User Files for FatRatKnight

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#74799479026510261 - SNES Ghoul Patrol - DTC10 T8's script

DTC10T8_GP_Basic.lua

Uploaded 10/12/2021 2:22 PM by FatRatKnight (243 files)

For

767 views, 52 downloads


This was the script we developed in the DTC. Has hitboxes, position, and speed. And a few random things. This was my version, without the side-radar.

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#51619615831003777 - NES Donald Land - Timing script

DL_ScoreCard.lua

Uploaded 12/3/2018 4:28 PM by FatRatKnight (243 files)

For

12513 views, 489 downloads


All this one does is look at a few addresses to figure out when stages begin or end, as an assist to figuring out when we completed them.

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#51619579062148959 - NES Donald Land - Terrain script

DL_Terrain_v1.lua

Uploaded 12/3/2018 4:26 PM by FatRatKnight (243 files)

For

12507 views, 461 downloads


Shows terrain boxes. Has an incomplete thing I was trying, the list of special terrain IDs are at the top, but that table wasn't used. Has something else I hacked together to show special IDs I'm looking for instead, rather critical in attacking the Sky World boss where I wasn't supposed to.
Colored boxes are used to point out bits of terrain I'm not sure about. Otherwise, the white boxes are close to accurate of what I think they are. Busies up the emulator a bit.

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#51619492272730334 - NES Donald Land - General purpose script

DL_General_v9.lua

Uploaded 12/3/2018 4:20 PM by FatRatKnight (243 files)

For

12526 views, 457 downloads


Shows hitboxes and a bunch of information. It's also our RAM Watch, but that was underutilized anyway. It has my guess on Ronald's hitbox rather than anything firmly known.
It also has my early guess on the wall hit detection, although now I realize the magic pixel is just at the feet level and not the vertical orange bars I put down. The green vertical bar was to assist in figuring out the item collection, and seems mostly accurate.
The "average speedometer" and "distance check" on the left needs to be calibrated to the start of each stage.

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#47117049451414724 - NES R.C. Pro-Am 2 - 24 tracks

RCProAm2_24Tracks.fm2

Uploaded 5/14/2018 9:53 PM by FatRatKnight (243 files)

For Nintendo Entertainment System

In 20:45.66 (74863 frames), 14962 rerecords

13181 views, 640 downloads


Skipped a few money pick-ups, but I still have $190 to spare when I get Mega Engine. There doesn't seem to be that many slow choices to skip now.
I have no idea why there are two invisible nitros in track 24. I happened to be viewing the CPU's nitro count when I saw it climb to 1 when I thought I picked up all the nitros. Sure enough, when I drive over that spot, I get a nitro. The location is after the sequential pair of zippers, the first ones you come across after starting the race, the ones right before the first time you fly past the crossover. As you hug the far wall, the same side as the zippers you will pick up two mystery nitros, the second one being near that dirt patch ahead.
If a CPU car drives over rough terrain, and no one is around to see it, does it slow?

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#46504918498613359 - NES R.C. Pro-Am 2 - 16 tracks, again.

RCProAm2_t16_BitFaster.fm2

Uploaded 4/17/2018 8:16 AM by FatRatKnight (243 files)

For Nintendo Entertainment System

In 14:02.56 (50637 frames), 8521 rerecords

13226 views, 1226 downloads


Well, manipulation worked. Apparently the RNG was already set up correctly. At least enough for my script to find some possibilities when I left my last upload.
50540 cash after race 15. Enough to ditch a few money bags I picked up and still get Mega. 46140 cash after race 14, the difference between Black and Silver would mean an earlier Mega. 42090 cash after race 13. Skip Red and Skinny's, get Black, and we might have Mega then!
It does feel right to get Red for r2, Silver for r4, Skinny's for r5, and Mega for r16. Black for r3 and Mega for r14 is apparently possible, but then it's Black+Standard vs. Silver+Skinny's for r5 to r13, among other differences.
... Yeesh, the lag. It's the reason I went into that side spot for the extra life in race 13. Not taking it meant lag. It might be that taking every money bag I did avoids lag, so who knows?

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#46316724679111682 - NES R.C. Pro-Am 2 - Get 2nd car by race 5

RCProAm2_t5_HeavyManip.fm2

Uploaded 4/8/2018 8:51 PM by FatRatKnight (243 files)

For Nintendo Entertainment System

In 04:28.29 (16124 frames), 3119 rerecords

13273 views, 676 downloads


This is what race 5 looks like when you manipulate a few letters to be exactly what you need. All those times where that yellow car frustrated you in the first game, watching this yellow car speed ahead is probably making you remember those times.
Four Score used because I needed player 4. Player 4 needed because of luck manipulation. Said luck was looking at player 4's letters collected for two of race 4's packs. By the arrangement I had for race 4, my script claimed there was only 2 possible timers out of 256 that could have worked. It's possible selecting a different player could work, but being player 4 maximizes chance of things working out in race 4.
Race 6 might be next to impossible to manipulate. There are six letter packs, two of them linked to each other on the same manipulation. Since these two are the same, they must be I, as that's the only one I can collect two of. The other four must be R O A M, as none of the remaining letters can pick player 4, and the other cars all have cheated their letter P by now.
Next to impossible doesn't actually mean impossible, there's some theoretical code path that will make it work. It's just a matter of finding a practical code path.

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#46246125573589327 - NES R.C. Pro-Am 2 - 16 tracks

RCProAm_16tracks.fm2

Uploaded 4/5/2018 4:33 PM by FatRatKnight (243 files)

For Nintendo Entertainment System

In 14:42.59 (53043 frames), 6931 rerecords

13265 views, 630 downloads


Mostly just trying optimal turns and such.
Apparently you don't lose speed for turning sharply? But only when at max speed? And not with the default engine?
I messed up in the Tug-o-Truck challenge. Well, sure. I win it pretty fast. I just haven't accounted for the speed dropping down a notch when you try to speed up beyond some threshold.
No real planning was done when TASing this. I just sort of dived in and got this so far.

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#45021043588541420 - NES Rad Racer II - FCEUX TASing script

TASe_XOR_RR2.lua

Uploaded 2/9/2018 12:25 PM by FatRatKnight (243 files)

For Rad Racer II (NES)

6796 views, 783 downloads


A script I used, including the TAS Editor helper in there, hence the filename. (Actually, I sort of didn't want to bother renaming the file)
There's not a lot to the script. Mostly keeping track of distance, speed, sub-speed, and the music. This script is also how I measure my distance loss, to more easily compare segments where speed dips below 255 MPH.
Really the music was being tracked because I wanted to dance to it more easily. With a car.

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#45020984269089246 - NES Rad Racer II - TAS v2, one track

RRacer2_FRK_v2_OneTrack.fm2

Uploaded 2/9/2018 12:22 PM by FatRatKnight (243 files)

For Rad Racer II (NES)

In 02:55.41 (10542 frames), 3552 rerecords

6803 views, 759 downloads


C1 - 0'52"4 1'41"1 2'17"1 - Loss:11605
An improvement over my previous movie. Both in entertainment and in time.
However, it only really completes one course. I don't have any particular plans on finishing it.
One thing I did do in this one the prior one did not do is manipulate the sub-speed by that turbo boost thing at 255 MPH, so that I recover lost speed slightly more quickly. Also, general optimizations and all that. You know the drill.
A part of course 2 was also redone. Since it was lossless to begin with, the only possible theoretical improvements would be entertainment.

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