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#12882193794445245 - GBA F-Zero: Maximum Velocity - Testing a name for fast password.

FZero_MV_GetJV.vbm
In 00:13.18 (787 frames), 119 rerecords
1120 downloads
Uploaded 2/23/2014 3:14 AM by FatRatKnight (see all 245)
Emulator: VBA-RR v23.6 svn480 (How is VBA-M v24, anyway?)
The only thing I do is give myself an odd name to change the unlock password, set up the options as usual, then unlock Jet Vermilion with password and select it for Pawn Expert.
I expect someone to beat this time by a few frames sometime in the future. There's only 20 trillion names to check.
Oh, and watch as I manage to input the 8th character of the name before the 7th character to speed up the name entry. That should cause some worry for any distance algorithms to take into account that trick.

#12809468352107768 - GBA F-Zero: Maximum Velocity - Test movie.

FZero_MV_FRK_PawnEx_2laps.vbm
In 01:17.23 (4613 frames), 563 rerecords
1145 downloads
Uploaded 2/19/2014 8:38 PM by FatRatKnight (see all 245)
Emulator: VBA-RR v23.6 svn480
I don't actually know if these two laps with the Fire Ball in Bianca City - Stretch Circuit (28"18 and 23"67 in the first Pawn track) is any good for TAS. I haven't found any ridiculous speed tricks, though.
I did mess with the in-game controls (to type 6) so that up triggers the boost instead of L+R. L and R buttons do a pretty good job at making you go a bit faster, especially if you're holding one opposite of where you're turning. Freezing this helpful boost for a few frames waiting for the boost to trigger is one way to slow you down, so I shift controls to the less-used up.

#12750429891219382 - Sonic Advance. RNG scanner for ? Ring Box. v2

SA1_RNGv2.lua
910 downloads
Uploaded 2/17/2014 4:49 AM by FatRatKnight (see all 245)
This is the script that I made for Zeupar.
It predicts what will come out of that ? ring box. It also counts RNG rolls. It doesn't really do much else, but I am showing that I worked out the mechanics of the RNG to some extent.
So, uh... I'm un-hiding it now.

#12590050333964845 - Solar Jetman. No initial reset version.

SJ_FRK_NoReset.fm2
In 16:25.16 (59207 frames), 16347 rerecords
1130 downloads
Uploaded 2/9/2014 11:28 PM by FatRatKnight (see all 245)
We're having trouble syncing my Solar Jetman TAS on console. If this version works, I'll slap my headband. This version omits the initial reset and inserts 512 frames, all of which ended up being lag that doesn't read the controller.
There should be two blank non-lag frames followed by a start press on the third non-lag frame.

#12531497925152203 - My Solar Jetman info script (w/ TASEditor helper code)

SJ_and_TASEditor_Helper.lua
1194 downloads
Uploaded 2/7/2014 8:11 AM by FatRatKnight (see all 245)
Exact script I've been using in my TAS of Solar Jetman. Wait, why didn't I upload this earlier?
Can be run without TASEditor engaged. The display works fine without it, don't worry.
Shows the following:
  • Top-left corner: Tether position, tether speed (but not direction), in hexadecimal
  • Bottom-left corner: Wall invincibility timer (dec), Fuel remaining (hex), weapon power remaining (hex)
  • Top: RNG information. The 1s and 0s is simply showing the right four-digit hex number in binary. Hard to describe these RNGs here.
  • Top-right corner: Object counts: Player, your bullets, item, enemy bullets, enemy type A, enemy type B
  • Bottom-right corner: Facing, Speed, and position, all in hex. There's also a frame counter down there, also in hex.
  • Dot radar shows existing objects, using pixels with distances scaled down for off-screen detection. Hold Z to blackout the screen to see these dots better.
If you're going to complain about the fact I use hexadecimal often, I do it because it is not intuitive for me to recall that the maximum speed is 768 rather than 0x300, and 768 does not instantly tell me that it's 3 pixels per frame, while 0x300 does. It gets really bad on screen space if I decide to divide 768 by 256 so I see 3 at max speed but 2.99609375 when I'm really close. Also, if I do divide by 256, how am I supposed to memorize that 0.00390625 is the smallest unit? How much of a full pixel if I see a decimal 98, anyway?
If the numbers line up cleanly in decimal, I would have used it. Most of them don't, for my purposes. So I read them in hexadecimal. Makes sense to me. This is the exact script I'm using, specifically for my use, except TASe_XOR_SJ.lua is the filename I use. This is likely the final version of this script, as my TASing attempts for Solar Jetman is near its end.

#12525896296055538 - Solar Jetman completed. Completed run, version 1.

SJ_FRK_v1.fm2
In 16:16.64 (58695 frames), 16345 rerecords
1180 downloads
Uploaded 2/7/2014 2:08 AM by FatRatKnight (see all 245)
Seems that eye boss uses the RNG to determine when to open those eyes after the first time. I have not figured out how to prevent an eye from spawning, though I did figure out how to get those eyes to open exactly when I wanted them to. The time they take to close again is fixed, that can't be manipulated. 10 HP, only enough time for nine shots before they close, but they can re-open very quickly.
The last stage is tiring. Was not a fun thing to TAS when I've got a lot of time for interesting nothings in particular.
Note my weapon bar is draining the whole time. The game forgot to shut off the Anti-Gravity I had. Has absolutely no effect here either way, so it empties without any interference.

#12476717057354893 - Solar Jetman. Don't buy the bomb.

SJ_FRK_NoBomb.fm2
In 13:55.99 (50242 frames), 14909 rerecords
1096 downloads
Uploaded 2/4/2014 8:58 PM by FatRatKnight (see all 245)
188 frames saved (edit: where's my math skills?). Skipped the Time Bomb, plus I optimized getting Planet 13's ship part.
After I aligned the RNG back to what I had in my prior TAS, it synced perfectly. Note player 1's input at the crystal results screen. That's a bit of work I don't have to do now. Of course, I also removed the extra movement necessary to select the item after the bombs, as I no longer have them. Still syncs.

#12462891550207300 - Solar Jetman. Planet 12 done. Anti-Gravity all the way!

SJ_FRK_P12done_AntiGrav.fm2
In 13:59.12 (50430 frames), 14391 rerecords
1165 downloads
Uploaded 2/4/2014 6:02 AM by FatRatKnight (see all 245)
This is the version with two Anti-Gravity items bought and used.
See me drag that wormhole through the maze even though you never see me use the wormhole itself. I need its mass to go fast. The Anti-Gravity helps make things very fast.
Destiny summons.

#12462875259092178 - Solar Jetman. Planet 12 done. Slower version.

SJ_FRK_P12done.fm2
In 14:17.70 (51547 frames), 12224 rerecords
1118 downloads
Uploaded 2/4/2014 6:01 AM by FatRatKnight (see all 245)
Without the Anti-Gravity, it's kind of difficult to fool around with wormholes. I can't get vertical speed boosts with gravity either capping the speed or going against the direction I want. I probably could get horizontal boosts if I tried, but this time I haven't.
In any case, it's less interesting, too. Good thing I also did an Anti-Gravity run where I bought a second one. It synced just fine when I inserted several frames for the extra purchase.

#12430083941247869 - Solar Jetman. Anti-Gravity is faster!

SJ_FRK_P12_Seg1WithAntiGrav.fm2
In 11:29.42 (41433 frames), 10945 rerecords
1095 downloads
Uploaded 2/2/2014 6:34 PM by FatRatKnight (see all 245)
It takes very little time to buy, I have to remove my time bomb to save it anyway, and carrying that wormhole around for the boosted speed appears very useful.
It beat my older time by a fairly decent margin, too. Reported Down+A at 41326 -- Old time at 42147, 821 frame saved!
Since that made pretty heavy use of the special jetpod for dragging wormholes, I have no doubt it's worth spinning the crystal. Hope to beat this game soon!
... It's tricky dealing with things to swing. I'm never really sure if I am keeping things as tight as possible.