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#36618019721021517 - (GBA) Mario Golf: Advance Tour script v1.

MGAT_Basic.lua
506 downloads
Uploaded 1/27/2017 2:02 AM by FatRatKnight (see all 245)
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.

#35046123303113632 - (NES) R.C. Pro-Am - All pick-ups, all gold, 48 tracks done

RCProAm_AllItemsAllGold.fm2
In 39:06.21 (141005 frames), 26889 rerecords
Game: R.C. Pro-Am ( NES, see all files )
1 comment, 664 downloads
Uploaded 11/17/2016 7:03 AM by FatRatKnight (see all 245)
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.

#34323069463787255 - (NES) Zelda II, face full of fireball from fresh start

Z2_r31_DefeatTheFlameToImprove.fm2
In 40:49.12 (147189 frames), 30301 rerecords
949 downloads
Uploaded 10/15/2016 5:33 PM by FatRatKnight (see all 245)
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.

#34301086240559765 - (NES) Zelda II, that fireball Link gets faced with using R[2]=31

Z2_WithR2as31.fm2
In 00:14.39 (865 frames), 6 rerecords
938 downloads
Uploaded 10/14/2016 5:47 PM by FatRatKnight (see all 245)
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.

#34283573899887127 - (NES) Zelda II, 2nd fairy Valley of Death (try #2)

Z2_FinalFairy_Attempt2.fm2
In 41:07.07 (148268 frames), 30250 rerecords
970 downloads
Uploaded 10/13/2016 10:52 PM by FatRatKnight (see all 245)
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.

#34279663163055649 - (NES) Zelda II, 2nd fairy of Valley of Death (try #1)

Z2_FinalFairy_Attempt1.fm2
In 41:02.46 (147991 frames), 30123 rerecords
987 downloads
Uploaded 10/13/2016 6:38 PM by FatRatKnight (see all 245)
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.

#34269860654656119 - (NES) Zelda II, decisive first fairy encounter at Valley of Death

Z2_RealizedWish.fm2
In 40:18.60 (145355 frames), 29862 rerecords
1031 downloads
Uploaded 10/13/2016 8:02 AM by FatRatKnight (see all 245)
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!

#34196603248871958 - (NES) Zelda II, possible fairy encounter at Valley of Death

Z2_WhatIsWished.fm2
In 00:07.37 (443 frames), 1 rerecords
945 downloads
Uploaded 10/10/2016 12:51 AM by FatRatKnight (see all 245)
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.

#34174809538701635 - (NES) Zelda II, Reflect Trek 2nd fairy

Z2_FairySpawn.fm2
In 23:38.20 (85232 frames), 29304 rerecords
966 downloads
Uploaded 10/9/2016 1:18 AM by FatRatKnight (see all 245)
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.

#34099156378709624 - Zelda II, spawning fairy for first trap of Reflect Trek

Zelda2_FairySpawnConcept.fm2
In 22:04.74 (79615 frames), 28721 rerecords
995 downloads
Uploaded 10/5/2016 3:32 PM by FatRatKnight (see all 245)
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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