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#45021043588541420 - NES Rad Racer II - FCEUX TASing script

TASe_XOR_RR2.lua
863 downloads
Uploaded 2/9/2018 12:25 PM by FatRatKnight (see all 245)
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.

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

RRacer2_FRK_v2_OneTrack.fm2
In 02:55.41 (10542 frames), 3552 rerecords
Game: Rad Racer II ( NES, see all files )
849 downloads
Uploaded 2/9/2018 12:22 PM by FatRatKnight (see all 245)
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.

#45020884979586451 - NES Rad Racer II - Full completion

RRacer2_FRK_v1.fm2
In 19:39.08 (70861 frames), 2180 rerecords
Game: Rad Racer II ( NES, see all files )
866 downloads
Uploaded 2/9/2018 12:15 PM by FatRatKnight (see all 245)
C1 - 0'52"4 1'41"2 2'17"7 - Loss:13333
C2 - 0'38"5 1'21"4 2'04"2 - Loss: _ _0
C3 - 0'38"7 1'29"5 2'07"0 - Loss:29399
C4 - 0'39"8 1'27"3 2'20"8 - Loss: 4486
C5 - 0'47"1 1'27"8 2'19"2 - Loss: _ _0
C6 - 0'39"8 1'25"0 2'20"0 - Loss:39412
C7 - 0'43"0 1'36"6 2'22"7 - Loss:18549
C8 - 0'35"7 1'14"3 2'20"5 - Loss:17802
Beats the following submission: #1188: TheSwordUser's NES Rad Racer 2 in 19:50.12
The loss numbers should be explained. After the most optimal start I know how to do, if I remain at 255 MPH the entire time, then the loss is zero. For every frame I spend at less than 255 MPH, this increments my loss indicator by the difference. Theoretically, each 255 loss is equivalent to a frame of gameplay. I think it's essentially 30 Hz, so 7650 is one second.
A trick the old submission hasn't done is to move a bit before the power start. Until the "race start" sound actually finishes, you can't power up, so I take the time to creep forward slightly. It's worth something like 765 distance units (based purely on unreliable memory), or close to three frames of 255 MPH.

#44907750707175428 - R.C. Pro-Am - Nifty script

RCProAm_v2.lua
925 downloads
Uploaded 2/4/2018 9:58 AM by FatRatKnight (see all 245)
The script has a few features.
On the left, taking advantage of the 8 pixels of dead zone, I have a speed visual that basically deconstructs what effect your current velocity has. Colors are used to denote target speed, and the left vertical bar shows how much of an 8 MPH threshold is filled. Tick marks are used for 1 MPH increments, but meeting these tick marks have no impact on the player's position. Filling the rectangles do, representing these 8 MPH thresholds.
As well, the console output is also used to spit out frame counts automatically (using register exec functions) on how long it took to complete each race. There is a disabled feature in this script that would also use this output for checkpoints, letting the TASer know when the player has hit the next segment of the track. Uncomment a line with LogCheckpoints() (under function BasicHUD) in it to activate.
Finally, the numbers display. Shame my memory of the script is basically nil on the details here, but so it goes. I recommend experimenting a bit, and if that isn't helping, open the script and look for my comments in BasicHUD. I do have a habit of using hexadecimal if the numbers line up better that way.

#42501513508342328 - Zook Man ZX4 - s6 boss entertainment done

ZM_s6_BossEntertainYay.bk2
In 20:31.34 (73545 frames), 88523 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
866 downloads
Uploaded 10/19/2017 1:12 AM by FatRatKnight (see all 245)
Considering my entertainment attempt was incomplete to begin with, I figure I should at least finish it properly, after all the set up was done. Got lag-free pausing, too, which probably involved firing up the bubble barrier early enough to get the sound to finish.
Hopefully I dance good. Somehow, this movie doesn't sync to the end, walking into what seems like extra lag in s15.
Spin Missile, a Buggy-Type move.
One would think it could hit up to 5 times, but we all know the boss invincibility, and it could only hit twice.

#42353459472322397 - Zook Man ZX4 - Used ammo tank at dialog, lag detected.

ZM_s11_AmmoTankLag.bk2
In 20:31.53 (73556 frames), 84956 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
914 downloads
Uploaded 10/12/2017 9:10 AM by FatRatKnight (see all 245)
First, in order for the animation to sync up and allow for damage based on jump frames, I had to delay spawning the door by two frames. This loses the ammo drop for our flame weapon.
Second, no matter when I pause, I get a lag frame when finishing up the ammo tank.
Solutions sought. Oh, and I did a minor change at s9 ammo tank usage, doing so as late as possible.

#42324894521306123 - Zook Man ZX4 - s2 boss stuff.

ZM_s2in62229.bk2
In 20:31.78 (73571 frames), 83328 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
881 downloads
Uploaded 10/11/2017 2:18 AM by FatRatKnight (see all 245)
So, boss stuff. Working with frame rules, pixel perfect positions, and all that mess, I saved a bit of time at the door. The fight itself is synced.
This movie delays 8 frames at stage select to the end stages for item cycle sync. Not sure what help or harm this is going to do for items when the delay is removed. Good luck with those items, too...

#42252664114765676 - Zook Man ZX4 - More s6 improvements.

ZM_s6in56128.bk2
In 20:31.78 (73571 frames), 79211 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
895 downloads
Uploaded 10/7/2017 8:14 PM by FatRatKnight (see all 245)
ThunderAxe31 been working things. Synced the boss. Fairly easy since adjusting boss actions to happen exactly on a particular frame is the point, done by changing pause duration.
We are exactly 4 frames ahead of the old item drop cycle.

#42222793776528281 - Zook Man ZX4 - s6 boss entertainment (before improvement)

ZM_s6EntertainFail.bk2
In 20:33.40 (73668 frames), 77096 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
894 downloads
Uploaded 10/6/2017 11:57 AM by FatRatKnight (see all 245)
I was working on this. Then I got a nice theoretical improvement to check.
The theoretical is now reality.
I couldn't get this working without lagging the boss intro. Sad.

#42222757805427932 - Zook Man ZX4 - s6 boss improvement.

ZM_s6in56144.bk2
In 20:31.98 (73583 frames), 77263 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
892 downloads
Uploaded 10/6/2017 11:54 AM by FatRatKnight (see all 245)
Down from 56229, we have saved 85 frames.
I was highly annoyed by the fact the boss disappears for a moment just before becoming vulnerable once more. Man, if he just didn't talk so much, his timer wouldn't advance that far, and we can beat him up with another shot before that teleport.
... Wait, he operates on his own timer, doesn't he...?
Pausing advances the global timer, but freezes the object timers.
Dialog advances based on global timer...
Pause during dialog. We delay him frames without delaying dialog.
This line of thinking got us another second and some change. We have another improvement! Entertainment was not really attempted in this version, though.
ThunderAxe31, I do not envy searching through the remainder of the run to fetch back the ammo we worked so hard to get. Good luck...