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#8438397313684443 - Solar Jetman, stuff after tunnel

SJ_FRK_FuelTry1.fm2
In 01:57.04 (7034 frames), 4897 rerecords
1137 downloads
Uploaded 8/7/2013 12:10 AM by FatRatKnight (see all 245)
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.

#8327020010578242 - Solar Jetman, tunnel attempt #2 (Looking nice)

SJ_FRK_TunnelTry2.fm2
In 00:57.44 (3452 frames), 3031 rerecords
1121 downloads
Uploaded 8/1/2013 11:47 PM by FatRatKnight (see all 245)
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

#8171939460986207 - Solar Jetman, bypassed that enemy! Time to try the tunnel...

SJ_FRK_TunnelTry1.fm2
In 01:03.41 (3811 frames), 1950 rerecords
1101 downloads
Uploaded 7/26/2013 12:10 AM by FatRatKnight (see all 245)
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.

#8143796602738354 - Solar Jetman, current best at getting past enemy

SJ__FRK_KillEnemy.fm2
In 00:54.49 (3275 frames), 1351 rerecords
1072 downloads
Uploaded 7/24/2013 5:45 PM by FatRatKnight (see all 245)
... 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.

#8080525146486850 - Solar Jetman, attempt to slip past that one enemy

SJ_FailedAttempt.fm2
In 00:48.27 (2901 frames), 466 rerecords
1094 downloads
Uploaded 7/21/2013 9:22 PM by FatRatKnight (see all 245)
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?

#7974137050559095 - SNES Brandish - WIP beat three lobsters v2

Brandish_RebeatLobsters.lsmv
In 31:35.68 (113928 frames), 12374 rerecords
Game: Brandish ( SNES, see all files )
752 downloads
Uploaded 7/17/2013 2:22 AM by FatRatKnight (see all 245)
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

#6923418461145484 - SNES Brandish - WIP beat three lobsters

Brandish_BeatLobsters.lsmv
In 31:50.59 (114824 frames), 11130 rerecords
Game: Brandish ( SNES, see all files )
773 downloads
Uploaded 5/30/2013 6:42 PM by FatRatKnight (see all 245)
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.

#6776915038888460 - SNES Brandish - WIP to finish Cave.

Brandish_CaveDone.lsmv
In 26:35.35 (95879 frames), 9192 rerecords
Game: Brandish ( SNES, see all files )
719 downloads
Uploaded 5/24/2013 4:21 AM by FatRatKnight (see all 245)
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.

#6741742267906297 - My display script for SNES Brandish

Brandish.lua
Game: Brandish ( SNES, see all files )
786 downloads
Uploaded 5/22/2013 2:21 PM by FatRatKnight (see all 245)
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

#6741650468925449 - SNES Brandish - WIP to finish Tower v2

Brandish_TowerRedone.lsmv
In 18:37.99 (67190 frames), 7960 rerecords
Game: Brandish ( SNES, see all files )
793 downloads
Uploaded 5/22/2013 2:15 PM by FatRatKnight (see all 245)
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.

#6680317080319470 - MtEdit for lsnes v2 (PROTOTYPE)

MtEdit_lsnes_v2.lua
Game: Unknown Game ( NES, see all files )
1051 downloads
Uploaded 5/19/2013 7:57 PM by FatRatKnight (see all 245)
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.

#6365998264296944 - SNES HyperZone, Area 1

HyperZone_FRK.lsmv
In 02:53.05 (10400 frames), 1737 rerecords
Game: HyperZone ( SNES, see all files )
724 downloads
Uploaded 5/5/2013 4:13 PM by FatRatKnight (see all 245)
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.

#6048250720926158 - Lua script for lsnes: Handle mouse axis.

lsnes_BasicMouseHandler_v1a.lua
Game: Unknown Game ( NES, see all files )
772 downloads
Uploaded 4/21/2013 8:47 AM by FatRatKnight (see all 245)
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.

#5481697172299767 - Lua script for lsnes: Register functions to specific keys.

lsnes_keyhook_register.lua
Game: Unknown Game ( NES, see all files )
811 downloads
Uploaded 3/26/2013 8:26 PM by FatRatKnight (see all 245)
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.

#5403780114311272 - Brandish - WIP fail at ninja

Brandish_Cave_Fail.lsmv
In 24:05.47 (86871 frames), 6301 rerecords
Game: Brandish ( SNES, see all files )
923 downloads
Uploaded 3/23/2013 8:13 AM by FatRatKnight (see all 245)
I ran out of M.Potions. 72 HP to go.
But hey, enough Knowledge EXP to hit 60s just from this.

#5352210190918150 - Brandish - WIP to finish Tower

Brandish_TowerDone.lsmv
In 18:31.74 (66814 frames), 4974 rerecords
Game: Brandish ( SNES, see all files )
781 downloads
Uploaded 3/21/2013 12:28 AM by FatRatKnight (see all 245)
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.

#5242539807730566 - Brandish - WIP to finish Ruins

Brandish_RuinsDone.lsmv
In 11:25.94 (41224 frames), 3777 rerecords
Game: Brandish ( SNES, see all files )
798 downloads
Uploaded 3/16/2013 1:56 AM by FatRatKnight (see all 245)
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.

#4651470046428950 - Chatty subtitles for Alien Hominid (3867S)

AHsubs.lua
1342 downloads
Uploaded 2/17/2013 11:05 AM by FatRatKnight (see all 245)
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.

#4599630269867529 - Alien Hominid, faster 3-3, bad RNG

AH_FRK_33_f52037_r23450.vbm
In 14:43.97 (52797 frames), 18338 rerecords
Game: Alien Hominid ( GBA, see all files )
1392 downloads
Uploaded 2/15/2013 3:03 AM by FatRatKnight (see all 245)
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).

#4522180287105066 - Alien Hominid in 54523f, w/ high score naming.

AH_FRK_End_f54523_named.vbm
In 17:19.49 (62086 frames), 17829 rerecords
Game: Alien Hominid ( GBA, see all files )
1353 downloads
Uploaded 2/11/2013 3:20 PM by FatRatKnight (see all 245)
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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