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#38961323354343426 - (GBA) Mario Golf: Advance Tour, Neil until Marion Hole 11.

MarioGolf_NeilR.bk2
In 09:10.35 (32871 frames), 2027 rerecords
534 downloads
Uploaded 5/12/2017 2:47 PM by FatRatKnight (see all 245)
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.

#38899122092553167 - Zook Man ZX4 - Stage 8 clear, stage select in 15850 frames.

ZM_s8in15850.bk2.bk2
In 05:13.83 (18745 frames), 3923 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
1 comment, 784 downloads
Uploaded 5/9/2017 7:34 PM by FatRatKnight (see all 245)
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.

#38817338552018192 - Zook Man ZX4 - stage 7 miniboss skip, slightly better now

ZM_s7_skip18776.bk2
In 05:14.38 (18777 frames), 3343 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
788 downloads
Uploaded 5/6/2017 3:10 AM by FatRatKnight (see all 245)
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.

#38775709014610846 - Zook Man ZX4 - External Radar, spawning borders

ZM_ExternalRadar_v3.lua
735 downloads
Uploaded 5/4/2017 6:10 AM by FatRatKnight (see all 245)
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.

#38774185940666522 - Zook Man ZX4 - External Radar, now with one spawn box

ZM_ExternalRadar_v2a.lua
719 downloads
Uploaded 5/4/2017 4:31 AM by FatRatKnight (see all 245)
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.

#38764902600522359 - Zook Man ZX4 - Intro miniboss skip (long set-up)

ZM_IntroMinibossSkip.bk2
In 01:43.92 (6207 frames), 684 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
1 comment, 964 downloads
Uploaded 5/3/2017 6:29 PM by FatRatKnight (see all 245)
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.

#38748741023956734 - Zook Man ZX4 - Updated External Radar with spawn points.

ZM_ExternalRadar_v2.lua
755 downloads
Uploaded 5/3/2017 1:01 AM by FatRatKnight (see all 245)
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).

#38533107901056136 - Zook Man ZX4 - A charge swap with basic -> whirlwind

ZM_ChargeSwapTryout.bk2
In 00:23.69 (1415 frames), 48 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
804 downloads
Uploaded 4/23/2017 7:57 AM by FatRatKnight (see all 245)
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.

#38527750923366219 - Zook Man ZX4 - Charge Swap glitch

ZM_ChargeSwap.bk2
In 01:44.06 (6215 frames), 548 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
749 downloads
Uploaded 4/23/2017 2:10 AM by FatRatKnight (see all 245)
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.

#38527472110526427 - Zook Man ZX4 - Infinite climb

ZM_InfiniteClimb_Ascend.bk2
In 00:41.00 (2449 frames), 358 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
759 downloads
Uploaded 4/23/2017 1:52 AM by FatRatKnight (see all 245)
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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