])
Uploaded 2017-06-11 21:14:02 by FatRatKnight (170 files)
For GBA F-Zero: Maximum Velocity (17 files)
In 00:32.15 [1920 frames], 1241 rerecords)
154 views, 8 downloads
SRAM uses Type 5 controls. I make no claim that this is the best opener, I'm fooling around trying to figure things out.

It jumps to 408 km/h when the clock is visibly 0'03"43, and to 446 at 0'03"45 on the next frame. I'm not entirely certain what's going on. It looks like a double hit to me, although Power only drops once.

The Wind Walker CPU in Training hasn't had any obvious speed boost from me hitting the wall or anything, so I fooled around and tried to snake to reduce my true speed forward after a rocket start, but without hitting the wall. If things are different in Grand Prix, I will take a look there.

The list of five numbers in my current script show, after messing about, that the Wind Walker CPU reaches the same lap segment after the same number of frames, after a few random actions on my part.

This "good hit" was apparently frame perfect to get. One too many or one too few frames of my leftward strafing did not get anywhere close to the 446. I may want to study the collision radius for a bit and see what I come up with. Is this the effect we want, or am I looking somewhere else?

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#39613258382101835 - GBA F-Zero: Maximum Velocity - Jump duration and basic ghost record.
FZMV_BizHawk_v4.lua (20.9kB Lua script)
Uploaded 2017-06-10 23:26:32 by FatRatKnight (170 files)
For GBA F-Zero: Maximum Velocity (17 files)
159 views, 8 downloads
You know, since I have a nifty radar display, I figured it wouldn't hurt to record player positions. Also, added one more number right below the durability and lap progress numbers. All the fanciness of height and vertical velocity, and it really boils down to one number: How much longer until you land. Mind, I only report the longest possible time left, when holding down the whole time.

As I haven't figured out code for detecting user input while paused (I will refuse a solution requiring an active loop), you need to hold the key and advance a frame to toggle record mode. For now, I have it keyed to M, but of course change it as needed.

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#39588206189133248 - GBA F-Zero: Maximum Velocity - Slightly better detection.
FZMV_BizHawk_v3.lua (18.1kB Lua script)
Uploaded 2017-06-09 20:21:52 by FatRatKnight (170 files)
For GBA F-Zero: Maximum Velocity (17 files)
154 views, 9 downloads
Well, I pick different numbers for that list of five numbers on the right side of the radars. Now it specifies that lap segment thing, so you can tell if something suddenly appeared ahead. It also changes the colors used for the background of those numbers in case it's a mine.

Other thoughts include calculating jump time, but that's for later.

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#39484842602326983 - GBA F-Zero: Maximum Velocity - Nifty grid lines! (lua)
FZMV_BizHawk_v2.lua (13.5kB Lua script)
Uploaded 2017-06-05 04:38:39 by FatRatKnight (170 files)
For GBA F-Zero: Maximum Velocity (17 files)
199 views, 15 downloads
Complicating my script some. I hope my organization works out.

Left side, static display:

  • Top of display is north
  • Green line for momentum, purple line for facing
  • Crosshairs for where machines are located
  • Grid line underlay!

Right side, rotating display:

  • Top of display toward player facing
  • Green line for momentum, small grey cross for north
  • Crosshairs for where machines are located

Didn't want to work out rotating grid lines. At least, not yet. I've aligned the grid lines with what I suspect to be how the game tiles things.

And it has a few other things, I suppose. Some stats on the right are seen, some basic thing with machine data or something.

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#39461909507580773 - GBA F-Zero: Maximum Velocity - LuaHawk display tryout
FZMV_BizHawk_v1.lua (8.79kB Lua script)
Uploaded 2017-06-04 03:51:26 by FatRatKnight (170 files)
For GBA F-Zero: Maximum Velocity (17 files)
190 views, 15 downloads
Facing and momentum compass on the lower left.
Rival radar on the lower right.
Various RAM Watch alternatives and minor calculations in various places on the screen.

This is a start. Not sure how helpful the visuals are, but the visuals should hopefully give a decent idea. I use hexadecimal in a lot of places, considering how many important things are apparently nicely divisible by 256, but if those aren't liked, look through the various string.format scattered about and change that X to a d. Or ask me to do that for you and re-upload, I suppose.

I have a soft spot for hexadecimal. Easier for me to remember 0000, 4000, 8000, and C000 for the compass points rather than 0, 16384, 32768, and 49152. So clean.

Anyway, hopefully this script is a nice enough starting point. Some things from an older VBA script was used.

Before I forget, the rival radar has a minor glitch. Namely, I restrict the viewing area to a square, and then rotate it. Whoops, the rotation spins my square around. I really should rotate, then trim to within the square...

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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 10:56.18 [39192 frames], 7923 rerecords)
144 views, 12 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).

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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 10:15.56 [36766 frames], 6890 rerecords)
157 views, 13 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.

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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 10:15.6 [36768 frames], 6706 rerecords)
148 views, 8 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.

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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 10:15.81 [36781 frames], 6036 rerecords)
157 views, 12 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.

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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 10:16.1 [36798 frames], 5815 rerecords)
178 views, 13 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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 10:16.27 [36808 frames], 5539 rerecords)
180 views, 12 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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 10:16.33 [36812 frames], 5163 rerecords)
215 views, 18 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 (170 files)
For GBA Zook Man ZX4 (59 files)
214 views, 12 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 (170 files)
For GBA Zook Man ZX4 (59 files)
214 views, 15 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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#39104462224501020 - SNES Push-Over - Script to skip transitions. (fix)
PushOver_AVskipTransitionsv2.lua (2.69kB Lua script)
Uploaded 2017-05-19 01:30:40 by FatRatKnight (170 files)
For SNES Push-Over (2 files)
238 views, 17 downloads
Version 2 is out! Now with fewer errors!
... I sort of used the wrong name for a particular function. Error fixed! Just about the entire version log, really.

So, with 50% fewer known errors (and who knows how many fewer unknown errors), I hope this script can be used and with no need to fiddle with the internals.

Run script, preferably before a few hundred thousand frames passed (running it after that time should quit the script immediately, an error I don't plan to fix without a sufficient reason explained for the fix), then run whatever video capturing stuff you encoders do for TASes. Should remove a total just under 15 and a half minutes of transitions.

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#39098377862509653 - SNES Push-Over - Script to skip transitions.
PushOver_AVskipTransitions.lua (2.61kB Lua script)
Uploaded 2017-05-18 18:56:06 by FatRatKnight (170 files)
For SNES Push-Over (2 files)
237 views, 15 downloads
I request an encoder takes a look at this script and tries stuff. For use with BizHawk while running (SNES) Push-Over and a TAS of it, and creating a video file of it.

The basic idea is to get rid of screen transitions, and the address I found seems to indicate the moments where the game screen is visible and G.I. Ant can be seen going through doors. I've ran the test function and I can't find any errors in the logic I used, and this address really does look like this magic screen transition detection value.

This script is intended for encoder use. I don't really touch encoding myself, so I'm hoping the script works fine fresh off this page. Might be jarring that it goes straight from G.I. Ant going in one door and immediately the screen's at the other door he's going out of.

Enough explanation. Here's hoping it works as advertised, and all you have to do is run BizHawk, this script, and activate whatever encoding function is necessary to produce some kind of media file.

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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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 08:18.36 [29766 frames], 5065 rerecords)
284 views, 16 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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 06:29.33 [23254 frames], 4815 rerecords)
264 views, 15 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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 06:29.35 [23255 frames], 4408 rerecords)
263 views, 10 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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#38961323354343426 - (GBA) Mario Golf: Advance Tour, Neil until Marion Hole 11.
MarioGolf_NeilR.bk2 (12.9kB bk2 movie [GBA])
Uploaded 2017-05-12 14:47:59 by FatRatKnight (170 files)
In 09:10.35 [32871 frames], 2027 rerecords)
277 views, 12 downloads
I'm having trouble holing out in 2 strokes at hole 11. Ella did it just fine, despite base Drive being 5 yards short of Neil's, thanks to her Height being higher. Of all the irony of selecting Ella for the seriously low Height, Neil's lower Height this early in the run is getting in the way here at this hole.

Uploading this before I forget I have it, mind.

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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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 05:13.84 [18745 frames], 3923 rerecords)
285 views, 18 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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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 05:14.38 [18777 frames], 3343 rerecords)
283 views, 14 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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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
313 views, 18 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 (170 files)
For GBA Zook Man ZX4 (59 files)
315 views, 14 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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 01:43.92 [6207 frames], 684 rerecords)
331 views, 18 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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 05:14.44 [18781 frames], 2947 rerecords)
318 views, 18 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 (170 files)
For GBA Zook Man ZX4 (59 files)
322 views, 20 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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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 04:25.67 [15868 frames], 2686 rerecords)
362 views, 20 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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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 01:59.73 [7151 frames], 2656 rerecords)
373 views, 29 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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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 04:39.75 [16709 frames], 1105 rerecords)
363 views, 20 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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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 02:13.86 [7995 frames], 634 rerecords)
393 views, 22 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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#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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 00:23.69 [1415 frames], 48 rerecords)
377 views, 19 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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 01:44.06 [6215 frames], 548 rerecords)
380 views, 15 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 (170 files)
For GBA Zook Man ZX4 (59 files)
In 00:41.0 [2449 frames], 358 rerecords)
371 views, 17 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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#38508617604349368 - Zook Man ZX4 - External Radar script
ZM_ExternalRadar.lua (14.2kB Lua script)
Uploaded 2017-04-22 05:29:39 by FatRatKnight (170 files)
For GBA Zook Man ZX4 (59 files)
388 views, 25 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 (170 files)
For GBA Zook Man ZX4 (59 files)
387 views, 22 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 (170 files)
For GBA Zook Man ZX4 (59 files)
384 views, 25 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 (170 files)
For GBA Zook Man ZX4 (59 files)
381 views, 25 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 (170 files)
For GBA Zook Man ZX4 (59 files)
429 views, 23 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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#38477628468687379 - (GBA) Mario Golf: Advance Tour, cleared Mushroom Tourney
MGAT_EllaRightHand_TestRun.bk2 (56.2kB bk2 movie [GBA])
Uploaded 2017-04-20 19:59:58 by FatRatKnight (170 files)
In 38:08.83 [136706 frames], 18824 rerecords)
426 views, 23 downloads
This is a test run. Route information:
  • Does not Give Up any holes
    • As a side-effect, this maximizes EXP for higher levels
  • Fetches the Super POW
    • Costs a bit under 2 minutes to do
  • No attempt at optimizations, accepting the first chip-in I got, largely

Basically, I maximized Ella's distance as far as it will go. Out of all the Par 4 holes throughout the entire game, only a single one during Links was possible to get in one stroke, though another in Mushroom Tourney was close. As for whether the added distance of Super POW is worth the 2 minutes, that's hard to say. This is a test run, after all.

I'm given the impression Neil can reach a fair number more Par 4 holes in one fewer shot. However, there are times in later holes where I felt the low Height was needed for any sort of reasonable speed, and it's likely that Neil's Height will destroy our speediness, whether it saves a bunch a strokes or not.

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#37834337107254482 - (GBA) Mario Golf: Advance Tour, Front Nine of Palms
MGAT_FRK_Ella_PalmsFront.bk2 (21.3kB bk2 movie [GBA])
Uploaded 2017-03-22 20:41:59 by FatRatKnight (170 files)
In 14:44.9 [52853 frames], 6138 rerecords)
554 views, 15 downloads
Another nine holes. A Height of -2 instead of +3 is definitely a difference. A lower level means we'd have more Height and less Drive.

Give Up on Marion Hole 4 (+12) and two of the more awkward Par 4 holes (+10 each) for a score of -7 gives us less levels, which affects us for the rest of the run. For reference, the Marion champ Joe gets +3. Is a tie score enough to reach the last tournament and see the credits anyway? Hard to say if the initial savings we get from that will pay out more than the losses later. A run that gets the best possible will give us more information in case someone else wants to Give Up some of these holes later.

While browsing through Mario Golf's Glossary, I did spot this:

Worm Burner
A shot with an extremely low
trajectory that skims or appears
to skim the ground.

Curious how well that describes some of these shots.

Info Download

#37793478144941936 - (GBA) Mario Golf: Advance Tour, Marion in 12 minutes, -39
MGAT_FRK_Ella_Marion.bk2 (17.8kB bk2 movie [GBA])
Uploaded 2017-03-21 00:32:15 by FatRatKnight (170 files)
In 12:12.76 [43766 frames], 4741 rerecords)
565 views, 21 downloads
Poor Ella. Didn't notice the glue on the 1W, so she swung that the whole tournament.

The strategy mainly revolves around doing anything possible keeping shots low. The choice of chip-in or flag shot depends on the situation. Flag shots are nice, since the ball can be flying at ridiculous speeds and still come to a complete standstill the next frame, but it's fully possible said speed would have the ball exist before the pin one frame and exist in the space after the pin on the next frame.

A hole-in-one will never call a chip-in message, but will call the flag shot message if you do that, so for Par 3, I always opt to avoid the flag. On the second stroke, either way will call a time-wasting message, so I pick one or the other on the situation.

Some manipulation on weather and pin position was done, and I cleared three of the four Par 5 holes in 2 strokes. 701 EXP, enough to hit level 12. Hard to say if Give Up is faster after after whatever difference in levels. Took a few moments to art up the first few shots, so look at that ball picture on the bottom right corner if you're bored.

For adjusting shots, TAStudio, Follow Cursor OFF, Auto-Restore Last Position ON. I did find that feature convenient.

EDIT: I called it 11 minutes before. Perhaps 12 minutes is better. I'll let someone else decide the nuance of the exact timings.

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#36618109266980503 - (GBA) Mario Golf: Advance Tour Ella run.
MGAT_FRK_EllaPOW.vbm (87.5kB vbm movie [GBA])
Uploaded 2017-01-27 02:08:35 by FatRatKnight (170 files)
In 12:27.9 [44670 frames], 1738 rerecords)
777 views, 26 downloads
VBA 23.6, also not for BizHawk. If it can be converted, go for it!

I recall getting through Marion with Ella and POW clubs. View it if you like.

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#36618076959602509 - (GBA) Mario Golf: Advance Tour Neil run.
MGAT_FRK_Neil.vbm (43.9kB vbm movie [GBA])
Uploaded 2017-01-27 02:06:29 by FatRatKnight (170 files)
In 06:14.17 [22348 frames], 648 rerecords)
774 views, 28 downloads
VBA 23.6, I think. Sorry, not for BizHawk, unless someone's got a good conversion tool and can have it sync fine.

I don't remember how far I got with Neil. Not very far, I recall.

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#36618019721021517 - (GBA) Mario Golf: Advance Tour script v1.
MGAT_Basic.lua (3.01kB Lua script)
Uploaded 2017-01-27 02:02:47 by FatRatKnight (170 files)
764 views, 24 downloads
It's a script I was using when TASing on VBA, already converted for BizHawk.

Oh, and sorry about all those hexadecimal numbers. It's actually my preference, and if you refuse to get used to it, I'll upload a new script that reads things in decimal instead.

  • Top-left: X, Y, and elevation of ball and pin (hex); Distance left to pin (hex); Direction being aimed (hex)
  • Bottom-left: RNG (Hex; Should really remain in hexadecimal)
  • Bottom-right: Maximum power (dec); power (dec); impact timing (dec)

It's a fairly basic script. But it had what I wanted. Reading distance to pin should help in knowing just how close you got.

Info Download

#35046123303113632 - (NES) R.C. Pro-Am - All pick-ups, all gold, 48 tracks done
RCProAm_AllItemsAllGold.fm2 (2.02MB fm2 movie [NES])
Uploaded 2016-11-17 07:03:58 by FatRatKnight (170 files)
In 39:06.22 [141005 frames], 26889 rerecords)
1201 views, 57 downloads
Restrictions:
  • Must place 1st
  • Must collect all items
    • Allowing a CPU to pick up an invincibility is a failure

Well. Here it is. 48 tracks of racing madness. This definitely feels like the appropriate stopping point, as 49 is just like 25. Every loop past the second is exactly as tough as the second loop, so 48 is our natural stopping point.

Besides that, dealing with CPU players who stay routinely at 127 MPH does make for a challenge when you max out at 103. TAS precision does not appear to be enough to go weaponless entirely if you want 1st place. Well, in my all items restriction, anyway.

For old time's sake, I still insist I'm not completing this run, despite already having done so. Clearly I'm wrong, seeing as I have a complete run now, but, well... Now I'm out of excuses. Look at what your reading this paragraph has done now!

Should have one trailing blank frame. Some thought in mind about FCEUX duplicating the movie's last frame once when the movie finishes or something. Didn't want to duplicate an extra B button press.

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#34323069463787255 - (NES) Zelda II, face full of fireball from fresh start
Z2_r31_DefeatTheFlameToImprove.fm2 (3.23MB fm2 movie [NES])
Uploaded 2016-10-15 17:33:19 by FatRatKnight (170 files)
For NES Zelda II: The Adventure of Link (38 files)
In 40:49.12 [147189 frames], 30301 rerecords)
1725 views, 51 downloads
Triggered R_2=31. It only saves one "frame rule" over the R_2=72 movie if we cast Fairy spell. This time I took the effort to create a movie that naturally manipulates R_2=31 in.

If it took fewer frames to manipulate in R_2=31, then yes, this would be faster even with the menu loss later. There's room to manipulate away the 21-frame chunk, but not with the R_2 we had coming into the normal encounter.

RNG is complicated business to explain, really.

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#34301086240559765 - (NES) Zelda II, that fireball Link gets faced with using R[2]=31
Z2_WithR2as31.fm2 (26.1kB fm2 movie [NES])
Uploaded 2016-10-14 17:47:41 by FatRatKnight (170 files)
For NES Zelda II: The Adventure of Link (38 files)
In 00:14.39 [865 frames], 6 rerecords)
1733 views, 40 downloads

FM2 file begins from a savestate

RAM hacked to get gTimer/RNG pair.

So Fairy spell can traverse this segment 4 frames faster than non-fairy Link. I checked for other RNG values this early, but nothing came up.

This is what happens if R_2=31 is done. If we can traverse the cave quickly enough, we will get that fairy, but I only succeed by, in this movie, casting Fairy. Assuming that magic I just spent isn't used for anything else, we still need to re-open the menu later. Best done if R_2=72 isn't behaving in some improvement sometime in the future.

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#34283573899887127 - (NES) Zelda II, 2nd fairy Valley of Death (try #2)
Z2_FinalFairy_Attempt2.fm2 (3.25MB fm2 movie [NES])
Uploaded 2016-10-13 22:52:00 by FatRatKnight (170 files)
For NES Zelda II: The Adventure of Link (38 files)
In 41:07.07 [148268 frames], 30250 rerecords)
1788 views, 50 downloads
Payment due: Two dreams.

We're not going to get this any faster. At least, not without something more crazy. I now feel this is optimal, at least by the methods I am using.

According to me, the Valley of Death fairies by this attempt reaches the last cave 287 frames faster than this movie produced by the Reflect Trek fairy manipulation. We just need Arc to copy in the last cave and Great Palace input and tweak things to fit with the RNG.

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#34279663163055649 - (NES) Zelda II, 2nd fairy of Valley of Death (try #1)
Z2_FinalFairy_Attempt1.fm2 (3.25MB fm2 movie [NES])
Uploaded 2016-10-13 18:38:23 by FatRatKnight (170 files)
For NES Zelda II: The Adventure of Link (38 files)
In 41:02.46 [147991 frames], 30123 rerecords)
1752 views, 40 downloads
Uses R_2=71. Some small time lost to manipulation, but this looks pretty nice.

However, I'm not convinced I took the normal encounter optimally. We can delay the first fairy encounter by as much as 11 frames, so we have 12 possible gTimer starts on that normal encounter. We do this to do RNG stuff if necessary.

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#34269860654656119 - (NES) Zelda II, decisive first fairy encounter at Valley of Death
Z2_RealizedWish.fm2 (3.19MB fm2 movie [NES])
Uploaded 2016-10-13 08:02:41 by FatRatKnight (170 files)
For NES Zelda II: The Adventure of Link (38 files)
In 40:18.6 [145355 frames], 29862 rerecords)
1759 views, 43 downloads
Payment due: One dream.

This ain't hacked RAM anymore. I've actually trimmed off several frames before the last traversed bridge (removing intentional delays), scattered the remaining delays across a few transitions, and granted a wish.

There are extra delays, including sitting tight for 20 frames positioning a spawn and a little more walking in the Valley of Death. For a fairy, I'm sure this is a reasonable trade-off. Now, I haven't checked how mean the follow-up spawns are going to be for the trap that follows, but look at that fairy!

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#34196603248871958 - (NES) Zelda II, possible fairy encounter at Valley of Death
Z2_WhatIsWished.fm2 (16.5kB fm2 movie [NES])
Uploaded 2016-10-10 00:51:53 by FatRatKnight (170 files)
For NES Zelda II: The Adventure of Link (38 files)
In 00:07.37 [443 frames], 1 rerecord)
1760 views, 49 downloads

FM2 file begins from a savestate

Save state anchored. RAM was hacked to provide the initial RNG/gTimer pair, but this indicates it's worth continuing my search.

gTimer=18 R_2=15 ; gTimer could also be 20, so basically see if I can't trip over this using the prior screen transitions.

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#34174809538701635 - (NES) Zelda II, Reflect Trek 2nd fairy
Z2_FairySpawn.fm2 (1.87MB fm2 movie [NES])
Uploaded 2016-10-09 01:18:32 by FatRatKnight (170 files)
For NES Zelda II: The Adventure of Link (38 files)
In 23:38.2 [85232 frames], 29304 rerecords)
1784 views, 50 downloads
Picked a different RNG than the concept for the first fairy. It's faster.

For the second fairy, I delay exactly 5 frames across various screen transitions in order to spawn the fairy and have it fly mostly where needed. One frame later, and the 21-frame rule would kick in.

Out to the second fairy, I haven't actually ran the rest of the trek to know if the encounters behave on the way to the palace. Still, there's not a lot of possibilities to look at without moving past that frame rule.

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#34099156378709624 - Zelda II, spawning fairy for first trap of Reflect Trek
Zelda2_FairySpawnConcept.fm2 (1.75MB fm2 movie [NES])
Uploaded 2016-10-05 15:32:22 by FatRatKnight (170 files)
For NES Zelda II: The Adventure of Link (38 files)
In 22:04.73 [79615 frames], 28721 rerecords)
1850 views, 63 downloads
The concept is reality.

I've taken the third entry of my table put out by my script found in this post. Which is 0 frame delay at the tunnel and 22 frames at the child cave. Also, I seem to defy my own expectations by spawning the fairy in slot 5, where I only output paths for a fairy in slots 0, 1, or 2 in that table.

Seriously, I just can't predict what slot that thing will appear in, and it is possible to pick a different lossless path using the same RNG/gTimer pair that spawns the fairy in a different slot. I also spent more time waiting than expected, requiring more path than I reveal from my script.

Regardless, this proof of concept by itself should save over 100 frames. Spawning a new fairy on our way out of town shouldn't be an issue with all the screen transitions. I will be looking into how feasible it is to spawn two fairies in a row and have them fly straight to our next trap (immediate 3x east travel for our west fairy). At least for the second fairy, the east fairy will always spawn in slot 7, and the west fairy in slot 5, as nothing else will be taking up our slots, so prediction will be more stable.

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#34060330425384501 - (NES) Zelda II, general script v2 (prototype)
Zelda2_v2.lua (27.4kB Lua script)
Uploaded 2016-10-03 21:34:28 by FatRatKnight (170 files)
For NES Zelda II: The Adventure of Link (38 files)
1833 views, 61 downloads
Additions include:
  • Predicting when a spawn occurs
  • Predicting the formation of the next spawn
  • Predicting what directions the current groups will move to

Hopefully the fancy numbers and boxes look pretty enough. The orange hexadecimal values by the cyan decimal timers is the RNG value used for determining what spawns. For fairy encounters, it depends on what terrain you're walking over (D0 F0 E0 F0 F8 FF), and it needs to be that value or higher for a fairy to appear. Theoretically.

The directions of existing spawns are color coded: Green means they will unquestioningly go that direction, while orange means they'll only go that direction if not aligned vertically or horizontally with Link.

Still tweaking my prediction algorithms. Currently, the piece of code that predicts the next encounter appearance is inefficient, as it will run through hundreds of RNG calculations every frame. Or, for that matter, while you're sitting there paused, as gui.register runs lua code several times per second when paused. I plan to inject timestamps and a bit of memory to avoid recalculating what we already knew a frame ago.

However, the active display is encouraging. I haven't detected further errors, so here's my current prediction script.

Oh, and one more thing. The script is set up to detect moments the RNG is reset. It'll print, to the Output Console, the RNG value and global timer every time it happens, as these are probably our sync points. Probably good information to know, as if these are identical to some previous trial, then you are almost certainly going to have identical luck. If these are the only constraints to the effects of RNG, then there's 2688 possibilities.

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#33868816476826407 - (NES) Zelda II, my general script. Version 1 (prototype)
Zelda2_v1.lua (20.4kB Lua script)
Uploaded 2016-09-25 06:34:38 by FatRatKnight (170 files)
For NES Zelda II: The Adventure of Link (38 files)
1908 views, 60 downloads
Still a prototype. I'm using integer versions.

Added a snippet of code that attempts to identify world map locations where an exit will drop you off at. One would hope this lets you know where you're teleporting to. Numbers in the bottom right may be of assistance. Additionally, for room exits, I invert the colors if it's 0x3F, and instead show a number from 0 to 3. That's the selector for our world map thing.

Then again, I don't have much experience with these glitches about somehow making use of alternative exits, so I haven't checked how viable the numbers I'm showing are. Also, there is a *known* failure with my script when we're talking about the Maze, as for some reason, the standard 0x3F I expect to see isn't showing up, yet it exits to the overworld. I have things to look at.

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#33865079316932329 - (NES) Zelda II, my general script. Version 0 (prototype)
Zelda2_v0.lua (18.7kB Lua script)
Uploaded 2016-09-25 02:32:16 by FatRatKnight (170 files)
For NES Zelda II: The Adventure of Link (38 files)
1914 views, 61 downloads
Work-in-progress script. I'm playing around with various designs and thoughts as I run the debugger to get information.

Included is something that tracks Link's position, gives two numbers for enemies and one number for enemy projectiles (Link's sword beams and fire shots aren't included). The numbers are damage to Link if he's hit, and how many strikes it will take to defeat an enemy at current attack power.

I also have HUD stuff at the top of the screen. Still working things out and making them pretty enough. I haven't even removed the TASEditor piece in the script, so pressing controller buttons will toggle the TASEditor stuff if that's running.

I've experimented with some registerexec and registerwrite code. One piece is enabled as of this WIP.

Finally, I have my script respond to when you press space by dumping out a list of exits and apparently related numbers. I'm not particularly inclined to disable that bit of code.

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#33804151688963001 - (NES) Zelda II, reads room destinations
Zelda2_RoomDest.lua (5.93kB Lua script)
Uploaded 2016-09-22 08:41:04 by FatRatKnight (170 files)
For NES Zelda II: The Adventure of Link (38 files)
1885 views, 55 downloads
This script just spits out what room you're in, and the four destinations of that room. Look near the experience.

Numbers are in hexadecimal. Don't like them? Edit the script and change the several DrawNumx inside the bottom function into DrawNum.

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#33537777675996621 - (NES) Overlord in not-as-boring frames
Overlord_FRK_v3.fm2 (209kB fm2 movie [NES])
Uploaded 2016-09-10 08:46:29 by FatRatKnight (170 files)
In 03:57.34 [14264 frames], 834 rerecords)
1647 views, 52 downloads
Where is my sanity?

Here's v3, which is exactly as fast as v2, but does random stuff on a different screen. I'm sure the population don't mind me playing around with the taxes. After all, there's no military unrest, or something.

I don't know how I filled up the long delay waiting for the attack ship to arrive, but I found a way. This might be mildly entertaining. Maybe. At least 10 times that of v2, anyway. Keep in mind that I probably moved the exponent from -4 to -3.

If I make a v4, perhaps I should question my submitting without first consulting the forums.

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#33522885675913909 - (NES) Overlord, beat on easy
Overlord_Easy.fm2 (84.1kB fm2 movie [NES])
Uploaded 2016-09-09 16:40:43 by FatRatKnight (170 files)
In 01:35.26 [5725 frames], 307 rerecords)
1620 views, 52 downloads
Test run. Did not attempt to maximize frame savings. This is what it looks like when easy is done. Shorter wait, but alas, where's the splashy ending?

By the way, this was how I discovered that you can win without needing something intact on the attacker's side.

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#33522796167566096 - (NES) Overlord in 14264 frames
Overlord_FRK_v2.fm2 (209kB fm2 movie [NES])
Uploaded 2016-09-09 16:34:55 by FatRatKnight (170 files)
In 03:57.34 [14264 frames], 623 rerecords)
1616 views, 38 downloads
Well, new ending strategy: Crash tank into building. Deals 5 damage.

I'm trying to figure out how I managed to miss this. Maybe I just wasn't inclined enough.

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#33508220465369883 - (NES) Mega Man 5 RNG display v3 (FCEUX)
MM5_RNGv3_FCEUX.lua (13.7kB Lua script)
Uploaded 2016-09-09 00:49:40 by FatRatKnight (170 files)
For NES Mega Man 5 (6 files)
1283 views, 79 downloads
Added frame markers.

Largely the same as the previous version, otherwise.

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#33395645917665711 - (NES) Mega Man 5 RNG display v2 (FCEUX)
MM5_RNGv2_FCEUX.lua (13.4kB Lua script)
Uploaded 2016-09-03 23:09:07 by FatRatKnight (170 files)
For NES Mega Man 5 (6 files)
1285 views, 70 downloads
An off-by-one error fixed. I hope.

Also, I experimented with an item seeker code. It will indicate how long you'll have to wait for some item, with the frame count shown as the number, and the color that indicates the item. There is one more number, with an inverted white, that indicates how "out of sync" the two timers are.

I've also recolored the items. Red(s) and orange(L) are the energy drops. Blue(s) and cyan(L) are the weapon drops. White is the extra life.

It is difficult to work with an RNG predictor where there are three factors in its output: Frames passed, lag frames, and whether an RNG call was made recently. The more fancy I try to make it, the more I realize there are factors out of control I can't readily predict.

I can probably add controls to the item seeker so that you can specify a specific "out of syncness" of the timers, but that generally assumes you can get things to lag appropriately. I can try a lag tracker, a good pair up with TAS Editor, but now we assume things will lag exactly how they do when you change the timing of your shots. Then, of course, there are other factors that may use the RNG, and a call will adjust the RNG output for the next 16 frames.

I'm questioning the validity of that "second column" that I threw in there in v1, since it seems a different RNG call is made that adjusts it differently when an enemy needs to think or something. It's still here in v2, though.

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#33375453760541627 - (NES) Mega Man 5 RNG display (for FCEUX)
MM5_RNG_FCEUX.lua (10.4kB Lua script)
Uploaded 2016-09-03 01:19:38 by FatRatKnight (170 files)
For NES Mega Man 5 (6 files)
1278 views, 63 downloads
But I like the canvas. Well, aside from the fact it acts slow on my laptop, anyway. This display runs rather smoothly here on FCEUX rather than the floating BizHawk canvas.

I still have not identified which color goes to what item, but I can assure you that the different colors go to different items. If I take the time to look, I'll update this description. I've spent said time to transplant the script to FCEUX without nasty hiccups.

I made a quick change and am uploading it right away. Quick tests show its working well enough.

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#33370844597556344 - (NES) Mega Man 5 RNG canvas script (for BizHawk)
MM5_RNG.lua (6.35kB Lua script)
Uploaded 2016-09-02 20:20:44 by FatRatKnight (170 files)
For NES Mega Man 5 (6 files)
1279 views, 63 downloads
Spits out a list of RNG values in the future. I don't know what items go to what, as I have not investigated that, but I did colorize based on which threshold is hit from what I interpret in the disassembly.

Two columns.

The one on the right is the list of RNG the game will generate in the future, assuming Timer_Lagged runs every frame. If there is a lag frame, the numbers will appear to increment while shifting up the column. I expose the numbers as this will be a way to understand whether lag can be used to shift in the right RNG value at the right time, by aiming to either remove some or add some. Whether you have that much control over lag is another issue, however.

The left column shows what happens if exactly one RNG call were to happen immediately. As can be demonstrated, it doesn't have any effect beyond 16 frames, so it's only good if you plan to destroy a pair of enemies close together, or you can somehow time other random actions at that moment. No real testing was done to ensure the quality of this column, however.

Someone wanted help with RNG stuff. So, here it is. Since I don't know what else I can do to help, this will be the only script I make for Mega Man 5, until someone suggests something reasonable.

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#24001524923673408 - GBA Alien Hominid - Missile Mastar piloting script
AHmm_.lua (8.23kB Lua script)
Uploaded 2015-07-08 21:32:27 by FatRatKnight (170 files)
For GBA Alien Hominid (4 files)
1946 views, 125 downloads
Exhibit #8. At one point, I was planning an April Fool's submission. That never happened.

Speaking of which, I even have a write-up somewhere. Let's see if I can't find it...

... Alas, I can't seem to find it. It may have been lost somewhere. Sad.

The script itself is a state machine that deals with detecting which object it wants to avoid. When it approaches the "target", it tries to avoid any planes that spawn in a bad spot with a rather bad timing. Hopefully, it is a robust enough algorithm to survive and hit the target indefinitely.

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#24001228629169337 - GBC Azure Dreams - VBA script to read up items
ADreams.lua (8.51kB Lua script)
Uploaded 2015-07-08 21:13:14 by FatRatKnight (170 files)
3272 views, 83 downloads
Exhibit #7. Something about Azure Dreams, now. Contains a bit of information about the RAM map, in particular, where the items are located and the RNG information. Incomplete item listing, but it has a structure to let you know what it doesn't know.

I recall using this to perfect my game, in that I pick up ridiculous amounts of stat-boosting seeds and such. If anyone plans to TAS the GBC version rather than the PSX one, I happen to have a little information on the RNG already. Take it!

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#24001001762962741 - NES Dungeon Magic: Sword of the Elements - Attempted full run
DM_full.fm2 (468kB fm2 movie [NES])
Uploaded 2015-07-08 20:58:31 by FatRatKnight (170 files)
For NES Dungeon Magic: Sword of the Elements (1 file)
In 08:51.71 [31955 frames], 3260 rerecords)
1799 views, 113 downloads
Exhibit #6. Oh, Dungeon Magic. Yet another not-so-brilliant game I had the pleasure to try, but if you can get around the problems it has, it's still better than, oh... GBA Eye of the Beholder.

This was an extreme 100%-style run I was trying. More a perfectionist rather than merely picking up everything.

  • Get all chests
  • Kill every monster (without staying at an inn to respawn them)
  • Sell extra crud to have room for more
  • Equip best stuff
  • Manipulate maximum gold from every monster

This is in case you haven't got enough of ridiculously fast running about and door opening animations, with a helping of slow store dialogue to go with it.

I highly recommend the map script to go with this, though.

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#23966124716712977 - DS Freedom Wings - DeSmuME script
FreedomStats.lua (7.60kB Lua script)
Uploaded 2015-07-07 07:16:43 by FatRatKnight (170 files)
3243 views, 94 downloads
Fifth exhibit.

Ah, another old script of mine. I'm not sure if I'll set myself up for DS TASing again, but here's one game I was analyzing and never told anyone about here.

Since I don't have things set up, I can't say with certainty what it was about. I do remember being able to switch between individual stats of individual planes, and I also remember tweaking the script to display my missile data and the closest distance to a particular target it managed to reach. Fun stuff to mini-TAS a part and hit something with a not-homing missile from very far away. No, I do not have it recorded.

Freedom Wings is another one of those games that aren't the greatest out there. Or even all that wonderful, really. You're not missing much by never picking up this game.

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#23965959787784345 - GBA D&D: Eye of the Beholder - VBA data script
EotB_Data.lua (38.6kB Lua script)
Uploaded 2015-07-07 07:06:01 by FatRatKnight (170 files)
3246 views, 98 downloads
Fourth exhibit.

This is the data extraction script I've been using for that... One game... For the GBA. Actually, it's less of a script and more of a set of functions. I forget what I was using it for last, but I've adjusted the code every time I needed to get at another piece of information.

The code could be better organized, but anyone messing with this had better know a few things about lua before trying this script. I have put no provisions for others to use this, as it was strictly for me to use, and me alone. Oh, and anyone messing with this script should also have a really good idea about data structures, and a helping of some rather interesting intuition, since it was certainly non-trivial to work out what every one of those internal bytes in the game meant.

Not for the casual viewer. The more technical you are, the better. If you have no confidence in computer stuff, well, tough. You're looking at the wrong script. It's bleeding edge experimental stuff that can only be operated by someone willing to put significant time into it.

For use with VBA, though.

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#23965765941835859 - NES Salamander (JPN version of Life Force) - Interesting lua script
SalamanderStuff2.lua (11.2kB Lua script)
Uploaded 2015-07-07 06:53:27 by FatRatKnight (170 files)
For NES Life Force (3 files)
1998 views, 108 downloads
Third exhibit. Can't confirm whether it works right now. Dear, ye... This thing is ancient! This is before I started attaching local to most of my functions. Time to dust off some cobwebs.

Apparently I was working out wall detection, and even an attempt at an automatic way of keeping the player safer versus walls when playing normally. I'm not sure how much this is TASing and how much is casual enhancement, but hey. There are some good memories for me to find here. I recommend lua knowledge before testing the script, since again, I can't confirm it works right now.

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#23965587579556294 - GBA F-Zero: Maximum Velocity - VBA display script
FZMV_basic.lua (3.69kB Lua script)
Uploaded 2015-07-07 06:41:53 by FatRatKnight (170 files)
For GBA F-Zero: Maximum Velocity (17 files)
2123 views, 105 downloads
Second exhibit. Apparently, I was making a visual compass or something. My guess for the numbers are about as good as yours, and I sure hope yours is any good, since I believe they relate to speed, position, facing, and momentum. The numbers on the bottom right may have something related to boosts, I'm pretty sure their purpose will be obvious when you try to boost.

The compass would be much better with some margin off to the side, or on a separate canvas, which VBA doesn't have. Any plans to port this to an emulator with such capability should look to adjust the display for that feature.

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#23965320965431216 - NES R.C. Pro-Am (PRG1) - All items, 23 tracks done.
RCProAm_AllItems_FRK_t23.fm2 (966kB fm2 movie [NES])
Uploaded 2015-07-07 06:24:36 by FatRatKnight (170 files)
In 18:16.63 [65906 frames], 13451 rerecords)
3238 views, 81 downloads
Currently backing up some of my things, but I may as well upload a few of them into a public spot. They may come in slowly as I find the more interesting things.

First exhibit is my R.C. Pro-Am TAS, which I still insist I have no plans to finish, despite having already done one lap on track 24 by now.

Sure feels like Super Sticky Tires is actually making it harder to deal with sharp turns. Thing is, turning rate is an average of 3 per frame (2-4-2-4 pattern), but the maxed out tires of the third vehicle type shifts momentum by 2 per frame (more precisely, 510/256). When your facing (turning rate) is far from your momentum (tire rate), further turning forces your momentum to shift fast enough to keep up. With a fast tire rate, it takes much longer to get to that exceeding point, to make use of that 3 average to shift momentum, and so it's much harder to properly hug corners.

Alas, my natural max speed gets to 103, just one MPH short of 104. The speed penalty of differing facing-momentum for these sharp turns hardly matters for my natural max speed, as I can easily maintain 96 MPH (game doesn't affect position in finer steps than 8 MPH). Then again, the high tire rate is useful for when I exceed 104 MPH, as it means the speed penalties don't dip my boosted speed back down so quickly. Trade-offs of a good tire, I suppose.

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#23298810877627402 - NES Rampart - Cleared one level on Very Hard
Rampart_FRK.fm2 (209kB fm2 movie [NES])
Uploaded 2015-06-07 06:00:51 by FatRatKnight (170 files)
In 03:56.54 [14216 frames], 2465 rerecords)
3208 views, 83 downloads
How amusing... I have no lua script to share this time. This is a rarity.

Time was not a primary goal of this run. Rather, it's a demonstration of what perfect aim and luck manipulation can do. No effort was made for fastest time (in fact, time was intentionally wasted for more ideal walls), and no effort was made in making interesting nothings in particular when I'm stuck waiting. Again, just a demonstration, playing with some idea for an NES game.

It appears there's a type of object limit that is very quickly reached where I'm stuck waiting to shoot for lengthy periods of time.

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#23284492722315905 - NES R.C. Pro-Am (PRG1) - All items out to course 9
RCProAm_FRK_AllItems_t09.fm2 (370kB fm2 movie [NES])
Uploaded 2015-06-06 14:32:19 by FatRatKnight (170 files)
In 06:59.99 [25241 frames], 5840 rerecords)
3176 views, 84 downloads
Yo! Items! Taking 1st place every track is also a goal.

Of course, a run that actually aims for fastest time instead of picking up all these things should beat this run by at least a few frames. For whatever reason, I chose to shoot some car at the start of some tracks, even though this can never save time, aside from specifically taking time to set up the yellow/orange car's absurd speed. I'm not actually expecting this particular run to be published, but it's something I felt like doing in my spare time.

Do enjoy this demonstration, though.

Before I forget, Config => Video => Drawing Area => NTSC first line = 0 & NTSC last line = 239 is apparently expected of this game.

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#22866809653246006 - NES R.C. Pro-Am (PRG1) - Lua HUD (v1)
RCproam_v1.lua (8.30kB Lua script)
Uploaded 2015-05-18 19:05:13 by FatRatKnight (170 files)
3226 views, 88 downloads
Numbers.

... Okay, I'll give more than one word.

Left: Position
Middle: Facing and momentum
Right: Speed and maximum speed
Bottom-left: Checkpoint identifier

And the stuff on the upper-left part of the screen is CPU car speeds.

... I still can't bring myself to be chatty. I'm recovering slow, and it's hard to stretch my mind.

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#22812256796954525 - NES R.C. Pro-Am (PRG1) - First track
RCProAm_FirstTrack.fm2 (23.7kB fm2 movie [NES])
Uploaded 2015-05-16 08:07:25 by FatRatKnight (170 files)
In 00:26.61 [1599 frames], 348 rerecords)
3289 views, 71 downloads
Break time! How well can I race the first course of the game? I make a very comfortable distance between myself and the CPU cars.

Alas, this is one of those "go on forever" games. I am aware of Dimon12321's TAS, and the point where it stopped, the third time it collected the NINTENDO letters, seems to be a good spot. This sample should show what sort of improvements one can make over that TAS.

Let's see... Any tricks, uh... Here's one:

The game very slowly adjusts your momentum to match your facing, and while they are far apart, your maximum speed is reduced. But there is a limit to this difference, and turning past this limit instantly affects your momentum. So turn hard to make the curve, then steer back to straighten yourself to minimize lost speed.

I am curious if TAS can race these things indefinitely, or whether the supply of ammo will prove decidedly finite against the cheat-fast CPU cars later on. In any case, here's a small TAS while I stall my write-up for Gauntlet.

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#22781190872746344 - NES Gauntlet - Completed in 42004 frames
Gauntlet_FRK_v1.fm2 (616kB fm2 movie [NES])
Uploaded 2015-05-14 22:32:46 by FatRatKnight (170 files)
For NES Gauntlet (5 files)
In 11:38.92 [42004 frames], 6580 rerecords)
2467 views, 119 downloads
https://youtu.be/CsuVDfzdRLI - Thanks solarplex!

Did I mention I hate being sick? While recovering, a second sickness hit. Awful, I say. But my life story isn't what you want to hear.

I've beaten [392] NES Gauntlet (USA) by foda in 12:24.65 by 2675 frames. As usual of any submissions I want to make, I want to put subtitles in first. That, and I have a submission text to make, as well.

... I'll get around to it when I'm feeling more in a mood to write. Being sick doesn't help with that.

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#22434931381191468 - NES Gauntlet - World 3 done (-730 frames)
Gauntlet_FRK_W3.fm2 (367kB fm2 movie [NES])
Uploaded 2015-04-29 08:17:32 by FatRatKnight (170 files)
For NES Gauntlet (5 files)
In 06:56.65 [25040 frames], 3811 rerecords)
2299 views, 109 downloads
Too lazy to post a room-by-room breakdown of frame counts. FODA's world 2 was pretty robust, though. (I'm calling it 'world', although it's probably a bad term for a cluster of approx. 20 rooms)

Notable differences include spending a potion to get rid of some massive lag, fetching two keys from secret walls and skipping one different key, and fetching a potion allowed by the spare key. I haven't really found any other convenient potions in my mapping, though. Killing that lag by potion apparently saved over three seconds.

Seems I'm getting closer to improving yet something else. Oh, how fun.

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#22335975284900107 - NES Gauntlet - Map script
Gauntlet_map.lua (13.5kB Lua script)
Uploaded 2015-04-24 21:20:09 by FatRatKnight (170 files)
For NES Gauntlet (5 files)
2341 views, 127 downloads
This maps things really, really well. I hope. Since the script knows of the basic walls, and that it also knows of all map objects, this should cover everything there can possibly be in the stage.

Hit space to get a map sprawled out into the Output Console, as well as an object listing. I use "B" for whatever reason, to have the script spit out potential exits. I can confirm that room 98 really has no exits.

This doesn't actually peek into the ROM, only whatever is loaded in RAM. So I still need to reach the room in question to map it, and it still wouldn't get all the variations of it (treasure room exits, for the most part). Still, this gives me a near-perfect knowledge of each room so I won't miss any detail.

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#22335716125478936 - NES Gauntlet - World 1 done (-188 frames)
Gaintlet_FRK_W1.fm2 (110kB fm2 movie [NES])
Uploaded 2015-04-24 21:03:21 by FatRatKnight (170 files)
For NES Gauntlet (5 files)
In 02:05.06 [7516 frames], 1352 rerecords)
2291 views, 104 downloads
I did believe I wouldn't make a significant improvement. Alas, my belief failed me.

Let's see... What tricks have I learned...

  • Applying input just before the lag transition lets that input work a frame earlier than doing it after the lag transition.
  • Try to avoid "pushing" solid walls. Even walking along it with angled input. Lots of lag will result.
  • Realize the game uses an odd debouncing mechanism that refuses change in input until it gets two duplicate input polls in a row.

As for each level:
r01 - (-002) I saved two lag frames. I did also save a not-lag frame, but lost it somehow...
r05 - (-031) I go to the right after breakable wall. Also lets me line up a stylish shot.
r09 - (-003) Lag. Everywhere. Yah. Honestly, I was lazy here, but I'm still faster.
r10 - (-013) Shot the secret wall from a better angle. Also phased through Death.
r11 - (-117) Skipped the key. This will cost me, however.
t13 - (-006) According to my notes, FODA lagged the treasure room. How?
r14 - (+028) I pick up the earlier key. Faster than r11 key by less than 5 frames, apparently. Other key skipped.
r17 - (-043) The upper panel is skipped. I get the key blocked off by a secret wall, faster than r14 corner key.
r18 - (-006) Not sure what I did different.
t19 - (-002) These two frames were due to the pre-transition input.

r20 - (-017) I thought for a moment. Each dragon head has 100 HP. Elf arrow does 1 damage, 2 with Extra Shot. It costs about 300 frames to get Extra Shot. I doubt I can shoot a head with less than 2 frames per arrow.

188 frames for the first world, plus another 17 frames for the first level in the second. Measurements are done by finding the first non-lag frame after the room fade-in transition.

As far as scripting goes, I actually have very little need of an active script. The only numbers I'm using are the ones shown in this script and my X,Y coordinate. I don't see what other information would help. Well, other than a suite of complete mapping functions, anyway.

... I am not fixing the filename typo.

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#22258475716248466 - NES Gauntlet - Paints ID numbers script.
Gauntlet.lua (5.89kB Lua script)
Uploaded 2015-04-21 09:34:14 by FatRatKnight (170 files)
For NES Gauntlet (5 files)
2362 views, 102 downloads
Most of this script is the DrawNum function. The tiny bit at the bottom of the code is the interesting part.

All it does is try to find objects on screen and paints hexadecimal numbers: ID number of object and the spare number the object may use. It does, however, spot all the walls that might disappear when shot or a flashing tile is touched.

In other news, foda's run syncs just fine in FCEUX. There's a surprising detail in that dragon is immune to damage if currently throwing fire.

I have no clue why I just analyzed this game. I don't believe I'll make notable improvements.

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#22202816332864552 - NES Rad Racer - More advanced lua HUD (v3)
RadRacer_v3.lua (13.5kB Lua script)
Uploaded 2015-04-18 21:24:41 by FatRatKnight (170 files)
For NES Rad Racer (9 files)
2248 views, 123 downloads
This may be the final version, depending on whether I try to improve my TAS later.

Not a lot was added, though. I did figure out the numbers behind bouncing off cars, and now I color things fabulously. Also, the script has its separate calculations to work out the piecewise function behind steering speed. And lastly, I think I found some more precise info on the road curve, but that still needs further work.

Anyway, to recap this HUD:

Top: CPU car info

  • Top row: ID, timer left to respawn, max timer to respawn
  • Left column: Speed, base spawn speed, RNG spawn speed, predicted speeds
  • Upper-right region: Distance, sub-distance, lane offset, sub-offset
  • Lower-right region: Lane change frame timer, unknown, visbility

Right: RNG list; If it's not inside the cycle, a new list is shown

Game HUD, left side:

  • Game frame counter (decimal) (Purpose: record keeping)
  • Game frame counter (hexadecimal) (Purpose: Timing TAS-related stuff)
  • Time remaining

Game HUD, left of tachometer: Info about curves. Needs analysis.
Game HUD, below tachometer: Left/right position and sub-position; Steering power
Game HUD, right of tachometer: Car bounce speed and subpixel
Game HUD, below speedometer: Speed and sub-speed
Game HUD, below progress meter: Distance traveled, distance lost, distance left

The last number on the right side is the course ID. And the extending line between HUD and road display is a visual representation of how much of the current course is done.

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#22190002190890296 - NES Rad Racer - End input at 73713 frames
RadRacer_FRK_ShorterInput.fm2 (1.05MB fm2 movie [NES])
Uploaded 2015-04-18 07:33:40 by FatRatKnight (170 files)
For NES Rad Racer (9 files)
In 20:26.53 [73713 frames], 13895 rerecords)
2262 views, 113 downloads
This is my shorter input entry. Not my style. I prefer a faster ending.

The input file may be 382 frames shorter, but it takes 152 more frames to reach the ending.

Now, this is to avoid anyone silly enough to trim frames off my actual submission and spark some sort of heated debate. I trimmed it off first, now don't go taking it.

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#22071035560534321 - NES Krazy Kreatures - FCEUX lua script
KrazyKreatures_FCEUX.lua (8.49kB Lua script)
Uploaded 2015-04-12 22:58:35 by FatRatKnight (170 files)
3083 views, 93 downloads
Can't let my work finding out a few memory addresses go to waste.

This script attempts to identify where the objects are going to land, what's currently filling the slots, and the up-to-date player positions. For whatever reason, I've also identified P1 and cooperative scores. Of unusual note, "clear" and nil are used, as nil in FCEUX's gui.box fill just happens to select out a translucent shade that looks perfect for what I need. An accident gone right.

An FCEUX script, which I find its emulation isn't enough for Krazy Kreatures. Nuts, I say. Still, translating a script to BizHawk is probably easier than rediscovering the memory addresses from scratch.

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#22056897088815640 - NES Krazy Kreatures - Stuff? mode, high score
KrazyKreatures_Stuff.fm2 (32.6kB fm2 movie [NES])
Uploaded 2015-04-12 07:41:42 by FatRatKnight (170 files)
In 00:36.72 [2207 frames], 485 rerecords)
3106 views, 90 downloads
Break time! How high can I score in Klux? Watch as I make use of an unusual scoring trick where I rapidly drop and pick up a piece during the end tally!

It has come to my attention that FCEUX does not properly emulate this game. In the main mode, the animations of animals, things, people, and monsters aren't emulated. However, BizHawk does emulate it just fine, so if I want to mess around more, I will make use of BizHawk in the future.

By the way, as .fm2, this is an FCEUX file. I dodge the animation failure by picking a mode that has no animations to begin with.

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#22046959386399204 - NES Rad Racer - Finished in 74095 frames
RadRacer_FRK_v1.fm2 (1.06MB fm2 movie [NES])
Uploaded 2015-04-11 20:57:14 by FatRatKnight (170 files)
For NES Rad Racer (9 files)
In 20:32.89 [74095 frames], 13840 rerecords)
2225 views, 107 downloads
I chose to get to the ending as fast as I know how, rather than ending input early. I will be sure to produce an 'end input early' movie to avoid someone being silly with "I beat you faster by trimming off the end frames."

This should beat Saturn's run by a pretty fair margin. If I choose to submit this run, I'll be sure to fill it with subtitles first.

Rerecords:

  • Course 1: 1319
  • Course 2: 2018
  • Course 3: 1979
  • Course 4: 1635
  • Course 5: 1161
  • Course 6: 1449
  • Course 7: 1744
  • Course 8: 1366

Note that this file has a bunch of rerecords added, since I messed up somewhere and didn't keep the original .fm3 intact, so I used what I had stored in an .fm2 to restore this movie. As a result, the rerecords of my second attempt on course 1 is added to this file.

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#22046859601719059 - NES Rad Racer - Improvements to my own stuff (C1 to C2)
RadRacer_C2_Faster_Partial.fm2 (239kB fm2 movie [NES])
Uploaded 2015-04-11 20:50:45 by FatRatKnight (170 files)
For NES Rad Racer (9 files)
In 04:31.67 [16327 frames], 13558 rerecords)
2293 views, 108 downloads
Rerecords: 1319+1169 for course 1, 2018+1423 for course 2 so far.

Course 2 isn't complete, since I got frustrated with traffic. While I did beat my previous course 1 time by over three seconds, it turns out the game is not as sync stable as I hoped -- Keeping the rest of the run intact, it desyncs halfway through course 4. Memory search does not turn up any different addresses other than score and X sub-position of lane-changing cars. Either it's something silly like the timing of the Program Counter or lane changing cars are my worst enemy.

Anyway, I may continue on this. For now, I at least have a complete run somewhere.

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#22046761681430744 - NES Rad Racer - Demonstration of high score in C1
RadRacer_MaxScore_LowEffort.fm2 (352kB fm2 movie [NES])
Uploaded 2015-04-11 20:44:24 by FatRatKnight (170 files)
For NES Rad Racer (9 files)
In 06:39.09 [23985 frames], 40 rerecords)
2287 views, 112 downloads
Aims for maximum score in course 1; Doesn't give a snap about real time, however.

This is a demonstration of the pause trick for stopping timers. The time remaining never declines, so I can do silly things like never bother to turn and crash all the time. Since the entire traffic of course 1 uses non-zero timers, you never see them, but some would show up in course 2 had I continued.

This is primarily why I chose to pick fastest real time rather than high score, since the pause trick messes with traffic, and banning it means a less optimal traffic layout.

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#21814299609428444 - NES Rad Racer - Not-so-basic Lua HUD (v2)
RadRacer_v2.lua (11.4kB Lua script)
Uploaded 2015-04-01 09:29:03 by FatRatKnight (170 files)
For NES Rad Racer (9 files)
2219 views, 109 downloads
It's starting to get a little crowded.

Mid-top: CPU car info. Figured out two unknowns and rearranged them to be just beneath the main speed, as they are base speed and RNG speed range. As well, I pick at the RNG and predict the next three potential velocities (white) the car-to-be will have.

Right: Listing of the RNG period of 28 numbers. If the RNG isn't at one of those 28, a second column and predicted values is shown.

Bottom-left: Timers, as before. Frame timer in both decimal and hexidecimal, and the time remaining.

Bottom-mid: Mostly the same as before. Position and road curve, speed and sub-speed, then distance and related calculations. Distance calculations now use an internal number to find a certain multiplier the game uses. The script is calibrated to report the remaining distance in five of the eight courses, since I can't find an automatic process to do so as of this time.

Bottom-right: These numbers are to be analyzed. The darkened ones are for bouncing off of cars. The lighter one is reporting which course I'm in.

Additionally, I have an extending green line and an orange line to indicate progress through the course.

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#21814072087244253 - NES Rad Racer - WIP through Course 4
RadRacer_FRK_C4.fm2 (552kB fm2 movie [NES])
Uploaded 2015-04-01 09:14:17 by FatRatKnight (170 files)
For NES Rad Racer (9 files)
In 10:26.93 [37678 frames], 6952 rerecords)
2213 views, 102 downloads
Times measured using address 0029:
C1: 9393 frames (Saturn: 9827)
C2: 9305 frames (Saturn: 10559)
C3: 9237 frames (Saturn: 10087)
C4: 9653 frames (unable to sync Saturn's run in FCEUX)

I must note that Saturn apparently aimed for high score, rather than shortest time. The distinction here is that, when going for high score, you want to reach the finish line with as much speed as possible for extended distance scoring, but fastest time wants you to cross it with as little leftover distance as possible. Saturn also didn't know the full extent of what pausing can really do at the time, which can stop the in-game timer from ticking, which would also add to score. One can imagine how that sounds.

I've been learning more about this game, though. There are a few mistakes I can now see that I likely missed in earlier courses. I may go back to deal with them.

I've been keeping track of rerecord counts for individual courses. C1:1319 C2:2018 C3:1979 C4:1635

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#21749483157675147 - NES Rad Racer - WIP through Courses 1 & 2
RadRacer_FRK_C2.fm2 (275kB fm2 movie [NES])
Uploaded 2015-03-29 11:25:39 by FatRatKnight (170 files)
For NES Rad Racer (9 files)
In 05:12.25 [18766 frames], 3337 rerecords)
2356 views, 119 downloads
Pausing: There are timers that only "tick" every 64 frames, including car spawn timers and the time remaining. Bypass this "tick" by pausing at the right time. Useful for delaying appearance of cars. Each pause costs 4 frames, plus 2 more in the finish countdown if it saved a timer tick, but proper manipulation of other cars can potentially make up for that.

Bumping cars: There are seven ways to interact with other cars. I sometimes bump into the back of one straight on to improve its speed, as the follow-up curve is nasty and I really want a car "on rails" to bounce off of, and for it to keep up with me rather than me slowing down for it. The other six ways have you fly off to some side, but the back-left and back-right collisions slow you down and potentially slowing the other car as well, but are easier to cause at frame-precise times.

Car distance: There is a number for how far along the lane the car is, and another one for "sub-pixel" (x/64) value of that. This "sub-pixel" goes up by the difference in speed, regardless of who is faster. One can build it up at a higher speed, then slow down just below the other car's speed to reach the 64 threshold and get them one "notch" further ahead at minimal distance loss yourself.

Saturn may have made frame-perfect cornering, but manipulating traffic is where the real savings are. This requires some interesting maneuvering and a good memory watch script.

Times measured by 2-byte value at address 0x0029, when it freezes at the next course preview:
Course 1: 9393 frames (Saturn: 9827)
Course 2: 9305 frames (Saturn: 10559)

Seems each course is very well "packaged" away from other courses. Even sub-speed values are reset upon entry. Might be possible for sync stability for swapping in another movie's input for various courses. Maybe.

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#21749355666386341 - NES Rad Racer - Basic Lua HUD
RadRacer.lua (8.23kB Lua script)
Uploaded 2015-03-29 11:17:23 by FatRatKnight (170 files)
For NES Rad Racer (9 files)
2277 views, 107 downloads
Displays a lot of numbers. Seems to be the typical thing my scripts do.

Top: The other cars info. Top numbers are ID and spawn timer. Just below that, speed and some sort of distance measurement, color changes when collision is possible. Then we have X offset for lane changes. Then a pile of unknown numbers. This, for each of the three possible cars.

Bottom: On the left is the frame timer, in both decimal (record keeping and notes) and hexadecimal (to help track timer events), and an up-to-date mirror of the time limit. Middle is a mess, but the top two numbers are X offset from center and curve of road, middle is an up-to-date mirror of speed and the handy sub-speed value, and bottom is the distance calculations calibrated for course 1, with the orange number indicating distance lost. I also have a green line that indicates how far along you are in the course, but that is also calibrated for course 1.

The game looked shiny. I got distracted on something else yet again.

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#21477503642485906 - GBA - Dungeons & Dragons: Eye of the Beholder - Dice roll prediction script
EotB_RNG_v1.lua (5.14kB Lua script)
Uploaded 2015-03-17 05:27:33 by FatRatKnight (170 files)
3146 views, 79 downloads
For BizHawk. Geez, those forms work slow. I recommend pausing the script when you want to use turbo mode.

Currently predicts d4, d6, d8, d10, d12, and d20 rolls. It gives some pride that I can't detect errors with its predictions, but on the other hand, this could also mean my error detection might need work. Regardless, I think I know all the dice rolls in the future!

It spawns a single window with a list of numbers. Each column reports dice of different sides, with the top numbers being the immediate next result. Anyone here fluent in object properties and can tell me how to right-justify the labels?

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#21476126496737213 - NES Ultima: Quest of the Avatar -- Basic info script
Ultima_QotA_BasicInfo_v1_FRK.lua (6.88kB Lua script)
Uploaded 2015-03-17 03:58:14 by FatRatKnight (170 files)
3176 views, 85 downloads
Colorful numbers. Tiny cute informative icons. Joy.

I'll leave it up to you to determine what the numbers mean. I produced this script to make it slightly more interesting to watch that recent submission.

There is one commented line at the start of the while true loop. In particular, the one that looks like a commented out line of lua code, not the fancy borders. That's specifically for this submission. Uncomment that line for lighting up dungeons when watching that specific movie.

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#21139027649081064 - GBA - Dungeons & Dragons: Eye of the Beholder - To 3rd floor
EotB.bk2 (3.68kB bk2 movie [GBA])
Uploaded 2015-03-01 23:37:05 by FatRatKnight (170 files)
In 05:39.86 [20299 frames], 1531 rerecords)
3072 views, 172 downloads
BizHawk 1.9.1

I don't know where my TASing mood is going, but currently it seems it says I'm not done with this game yet, what with all the analyzing I've done elsewhere.

It is critical that we take the time to kill off two members, as the game insists on having you run with a four-person party, and this divides up the experience necessary for extremely useful spells. Notably, since I'm just checking a route, I did not manipulate luck as much as I should early on. The route seems to work.

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#17856867996392106 - Partial conversion of Mugg's M&L:SS script to BizHawk.
MLSS_BisHawk.lua (9.09kB Lua script)
Uploaded 2014-10-05 04:06:16 by FatRatKnight (170 files)
3418 views, 134 downloads
I fished around for emulator specific functions, redefined names for them at the top, and now it's mostly a matter of picking similar functions when porting to a different emulator. Mostly.

I expect some poor alignments to come of this, so the rest of the conversion would best be handled by someone else. Haven't bothered looking for a GBA BIOS, so I just used the static screen of a ROM-less BizHawk for display and stand-in functions for memory related stuff. I hope I got the right memory functions, as I didn't rightly check them when getting rid of the stand-ins.

Also, I did two adjustments in the script itself. First, I moved the "EXP to next level calculator" from a list of if/else to a table, and compressed the Bros Attack Counters into fewer lines, including using math.max instead of checking if the number is below zero.

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#17475295745275850 - GBA Kingdom Hearts: Chain of Memories -- Prize Card scan bot v2
KH_CardScanBot_v2.lua (8.91kB Lua script)
Uploaded 2014-09-17 23:40:59 by FatRatKnight (170 files)
3399 views, 133 downloads
My masterpiece! ... Well, data collection can now be done entirely without my direct input, I hope.

I fixed up the display by flipping it. Rather than the type running off the edge to the right, it now runs downward, with value going to the right instead. I can make much better use of vertical space this way. It still has no concept of screen space, but there's a lot more effective space with the direction I'm having it head.

I also do better than just list out a bunch of IDs for each card. I even identify the name (though I hope I picked the right set of pointers)! The first seven characters of the name is provided, but the full 17 characters is provided if you use the print out button (default: Z) in the script.

Pick a moment just four frames before the white flash. Start the script. Unpause emulation. If you did something wrong, either the little red number goes up (too early or wrong situation), or the exact same card keeps showing up (too late).

I made this script so that all the data collection for prize cards does not have to rely on my hands, though it's also easier for me to use. Also, I'd love to know whether the script is identifying the wrong names.

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#17428142883917495 - GBA Kingdom Hearts: Chain of Memories -- Prize Card scan bot v1
KH_CardScanBot_v1.lua (4.96kB Lua script)
Uploaded 2014-09-15 20:43:05 by FatRatKnight (170 files)
3442 views, 121 downloads
Refinements need to be made to the output & display, but this bot is working its magic!

Find the exact moment where the game generates a card, pick a few frames before that moment, run the script, and unpause. If you don't know precisely when the RNG is used, try four frames before the white flash.

Anyway, I still need to fix up the output, as it doesn't know the concept of limited screen space, but I have something!

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#17415080449457385 - GBA Kingdom Hearts: Chain of Memories -- Object listing script
KH_mem.lua (6.48kB Lua script)
Uploaded 2014-09-15 06:35:58 by FatRatKnight (170 files)
3389 views, 129 downloads
The script attempts to identify whether combat has taken place, and if so, attempts to list out every object within it.

That's all it does. The strings are extracted from the game itself, and the script doesn't really do anything else. It's a proof of concept that I am able to get access to what's going on in there.

As a bonus, the script has some commented out piece of code. Remove the comment markers, then run the script. I haven't looked too hard at this generated list, but there might be some interesting things to look at. It's all in hexadecimal, and the six massive numbers would be memory pointers, not actual data in and of itself.

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#17185532309086037 - GBA Kingdom Hearts: Chain of Memories -- Shop RNG script v1
KH_Shop_v1.lua (16.0kB Lua script)
Uploaded 2014-09-04 22:29:35 by FatRatKnight (170 files)
3407 views, 129 downloads
The goal is to display exactly what you're getting from the shop, in four colorful blocks. With 16 different sorts of packs to choose from, all combinations of (attack, magic, item, mix) and (leaf, brown, black, Moogle) are shown. It should correctly identify everything I know and hint at things I don't know.

The script displays the limits of what I know, but I hope it isn't hard to make adjustments to fill in the gaps.

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#17161206946737814 - Kingdom Hearts: Chain of Memories -- Shop script v0 (WIP)
KH_Shop_v0.lua (4.64kB Lua script)
Uploaded 2014-09-03 20:12:04 by FatRatKnight (170 files)
3409 views, 128 downloads
Version zero. Because it definitely needs more work.

On the left side are the raw 100-sided dice rolls. Jump a few times to get an idea as to what order the numbers are in.

Along the top is the predicted card values: The two-digit number is the raw 100-sided die roll for the identifier, the one-digit number is the value, and it is yellow if the card is premium.

Somehow, I missed the part where the pack quality varies. The prediction likely works with the basic pack. Probably falls apart if you pick something with a fancier binding than the leaf one. What else don't I know? I like to analyze things, so it's no trouble at all.

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#15060266155900750 - SNES HyperZone (U), maximum score/kills - First half of Area 4
HyperZone_FRK_A3andahalf.lsmv (11.2kB lsmv movie [SNES])
Uploaded 2014-06-01 05:24:17 by FatRatKnight (170 files)
In 09:24.37 [33918 frames], 7210 rerecords)
3828 views, 216 downloads
Optimized the damaging part and the boss of Area 3 - Old Capital. Should be faster than my old Snes9x WIP. I did accidentally clip off the track for a brief moment near the end, but the amount of slowing that resulted thankfully did not cost me any frames, so I left it in as I would rather keep my boss progress.

... And I made some progress into Area 4 - Grass Land. Halfway through, too! And that one "fluffy snowball" that looks like I missed, flying past me to the right is actually hit by my charged shot. There is a solid explosion sound, and my score increases, that's your clues.

The part I stopped at has these growing plant towers of sorts... Difficulties:

  • These have 3 HP each
  • The lowest segment can't be reached by normal shots
  • A charged shot skips the HP check (1-hit kill) for upper segments, but does 2 damage to the lowest one
    • I can "double hit" with a charged shot, but it requires particular timing
  • The upper segments do not exist until I get real close
    • And won't spawn if I destroy a lower one too quickly
  • The 12 objects limit is reached very quickly by these things
  • Oh, and I have more of those "fluffy snowballs" halfway through

Why, hello there, puzzle. I expect difficulties optimizing my score.

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#14561587450954563 - SNES HyperZone (U), maximum score/kills, area 2 done
HyperZone_FRK_A2.lsmv (7.07kB lsmv movie [SNES])
Uploaded 2014-05-09 18:24:33 by FatRatKnight (170 files)
In 05:30.67 [19873 frames], 3997 rerecords)
3803 views, 160 downloads
Ah, HyperZone. Yet another project I got myself distracted on. Will I ever stay on something long enough to get it done? Area 2 - Blast Furnace done.

Been redoing HyperZone on lsnes. Differences between this and my Snes9x TAS:

  • I use a code for some kind of 3D effect, which I disable anyway.
    • Essentially, I just want to turn the title screen red. Hey, surprises.
  • I cross over that "barrier" at the second wave fewer times in Area 1
  • Some enemies didn't spawn in my Snes9x run, due to object limits somewhere in Area 2. Fixed.
  • Slight optimizations and differences in flying around. I hope the entertainment is better.
  • The Snes9x run clears Area 3. I haven't gone that far yet.
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#14190878786303873 - SNES F-Zero - Mute City 1 Fast Lap: 22"06
FZero_MC1_flap2206_FRK.lsmv (4.10kB lsmv movie [SNES])
Uploaded 2014-04-23 01:43:47 by FatRatKnight (170 files)
For SNES F-Zero (3 files)
In 02:46.64 [10015 frames], 2341 rerecords)
3542 views, 276 downloads
Fast Lap (lap 5) begins at frame 7255. Recommend starting at 7000. For reference, An unassisted record (WR I believe) by edward406 is 22"31, so at least I'm doing something right this time by having my TAS beat "a mere human," unlike my Maximum Velocity attempt.

26"30 - 23"58 - 23"59 - 23"63 - 22"06 = 1'59"16
Bad opener (WR is 25"36). The goal of this TAS wasn't a fast total, but a fast lap.

Speaking of which, if I was able to match the WR opener with Expert CPU rather than Practice Golden Fox CPU, I'd beat the unassisted WR for the five lap time, despite it not being the primary goal.

Let's see... Trick the timer to tick "01 rather than "02 for the first frame of the lap, edge out every sub-pixel I can entering the lap, abuse the rail to brake even faster, abuse the fact my accelerator is useless for maintaining boosted speed but useful for dealing with my momentum's direction, and realize the "dirt" doesn't slow me down worse than normal roadway (but somehow doesn't let me accelerate on it even boosted).

Made a start on Big Blue, trying out a mediocre opener. Expert doesn't look like it'll cut it for five lap times. Verification movie for Master it is.

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#13628304150493123 - SNES Brandish. Completed (v1)
Brandish_FRK.lsmv (28.1kB lsmv movie [SNES])
Uploaded 2014-03-28 17:40:20 by FatRatKnight (170 files)
For SNES Brandish (1 file)
In 38:42.41 [139574 frames], 16139 rerecords)
3088 views, 314 downloads
Ended at level 19. I guess the legendary armor and shield aren't needed. Didn't need more than 1 HP throughout the last fight.

Compared to my last WIP, I did slay that hydra boss over a dozen seconds faster. It was just a matter of raising my Arm Strength during the fight so that the Blade of Muramasa actually does more than 2 damage. Sword of Flames was sacrificed for inventory management purposes.

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#13601656787010756 - SNES Brandish. First attempt at hydra boss.
Brandish_Hydra_v1.lsmv (27.2kB lsmv movie [SNES])
Uploaded 2014-03-27 12:52:14 by FatRatKnight (170 files)
In 37:24.35 [134883 frames], 14554 rerecords)
3931 views, 246 downloads
85 Arm Strength backed by Blade of Muramasa only does 1 to 2 damage -- No better than just punching the thing. By the time I finish, I have 97 Arm Strength. The only better weapon to find is in that small chamber right after the boss. Don't bother magicking the boss, it's immune.

In any case, I only did minor-medium luck manipulation. Enough to delay some of its attacks. I did not deal with the 1-2 damage jitter. It has 250 HP to knock down. I should check if cheating my strength to 99 has any effect, other than muting the Arm Strength messages. Would let me know if I should keep the Blade unbroken until my arms grow a bit.

On a side note, I'm really, really glad frame perfection alone is enough to survive those arrow traps... 100+ damage doesn't help someone who only has 44 HP.

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#13592281639251372 - SNES Brandish. Reached Fortress Top.
Brandish_AlmostThere.lsmv (26.0kB lsmv movie [SNES])
Uploaded 2014-03-27 02:44:15 by FatRatKnight (170 files)
In 35:26.4 [127794 frames], 13659 rerecords)
3987 views, 155 downloads
First, I had to get some extra keys, because I was one short.
Second, I figured out a glitch that lets me jump past teleporters.
Third, that three floor maze was a lot smaller than I thought.

I'm making progress once more. It appears likely I'll, at long last, give this run the finishing touches it needs.

Just a few questions I need to find answers for:

  • Can I survive that hallway of acid? Looks like 42 HP is enough.
  • Can I beat the Bezalhydra?
  • Will Berebus finally fall to my attacks at long last?
  • Are the legendary armor and shield even needed?

... I'm really hoping my 5 Magic Endurance doesn't prove fatal...

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#13550408774446356 - SNES F-Zero - One lap Expert test (26"30)
FZero_MC1_1lap2630.lsmv (2.28kB lsmv movie [SNES])
Uploaded 2014-03-25 05:28:45 by FatRatKnight (170 files)
For SNES F-Zero (3 files)
In 00:42.41 [2549 frames], 1027 rerecords)
3609 views, 283 downloads
I'm a second slow. I blame the opening bumps. Practice mode Golden Fox CPU does wonders. GP mode Expert CPU not so much, apparently. Whether it's my technique or just that these CPU are not good bumping material is in question. I want Master unlocked!

Regardless, if anyone wants this .lsmv file that lasts only one lap, I'm making it available.

Also, those dirt patches reduce your turning rate, but only reduce speed by roughly 4 per frame. The electric rails don't affect turning rate, but reduces speed by 16 per frame. Your turning rate is still limited by your momentum, which usually can't be sped up reasonably, but the dirt patches are more than enough to let your momentum catch up with your facing.

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#13538527443458224 - Basic lua script for SNES F-Zero (for lsnes) (Re-upload)
LazyFZa.lua (3.54kB Lua script)
Uploaded 2014-03-24 16:38:15 by FatRatKnight (170 files)
For SNES F-Zero (3 files)
3600 views, 198 downloads
It's a glorified memory watch script. Though at least it'll tell how much of your speed is being applied to each axis depending on which direction your momentum is headed.

What will I work on next? I have no clue. I'm rather chaotically analyzing games at the moment. ... It's something, I guess.

Oh, and whoops. Last file mixed up on-screen positions of the X and Y positions with the X and Y velocities.

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#13290945046046798 - GBA Mario Golf: Advance Tour - Fail Shot Contest 2
MGAT_FRK_ShotContest2.vbm (39.4kB vbm movie [GBA])
Uploaded 2014-03-13 13:02:19 by FatRatKnight (170 files)
In 05:25.73 [19455 frames], 642 rerecords)
4075 views, 223 downloads

Movie begins from a reset; should begin from power-on.

VBA-RR v23.6 svn480

Despite a perfect hole-in-one run where all ten shots make it in for the contest, it would appear there is just no impressing certain NPCs. I guess, technically, not a single one of my shots stopped on the green. Man, I'm a terrible player.

Note Shot Lesson 2 is complete, but Shot Contest 2 isn't cleared, even though I scored 10/10, got the EXP, and unlocked a star hole. I intentionally delay at texts to give you a chance to read most of it.

SRAM anchored, so I can skip the long introduction. SRAM also has the POW clubs so I can play with a little more distance, but I otherwise have default level 1 stats. A funny exhibition for what TAS can do.

... Alright, fine. That recent golf submission reminded me of this game.

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#12964102343777807 - GBA F-Zero: Maximum Velocity - P1 19"48 flap
FZMV_FRK_P1_1948flap.vbm (21.7kB vbm movie [GBA])
Uploaded 2014-02-26 19:46:17 by FatRatKnight (170 files)
For GBA F-Zero: Maximum Velocity (17 files)
In 03:03.53 [10962 frames], 938 rerecords)
3682 views, 315 downloads
Emulator: VBA-RR v24m svn480

Unassisted fast lap for Pawn 1, Bianca City - Stretch Circuit: 19"28

I'm doing something wrong, as I'm 0.20 seconds slower. Either that, or the Master level Rival in Training gives enough of an advantage over Expert level Grand Prix. But I'd like to say it's my error.

I know, this is meant to be a verification movie. But it's no good if I don't hone my knowledge over the game. So make the verification good at something, or try to.

Splits: 36"33 34"11 23"64 40"15 19"48

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#12907400947310067 - GBA F-Zero: Maximum Velocity - Sync test with VBA v24
FZMV_FRK_vba24m.vbm (7.91kB vbm movie [GBA])
Uploaded 2014-02-24 06:29:10 by FatRatKnight (170 files)
For GBA F-Zero: Maximum Velocity (17 files)
In 01:05.65 [3921 frames], 222 rerecords)
3670 views, 285 downloads
Emulator: VBA-RR v24m svn480

http://www.youtube.com/watch?v=y7OeNApAntY

I don't know... Either I'm playing this game horribly wrong, or I'm doing it incredibly right. The game was telling me to turn back most of the time. I got a time of 36"35 for my first lap before blowing up in a tragic explosion, while still in first place in Expert.

To convince you to look, this is a hilarious 36"35 to watch (my opinion). I don't believe I was driving in any fashion a sane player would do.

Seems to work fine (though this was made in v24 and probably won't work in v23.6). I'm curious about thoughts of any experts who've been messing with multiple versions of VBA.

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#12882383957282529 - Password calculator for F-Zero: Maximum Velocity
FZMVname.lua (1.89kB Lua script)
Uploaded 2014-02-23 03:26:47 by FatRatKnight (170 files)
For GBA F-Zero: Maximum Velocity (17 files)
3702 views, 203 downloads
Go into name entry. Run script. Mess around in there. Tells you what password for any name you input as you're messing around.

I left a few notes in the code, if you need them.

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#12882193794445245 - GBA F-Zero: Maximum Velocity - Testing a name for fast password.
FZero_MV_GetJV.vbm (1.79kB vbm movie [GBA])
Uploaded 2014-02-23 03:14:27 by FatRatKnight (170 files)
For GBA F-Zero: Maximum Velocity (17 files)
In 00:13.18 [787 frames], 119 rerecords)
3683 views, 293 downloads
Emulator: VBA-RR v23.6 svn480 (How is VBA-M v24, anyway?)

The only thing I do is give myself an odd name to change the unlock password, set up the options as usual, then unlock Jet Vermilion with password and select it for Pawn Expert.

I expect someone to beat this time by a few frames sometime in the future. There's only 20 trillion names to check.

Oh, and watch as I manage to input the 8th character of the name before the 7th character to speed up the name entry. That should cause some worry for any distance algorithms to take into account that trick.

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#12809468352107768 - GBA F-Zero: Maximum Velocity - Test movie.
FZero_MV_FRK_PawnEx_2laps.vbm (9.26kB vbm movie [GBA])
Uploaded 2014-02-19 20:38:09 by FatRatKnight (170 files)
For GBA F-Zero: Maximum Velocity (17 files)
In 01:17.23 [4613 frames], 563 rerecords)
3708 views, 284 downloads
Emulator: VBA-RR v23.6 svn480

I don't actually know if these two laps with the Fire Ball in Bianca City - Stretch Circuit (28"18 and 23"67 in the first Pawn track) is any good for TAS. I haven't found any ridiculous speed tricks, though.

I did mess with the in-game controls (to type 6) so that up triggers the boost instead of L+R. L and R buttons do a pretty good job at making you go a bit faster, especially if you're holding one opposite of where you're turning. Freezing this helpful boost for a few frames waiting for the boost to trigger is one way to slow you down, so I shift controls to the less-used up.

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#12750429891219382 - Sonic Advance. RNG scanner for ? Ring Box. v2
SA1_RNGv2.lua (2.70kB Lua script)
Uploaded 2014-02-17 04:49:27 by FatRatKnight (170 files)
For GBA Sonic Advance (6 files)
2836 views, 109 downloads
This is the script that I made for Zeupar.

It predicts what will come out of that ? ring box. It also counts RNG rolls. It doesn't really do much else, but I am showing that I worked out the mechanics of the RNG to some extent.

So, uh... I'm un-hiding it now.

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#12590050333964845 - Solar Jetman. No initial reset version.
SJ_FRK_NoReset.fm2 (1.30MB fm2 movie [NES])
Uploaded 2014-02-09 23:28:42 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 16:25.16 [59207 frames], 16347 rerecords)
4340 views, 207 downloads
We're having trouble syncing my Solar Jetman TAS on console. If this version works, I'll slap my headband. This version omits the initial reset and inserts 512 frames, all of which ended up being lag that doesn't read the controller.

There should be two blank non-lag frames followed by a start press on the third non-lag frame.

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#12531497925152203 - My Solar Jetman info script (w/ TASEditor helper code)
SJ_and_TASEditor_Helper.lua (15.2kB Lua script)
Uploaded 2014-02-07 08:11:32 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
4430 views, 224 downloads
Exact script I've been using in my TAS of Solar Jetman. Wait, why didn't I upload this earlier?

Can be run without TASEditor engaged. The display works fine without it, don't worry.

Shows the following:

  • Top-left corner: Tether position, tether speed (but not direction), in hexadecimal
  • Bottom-left corner: Wall invincibility timer (dec), Fuel remaining (hex), weapon power remaining (hex)
  • Top: RNG information. The 1s and 0s is simply showing the right four-digit hex number in binary. Hard to describe these RNGs here.
  • Top-right corner: Object counts: Player, your bullets, item, enemy bullets, enemy type A, enemy type B
  • Bottom-right corner: Facing, Speed, and position, all in hex. There's also a frame counter down there, also in hex.
  • Dot radar shows existing objects, using pixels with distances scaled down for off-screen detection. Hold Z to blackout the screen to see these dots better.

If you're going to complain about the fact I use hexadecimal often, I do it because it is not intuitive for me to recall that the maximum speed is 768 rather than 0x300, and 768 does not instantly tell me that it's 3 pixels per frame, while 0x300 does. It gets really bad on screen space if I decide to divide 768 by 256 so I see 3 at max speed but 2.99609375 when I'm really close. Also, if I do divide by 256, how am I supposed to memorize that 0.00390625 is the smallest unit? How much of a full pixel if I see a decimal 98, anyway?

If the numbers line up cleanly in decimal, I would have used it. Most of them don't, for my purposes. So I read them in hexadecimal. Makes sense to me. This is the exact script I'm using, specifically for my use, except TASe_XOR_SJ.lua is the filename I use. This is likely the final version of this script, as my TASing attempts for Solar Jetman is near its end.

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#12525896296055538 - Solar Jetman completed. Completed run, version 1.
SJ_FRK_v1.fm2 (1.29MB fm2 movie [NES])
Uploaded 2014-02-07 02:08:16 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 16:16.64 [58695 frames], 16345 rerecords)
4345 views, 204 downloads
Seems that eye boss uses the RNG to determine when to open those eyes after the first time. I have not figured out how to prevent an eye from spawning, though I did figure out how to get those eyes to open exactly when I wanted them to. The time they take to close again is fixed, that can't be manipulated. 10 HP, only enough time for nine shots before they close, but they can re-open very quickly.

The last stage is tiring. Was not a fun thing to TAS when I've got a lot of time for interesting nothings in particular.

Note my weapon bar is draining the whole time. The game forgot to shut off the Anti-Gravity I had. Has absolutely no effect here either way, so it empties without any interference.

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#12476717057354893 - Solar Jetman. Don't buy the bomb.
SJ_FRK_NoBomb.fm2 (1.10MB fm2 movie [NES])
Uploaded 2014-02-04 20:58:57 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 13:55.99 [50242 frames], 14909 rerecords)
4398 views, 195 downloads
188 frames saved (edit: where's my math skills?). Skipped the Time Bomb, plus I optimized getting Planet 13's ship part.

After I aligned the RNG back to what I had in my prior TAS, it synced perfectly. Note player 1's input at the crystal results screen. That's a bit of work I don't have to do now. Of course, I also removed the extra movement necessary to select the item after the bombs, as I no longer have them. Still syncs.

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#12462891550207300 - Solar Jetman. Planet 12 done. Anti-Gravity all the way!
SJ_FRK_P12done_AntiGrav.fm2 (1.11MB fm2 movie [NES])
Uploaded 2014-02-04 06:02:21 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 13:59.12 [50430 frames], 14391 rerecords)
4373 views, 206 downloads
This is the version with two Anti-Gravity items bought and used.

See me drag that wormhole through the maze even though you never see me use the wormhole itself. I need its mass to go fast. The Anti-Gravity helps make things very fast.

Destiny summons.

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#12462875259092178 - Solar Jetman. Planet 12 done. Slower version.
SJ_FRK_P12done.fm2 (1.13MB fm2 movie [NES])
Uploaded 2014-02-04 06:01:18 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 14:17.7 [51547 frames], 12224 rerecords)
4321 views, 191 downloads
Without the Anti-Gravity, it's kind of difficult to fool around with wormholes. I can't get vertical speed boosts with gravity either capping the speed or going against the direction I want. I probably could get horizontal boosts if I tried, but this time I haven't.

In any case, it's less interesting, too. Good thing I also did an Anti-Gravity run where I bought a second one. It synced just fine when I inserted several frames for the extra purchase.

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#12430083941247869 - Solar Jetman. Anti-Gravity is faster!
SJ_FRK_P12_Seg1WithAntiGrav.fm2 (931kB fm2 movie [NES])
Uploaded 2014-02-02 18:34:45 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 11:29.41 [41433 frames], 10945 rerecords)
4363 views, 180 downloads
It takes very little time to buy, I have to remove my time bomb to save it anyway, and carrying that wormhole around for the boosted speed appears very useful.

It beat my older time by a fairly decent margin, too. Reported Down+A at 41326 -- Old time at 42147, 821 frame saved!

Since that made pretty heavy use of the special jetpod for dragging wormholes, I have no doubt it's worth spinning the crystal. Hope to beat this game soon!

... It's tricky dealing with things to swing. I'm never really sure if I am keeping things as tight as possible.

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#12415500773566030 - Solar Jetman, First half of Planet 12
SJ_FRK_P12_FirstSegment.fm2 (949kB fm2 movie [NES])
Uploaded 2014-02-02 02:49:01 by FatRatKnight (170 files)
In 11:43.08 [42254 frames], 9421 rerecords)
4108 views, 142 downloads
Here. Have my updated progress!

I like TASEditor. It lets me tweak for the slightest adjustments without having me to remember all of what I did in my complicated steering. Except for certain things like keyboard controlled precision edits, but I'm using a lua workaround for that.

I'm asking myself is it worth getting Anti-Gravity from the second shop. I only have to scroll past one item to get it, and it should let me carry that wormhole all the way to the last fuel, taking advantage of the 4.0 pixels per frame the whole way.

TASEditor reports that I press down+A at frame 42147, which is when I select to go back into the item menu to get my bomb and spare thrusters. A note to myself for when I go back and retry with the Anti-Gravity.

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#12394425950904402 - Solar Jetman. Planet 13 done. Dragging wormholes for fun!
SJ_FRK_P13.fm2 (708kB fm2 movie [NES])
Uploaded 2014-02-01 04:02:18 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 08:44.17 [31502 frames], 8154 rerecords)
4398 views, 177 downloads
Actually, after I get all the items in the area, I still drag a wormhole for slightly longer. This is not for show -- Dragging stuff around allows me to reach speeds up to 4 pixels per (non-lag) frame, where the usual maximum is only 3. I keep this speed as long as I do not make a thrust that would otherwise add speed to the same axis.

Because of this unforeseen speed boost, I'm a lot more confident that dragging wormholes is worth the crystal spins necessary to get this fancy jetpod.

Also, I'm used to thrusters that barely push me around, and sorely lacking when it comes to tethering items around. Having something this strong is taking some time to get used to it.

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#12384433340285997 - Solar Jetman. My second crystal spin attempt.
SJ_FRK_CrystalTry2.fm2 (437kB fm2 movie [NES])
Uploaded 2014-01-31 17:14:16 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 05:23.32 [19431 frames], 6622 rerecords)
4366 views, 183 downloads
Cleared Planet 7 while giving that crystal another spin. 354 frames saved over my last attempt. I also collect the money necessary for my shopping, with plenty to spare.

With the way I handled getting through with a tethered crystal, I'm now constrained by how quickly I can give that crystal a whirl. I held on to it up until I get to that large wormhole with the Golden Ship Part.

Planet 8 is just a quick warp to Planet 13. I shouldn't have too much trouble getting to Planet 12 at this point. I'm given the impression that this game is pretty sync-stable, with the only thing to worry about is future RNG. Using player 2 can deal with any RNG related mess.

... I seemed to have gotten back to this one. Sorry for those who expected more Soul Blazer.

Info Download

#12369529797861350 - Helper script for TASEditor (FCEUX): Tap keys to toggle input.
TASEditor_XORmix_v2.lua (3.52kB Lua script)
Uploaded 2014-01-31 01:07:46 by FatRatKnight (170 files)
4304 views, 194 downloads
Run FCEUX. Engage TASEditor. Make sure readonly mode is on. Tap a key you've set for player 1. Note it updates TASEditor with the key you just tapped. If Recorder "All" option is selected in TASEditor, the script will use controls you set for all four players. If an individual player is selected for the Recorder, only player 1 controls are checked, but will toggle button presses of the selected player.

May seem odd, but the script requires readonly mode active in order to work properly. If, for some reason, you set the "Recording" check box, be sure to either stop the script or clear the "Auto function" check box. I have not defined a behavior for the script to follow when readonly mode is off.

It is very similar to a script I posted a while back. The only real updates are that it reports what input changed in the history box, and that there are comments indicating where to stick your own code if you need something more. If, by some chance, the script picks up multiple pressed keys at the same time, it will report all pressed buttons in the history without problems.

Intended to reduce reliance on the mouse for precision edits of the input movie. I suppose you could TAS backwards with it if you really wanted to...

Info Download

#12283651408702529 - SNES Soul Blazer (U) - Part way into world 3
SoulBlazer_U_SecondIsland.lsmv (21.1kB lsmv movie [SNES])
Uploaded 2014-01-27 04:18:28 by FatRatKnight (170 files)
For SNES Soul Blazer (9 files)
In 30:38.22 [110475 frames], 8360 rerecords)
4169 views, 313 downloads
Last TASing session of this file was Dec 28. I'm having difficulties getting back into TASing it. Sorry...

I need more GEMs. If I continue, I'll probably spend less of them against that odd jellyfish thing.

Info Download

#12283551033456152 - SNES Soul Blader (J) - West Underground Castle attempt
SoulBlader_J_FirstDeathWarp.lsmv (4.34kB lsmv movie [SNES])
Uploaded 2014-01-27 04:11:58 by FatRatKnight (170 files)
For SNES Soul Blazer (9 files)
In 04:08.96 [14962 frames], 662 rerecords)
4154 views, 222 downloads
My attempt in trying Soul Blader for a bit. Wow, the text sure is fast.

Notably, due to timing differences in text, I can pick up two larger GEMs in the first room without a single frame delay.

Regardless, potential improvements are noted:

  • Skip killing the blue slime (-1 EXP, -1 RNG call, +1 frame)
  • Skip picking up the small GEM around frame 4584 (-1 GEM, +8 frame)
  • Exclusively use magic on yellow buzzy things around frame 7000 (-8 GEM, +32 frame)
  • Dance around the RNG calling plants around frame 9000 (+ RNG calls, + EXP, hopefully)

I hope to have 39 RNG calls by the time I release the bridge guard (currently, it's 40 calls). This will allow for two large GEM drops from the later enemies I have to fight, and make up for the lacking GEMs I'm left with.

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#12283335305507377 - SNES Soul Blazer script v2 (lsnes)
SB_General_v2.lua (9.93kB Lua script)
Uploaded 2014-01-27 03:57:58 by FatRatKnight (170 files)
For SNES Soul Blazer (9 files)
4091 views, 214 downloads
Cleaned up a few things in code. Also, it displays hitboxes! Well, green rectangles of some sort. Not entirely sure if they are hitboxes, but it seems to be so for most things. The player's rectangle isn't a hitbox, it seems.

Still gets the same false positives for lair information. Aside from added boxes and some code cleaning for (hopefully) easier maintenance, it's largely the same as the previous script.

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#11605836887834478 - SNES Soul Blazer script v1 (lsnes)
SB_RNG_Lair.lua (5.41kB Lua script)
Uploaded 2013-12-27 15:41:38 by FatRatKnight (170 files)
For SNES Soul Blazer (9 files)
4159 views, 219 downloads
Here's my lsnes script for Soul Blazer. It's currently set up for (U), though I have a commented line packed somewhere in there that would make it compatible with (J) instead. The lair listing code needs it, as it's the address for the pointer to the first object.

Top-left corner: Position of player
Right side: RNG, direction a certain enemy will go next
More right: List of lair information: Position, count, timer
Other odds and ends: Count of detected lairs, count of objects, RNG frame timer

This script gets false positives for lairs at times. I have tried to search through the object data some more to tighten the detection, but without success. The attempts are minimal, however, as there are no observed false negatives, and I usually can weed out the false positives while TASing.

Nothing real fancy, though. Haven't even put in the boxes that I feature in the Snes9x script. It serves well enough, though.

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#11398015642958275 - SNES Soul Blazer (U) - 22 GEMs from that first room.
SB_Lucky.lsmv (4.78kB lsmv movie [SNES])
Uploaded 2013-12-18 07:04:15 by FatRatKnight (170 files)
For SNES Soul Blazer (9 files)
In 01:41.37 [6092 frames], 7160 rerecords)
4183 views, 276 downloads
A demonstration of the sort of luck I should be getting. USA version, by the way.

22 GEMs. Up from just 4. I get two big ones. They should have a 1% chance to appear at this time. Yet I get two. I just looked at the RNG and figured out it could do that.

47 frames lost in manipulation. Even if all I get are four fireballs, and waste them on nothing more than killing 3 HP enemies sooner, that's 64 frames saved in return. I'm optimistic about this.

In any case, I spent the 47 frames on the name screen.

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#11397947979589904 - SNES Soul Blazer (U) - World 2 done.
SoulBlazer.lsmv (17.9kB lsmv movie [SNES])
Uploaded 2013-12-18 06:59:52 by FatRatKnight (170 files)
For SNES Soul Blazer (9 files)
In 24:59.76 [90134 frames], 7501 rerecords)
4155 views, 206 downloads
Something I was doing. Add it to the pile of projects I've started. Oh, this is using the USA version, not JPN. Sorry about any confusion.

Improves approximately 100 seconds over the published movie to the end of GreenWood.

I think it can be done a little faster... I didn't figure out a few things involving luck, and almost certainly need to do them. Also, judging from the next thing I need to do, I didn't end with enough GEMs. Either manipulate more or grab that 50 GEM chest. I'm guessing the "manipulate more" part is doable.

Info Download

#8936028298677215 - SimCity, quick test.
SC.bkm (120kB bkm movie [SNES])
Uploaded 2013-08-29 10:02:18 by FatRatKnight (170 files)
For SNES Sim City (1 file)
In 00:35.82 [2153 frames], 371 rerecords)
3969 views, 230 downloads
I pick Hard mode just because of some post for the recent submission.

Do note, sometimes in the menu, you can use a directional key at the same time you press the B button. Also, use the wraparound effect of the digits, as going down to 6 has us go 0 -> 9 -> 8 -> 7 -> 6 instead of going up through 0 -> 1 -> 2 -> 3 -> 4 -> 5 -> 6.

Finally, I have fooled around TASing the early parts of working on the railroad, using an identical layout to the submission. I suspect building it downward might still be done a little faster than how I did it, but it's only a quick test. Down is different from up, due to how the cursor works.

BizHawk has a... Certain learning curve. It also doesn't have my MtEdit script, I ought to figure out how to port that.

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#8812040509984293 - Solar Jetman. Uh, what is going on?
SJ_UhWhatIsGoingOn.fm2 (150kB fm2 movie [NES])
Uploaded 2013-08-23 20:01:35 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 01:51.18 [6682 frames], 2537 rerecords)
4998 views, 203 downloads
... Uh, what is going on?!

Turbo to the end of the movie (apologies for not savestate anchoring it). Here I am, minding my own business, TASing like usual, when... This happened.

Those stationary big enemies I need to get past? They're... Not so stationary.

Uh... What is going on?!

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#8790394280676009 - Solar Jetman, liquid entry w/ 219 from enemies.
SJ_FRK_FluidEntry_HighWealth_S.fm2 (144kB fm2 movie [NES])
Uploaded 2013-08-22 20:37:48 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 01:41.23 [6084 frames], 2338 rerecords)
4927 views, 195 downloads
Manipulating them takes a while. But progress exists, I tell you!

There is one enemy I missed on the way through, a high-value enemy that could give another 28. I did go back to get it, but even with identical RNG state for later, it desyncs. This isn't motivating. I blame an ADC instruction being used without a known carry flag state for my Y speed, thus moving me 30 subpixels up.

For whatever reason, while trying to add P2 to my file, I ended up resetting the rerecord count. It was 7545 before this reset. I haven't manually added in this number, at this time.

For your entertainment and information, I added a few subtitles.

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#8480117589615625 - Solar Jetman. Look at that crystal spin!
SJ_FRK_CrystalTry1.fm2 (180kB fm2 movie [NES])
Uploaded 2013-08-08 21:16:06 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 03:24.61 [12297 frames], 6605 rerecords)
4960 views, 256 downloads
A bit over 1000 frames slower than skipping the crystal (1068 by my measurements). That's less of a loss than I expected.

I don't know how many frames it would save to drag around wormholes, but 1000 frames doesn't look to be a hard goal to achieve. Might want to look at a few routes and estimate whether it would save roughly 20 seconds or so.

All it needs is a little optimization and some extra enemies to manipulate. Note, however, that fuel is really, really tight. With all the walls I've been crashing into, I had to stop thrusting because one more frame meant I lose the pod. I should be glad for that canister I shot.

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#8460679018803471 - Solar Jetman, cleared Planet 7
SJ_FRK_P7_Try1.fm2 (238kB fm2 movie [NES])
Uploaded 2013-08-08 00:15:30 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 04:30.19 [16238 frames], 6187 rerecords)
4942 views, 227 downloads
No crystal spinning. It's this fast without spinning up that crystal.

Minimal luck manipulation attempted. Only enough has been done to avoid enemies making well-timed fatal shots at me. Presumably, I can pull a little more money out of spawning a few easily shot enemies along the way. Mostly, I want to see how fast I can get through this planet.

Compare the published run. From first frame of Planet 7 to clearing the "travel to next planet" animation, I took 924 more frames compared to the published run. This is due to the fact I skipped some planets that would have given me items to go faster with, such as time bombs and boosters. However, the direct warp from 1 to 7 saves somewhere over 20000 frames, as opposed to going through Planet 2 and a bit of 3.

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#8438397313684443 - Solar Jetman, stuff after tunnel
SJ_FRK_FuelTry1.fm2 (103kB fm2 movie [NES])
Uploaded 2013-08-07 00:10:30 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 01:57.04 [7034 frames], 4897 rerecords)
4948 views, 207 downloads
I went back a bit to conserve the jetpod fuel. The moment I pick up the first fuel cell is where things are different. Even more abuse of maintaining height where that calculation error helps. 12 frames slow, but ensures I have enough fuel to get through, and I got through the tunnel saving another 8 frames, for a net loss of 4.

I abuse a 1-frame invincibility to enemy sprites called pausing the game at the exact moment. Instead of losing the pod, I bounce off the enemy harmlessly.

Hard to say how many more frames can be saved in the fuel collection. Optimizing that looks difficult.

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#8327020010578242 - Solar Jetman, tunnel attempt #2 (Looking nice)
SJ_FRK_TunnelTry2.fm2 (50.8kB fm2 movie [NES])
Uploaded 2013-08-01 23:47:36 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 00:57.44 [3452 frames], 3031 rerecords)
4986 views, 205 downloads
I found a way to avoid slamming into the ground. 38 frames faster than my previous attempt which does slam into the ground. Point of measurement is the moment my Y position exceeds 0x700.

Lets see what this abuses...

  • Sub-pixel manipulation
  • Corner clip of sorts that deflects me off in an unusual direction
  • Dropping and picking up the tethered item to ignore its weight
  • Strange property of the Y velocity when it crosses the zero mark with thrusters
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#8171939460986207 - Solar Jetman, bypassed that enemy! Time to try the tunnel...
SJ_FRK_TunnelTry1.fm2 (56.1kB fm2 movie [NES])
Uploaded 2013-07-26 00:10:29 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 01:03.41 [3811 frames], 1950 rerecords)
5057 views, 200 downloads
I am successful in getting past the big enemy through that terrain now. Note the game didn't expect me to skip a few pixels, and a piece of terrain in the lower-left corner isn't loaded properly.

It's not just position, but angle as well. I did crash into the ground at the same X-position in a few different attempts, but if I'm going to the right at some speed, it won't let me through. Left motion or no X motion seems to work. For the most part, doing this kills my momentum, but it still looks faster than killing the thing and bouncing once. More careful comparisons still need to be done, however.

One attempt through the tunnel. The horribly jagged ground looks to be nearly unavoidable. As for the bounce off the ledge near the small wormhole, I might want a higher angle than that. Picking a different method is also a possibility.

Fuel also looks to be a concern. Would like to keep the pod intact past the second big enemy.

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#8143796602738354 - Solar Jetman, current best at getting past enemy
SJ__FRK_KillEnemy.fm2 (48.2kB fm2 movie [NES])
Uploaded 2013-07-24 17:45:24 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 00:54.49 [3275 frames], 1351 rerecords)
5046 views, 201 downloads
... By destroying its 48 HP, one bullet at a time.

I attempted to optimize Planet 1 for a bit. Every subpixel I could save. Wasn't enough for another frame (still get there by 892).

I did optimize the initial pick up of that fuel cell so that I would rush to that enemy faster. I also shot some enemies who were off screen.

Navigating the next part in a speedy manner looks tricky... Corner ricochets have strange properties, but apparently not good enough here...

I still am lost as to how to bypass the big enemy without destroying it. My attempts at maxing out the enemy counter didn't work out.

Warps route.

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#8080525146486850 - Solar Jetman, attempt to slip past that one enemy
SJ_FailedAttempt.fm2 (42.7kB fm2 movie [NES])
Uploaded 2013-07-21 21:22:12 by FatRatKnight (170 files)
For NES Solar Jetman: Hunt for the Golden Warpship (20 files)
In 00:48.27 [2901 frames], 466 rerecords)
5073 views, 210 downloads
I believe the ROM I'm using is (U).

Takes the warp to planet 7 by frame 892. If anyone has ideas on speeding this up, go ahead.

Reportedly, it is possible to slip past that enemy at the end of this movie, but I'm not having success. I hit the wall, and one frame later, I hit the enemy beam. Is this (E) only?

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#7974137050559095 - SNES Brandish - WIP beat three lobsters v2
Brandish_RebeatLobsters.lsmv (23.6kB lsmv movie [SNES])
Uploaded 2013-07-17 02:22:50 by FatRatKnight (170 files)
In 31:35.68 [113928 frames], 12374 rerecords)
4964 views, 279 downloads
I beat up those same three lobsters over again. Their insane defense means they really deserved it.

In all seriousness, all I did was try a different route. Changes begin just before I do my Arm Strength training. I pick up a Sword of Flames in order to kill a few enemies, one of whom has a Blade of Muramasa. Right along my path, too! Faster by almost 900 frames to do that than the lengthy route to that chest in the older WIP.

No progress for 5F and beyond, yet. I claim it'll be soon, though!

Items: Warp Magic, Invisibility Potion x5, (), Sword of Flames x30, (), Fire Magic, Master Key x4, Ring of Life, Invisibility Potion x2, Broken Sword, Hardening Potion x3, ()
Equipment: Leather Shield, Leather Armor, Blade of Muramasa x32

Level 10.76 : Arm Strength 84.23 : Knowledge 99.99

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#6923418461145484 - SNES Brandish - WIP beat three lobsters
Brandish_BeatLobsters.lsmv (23.4kB lsmv movie [SNES])
Uploaded 2013-05-30 18:42:51 by FatRatKnight (170 files)
In 31:50.59 [114824 frames], 11130 rerecords)
5027 views, 289 downloads
The wall that put Uncle Mario's WIP to a halt was blasted through rather quickly in this run. The intense training worked!

Items: Warp Magic, Invisibility Potion x4, (), Broken Sword, (), Fire Magic, Master Key x4, Ring of Life, Invisibility Potion x2, Hardening Potion x3, (), ()
Equipment: Leather Shield, Leather Armor, Blade of Muramasa x26

Level 9.54 : Arm Strength 84.40 : Knowledge 99.99 -- At least my plans worked as expected.

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#6776915038888460 - SNES Brandish - WIP to finish Cave.
Brandish_CaveDone.lsmv (19.2kB lsmv movie [SNES])
Uploaded 2013-05-24 04:21:59 by FatRatKnight (170 files)
In 26:35.36 [95879 frames], 9192 rerecords)
5075 views, 242 downloads
Lost a few hundred frames compared to Uncle Mario's WIP. Only 6062 frames ahead now. However, lower Arm Strength for faster training, and- Your knowledge increased.

Items: Warp Magic, Ring of Life, (), (), (), Fire Magic, Sledgehammer x2, Ring of Life, (), Leather Armor, (), ()
Equipment: Leather Shield, Ramela, Broken Sword
Your knowledge increased.

Level 4.67 : Arm Strength 32.57 : Knowledge 39.31, with another 6159 exp going to it. Your knowledge increased.

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#6741742267906297 - My display script for SNES Brandish
Brandish.lua (4.58kB Lua script)
Uploaded 2013-05-22 14:21:00 by FatRatKnight (170 files)
5059 views, 186 downloads
Just shows a few stats I like.

Arm Strength - Level, exp, and exp to allocate
Knowledge - The same
Magic Endurance - Here too
Luck - Current, maximum, and hidden timer that changes it
Clock - Just the internal timer
Gold held - Why not?
RNG - Immediate value and count of rolls from default state

HP - Current and maximum
MP - Current, maximum, and counter for next MP

List of creature info - Flags of unknown meaning, X-pos, Y-pos, HP

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#6741650468925449 - SNES Brandish - WIP to finish Tower v2
Brandish_TowerRedone.lsmv (14.7kB lsmv movie [SNES])
Uploaded 2013-05-22 14:15:02 by FatRatKnight (170 files)
In 18:37.99 [67190 frames], 7960 rerecords)
5027 views, 315 downloads
Huh, so those two can be beaten in 30 hits with approximately 30 Arm Strength. Who knew? Changes begin at Tower 6F.

Items: Warp Magic, Ring of Life, M.Potion x5, (), M.Potion x10, Fire Magic, Sledgehammer x7, Ring of Life, M.Potion x5, Leather Armor, (), ()
Equipment: Leather Shield, Ramela, Broken Sword

Level 4.03 : Arm Strength 32.57 -- I don't think the AS will get much lower. Note I ditched the Saber mid-battle.

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#6680317080319470 - MtEdit for lsnes v2 (PROTOTYPE)
MtEdit_lsnes_v2.lua (39.1kB Lua script)
Uploaded 2013-05-19 19:57:31 by FatRatKnight (170 files)
5279 views, 219 downloads
Features:
  • Displays a list of input in easy red and green colors on the left side
  • Displays the immediate input to inject to lsnes along the bottom
  • Auto-detects which controllers are plugged in at script start
    • Gamepads and multitaps (and 16 button versions) only, no analog controls ready
  • The hotkeys set up for player 1 and player 2 works (in theory!)
    • Normal controls should press or release as normal; Or the reverse if the button is held.
    • Type controls should toggle the immediate input to inject, as normal
    • Hold controls switch between four different read modes from recorded input, for individual buttons (normal, keep released, keep pressed, invert)
      • Will automatically revert to normal on state load; Mostly because I, FatRatKnight, had some TASing screw-ups when it didn't automatically do this.

Feel free to try it out. I have a few things I want to add to it, though...

Also, for lsnes only. Will not work in other emulators. A shame, since I think it's just plain useful.

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#6365998264296944 - SNES HyperZone, Area 1
HyperZone_FRK.lsmv (4.15kB lsmv movie [SNES])
Uploaded 2013-05-05 16:13:41 by FatRatKnight (170 files)
In 02:53.05 [10400 frames], 1737 rerecords)
5128 views, 257 downloads
This .lsmv beats my prior .smv by several frames, due to going over that "barrier" only twice during the second wave of enemies. Only clears Area 1 so far, still 7 more to go.

As for the title screen turning red, I input a code, spending 16 frames doing so. It would activate a "3D effect" by rotating the camera back and forth every frame. This is turned off with select ASAP, so it has no real effect. Done to give a little flavor to the title. Will sync if that select button press is removed.

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#6048250720926158 - Lua script for lsnes: Handle mouse axis.
lsnes_BasicMouseHandler_v1a.lua (5.86kB Lua script)
Uploaded 2013-04-21 08:47:29 by FatRatKnight (170 files)
5086 views, 177 downloads
At the moment, lsnes doesn't have a lot of ways to deal with certain analog inputs, such as the x- and y-axis of the mouse. This gives you a way to do that without tearing out your hair.

Would be great if anyone plans to TAS a mouse-using SNES game on lsnes.

After running the script, click around on the main window and figure it out for yourself. Can be run even on top of another script you have running, and the display of the older script will remain intact, though at the moment, this script will negate the other script's on_input and on_keyhook functions if it has either one. Sorry about that.

For lsnes only. Will not work in other emulators. Minor update because I forgot to remove a line. Before, it spams errors on every paint! Whoopsie.

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#5481697172299767 - Lua script for lsnes: Register functions to specific keys.
lsnes_keyhook_register.lua (3.24kB Lua script)
Uploaded 2013-03-26 20:26:00 by FatRatKnight (170 files)
5242 views, 195 downloads
This is a generic helper script. Running it by itself will do nothing except fill the global variable FRK with a table of stuff in it.

As for scripts that would use it, just use FRK.registerkeypress to pick some key and some function to run whenever you press the key. You need to run the line on_keyhook = FRK.altkeyhook somewhere in your code to have it work its magic.

Need to handle like 20 different keys, and decide you'd rather avoid else ifs? Just read this sales pitch and get this script for a low price of free!

For lsnes only. Will not work in other emulators.

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#5403780114311272 - Brandish - WIP fail at ninja
Brandish_Cave_Fail.lsmv (17.2kB lsmv movie [SNES])
Uploaded 2013-03-23 08:13:01 by FatRatKnight (170 files)
In 24:05.47 [86871 frames], 6301 rerecords)
5371 views, 306 downloads
I ran out of M.Potions. 72 HP to go.

But hey, enough Knowledge EXP to hit 60s just from this.

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#5352210190918150 - Brandish - WIP to finish Tower
Brandish_TowerDone.lsmv (13.6kB lsmv movie [SNES])
Uploaded 2013-03-21 00:28:40 by FatRatKnight (170 files)
In 18:31.74 [66814 frames], 4974 rerecords)
5083 views, 309 downloads
Start to finish Tower 6646 frames faster than Uncle Mario's Snes9x WIP. Nearly 1000 of those saved frames from climbing the Tower.

Items: Warp Magic, Ring of Life, M.Potion x4, Broken Sword, Ring of Life, Fire Magic, Sledgehammer x7, M.Potion x5, Leather Armor
Equipment: Leather Shield, Ramela, Falchion x14

Level 3.78, Arm Strength 33.56 -- Uncomfortably more strength than I'd like.

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#5242539807730566 - Brandish - WIP to finish Ruins
Brandish_RuinsDone.lsmv (9.41kB lsmv movie [SNES])
Uploaded 2013-03-16 01:56:27 by FatRatKnight (170 files)
In 11:25.94 [41224 frames], 3777 rerecords)
5085 views, 309 downloads
Clears ruins 5667 frames faster than Uncle Mario's Snes9x WIP.

Items: Warp Magic, Ring of Life, Master Keys x2, M.Potion x5, Fire Magic, Sledgehammer x9.
Equipment: Leather Shield, Leather Armor, Saber x20

Level 1, 26 Arm Strength. We'll see how things are done.

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#4651470046428950 - Chatty subtitles for Alien Hominid (3867S)
AHsubs.lua (47.8kB Lua script)
Uploaded 2013-02-17 11:05:05 by FatRatKnight (170 files)
For GBA Alien Hominid (4 files)
5177 views, 331 downloads
For this submission.

Be warned: The subtitles are awfully chatty. Probability of being distracted from the run is high, recommend a second watching.

Curious how encoders will handle this.

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#4599630269867529 - Alien Hominid, faster 3-3, bad RNG
AH_FRK_33_f52037_r23450.vbm (103kB vbm movie [GBA])
Uploaded 2013-02-15 03:03:14 by FatRatKnight (170 files)
For GBA Alien Hominid (4 files)
In 14:43.97 [52797 frames], 18338 rerecords)
4575 views, 338 downloads
VBA v23.

This movie beats 3-3 of my current run by 28 frames, but ends with an unusable RNG (if we want to avoid losing a few seconds in 3-4).

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#4522180287105066 - Alien Hominid in 54523f, w/ high score naming.
AH_FRK_End_f54523_named.vbm (122kB vbm movie [GBA])
Uploaded 2013-02-11 15:20:32 by FatRatKnight (170 files)
For GBA Alien Hominid (4 files)
In 17:19.49 [62086 frames], 17829 rerecords)
4644 views, 343 downloads
VBA v23.

Version entering something in the high score list. I recommend encoders use this rather than the other game completion movie file.

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Back to user movie storage