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#8936028298677215 - SimCity, quick test.

SC.bkm
In 00:35.82 (2153 frames), 371 rerecords
Game: SimCity ( SNES, see all files )
1033 downloads
Uploaded 8/29/2013 10:02 AM by FatRatKnight (see all 245)
I pick Hard mode just because of some post for the recent submission.
Do note, sometimes in the menu, you can use a directional key at the same time you press the B button. Also, use the wraparound effect of the digits, as going down to 6 has us go 0 -> 9 -> 8 -> 7 -> 6 instead of going up through 0 -> 1 -> 2 -> 3 -> 4 -> 5 -> 6.
Finally, I have fooled around TASing the early parts of working on the railroad, using an identical layout to the submission. I suspect building it downward might still be done a little faster than how I did it, but it's only a quick test. Down is different from up, due to how the cursor works.
BizHawk has a... Certain learning curve. It also doesn't have my MtEdit script, I ought to figure out how to port that.

#8812040509984293 - Solar Jetman. Uh, what is going on?

SJ_UhWhatIsGoingOn.fm2
In 01:51.18 (6682 frames), 2537 rerecords
1119 downloads
Uploaded 8/23/2013 8:01 PM by FatRatKnight (see all 245)
... Uh, what is going on?!
Turbo to the end of the movie (apologies for not savestate anchoring it). Here I am, minding my own business, TASing like usual, when... This happened.
Those stationary big enemies I need to get past? They're... Not so stationary.
Uh... What is going on?!

#8790394280676009 - Solar Jetman, liquid entry w/ 219 from enemies.

SJ_FRK_FluidEntry_HighWealth_S.fm2
In 01:41.23 (6084 frames), 2338 rerecords
1080 downloads
Uploaded 8/22/2013 8:37 PM by FatRatKnight (see all 245)
Manipulating them takes a while. But progress exists, I tell you!
There is one enemy I missed on the way through, a high-value enemy that could give another 28. I did go back to get it, but even with identical RNG state for later, it desyncs. This isn't motivating. I blame an ADC instruction being used without a known carry flag state for my Y speed, thus moving me 30 subpixels up.
For whatever reason, while trying to add P2 to my file, I ended up resetting the rerecord count. It was 7545 before this reset. I haven't manually added in this number, at this time.
For your entertainment and information, I added a few subtitles.

#8480117589615625 - Solar Jetman. Look at that crystal spin!

SJ_FRK_CrystalTry1.fm2
In 03:24.61 (12297 frames), 6605 rerecords
1139 downloads
Uploaded 8/8/2013 9:16 PM by FatRatKnight (see all 245)
A bit over 1000 frames slower than skipping the crystal (1068 by my measurements). That's less of a loss than I expected.
I don't know how many frames it would save to drag around wormholes, but 1000 frames doesn't look to be a hard goal to achieve. Might want to look at a few routes and estimate whether it would save roughly 20 seconds or so.
All it needs is a little optimization and some extra enemies to manipulate. Note, however, that fuel is really, really tight. With all the walls I've been crashing into, I had to stop thrusting because one more frame meant I lose the pod. I should be glad for that canister I shot.

#8460679018803471 - Solar Jetman, cleared Planet 7

SJ_FRK_P7_Try1.fm2
In 04:30.19 (16238 frames), 6187 rerecords
1447 downloads
Uploaded 8/8/2013 12:15 AM by FatRatKnight (see all 245)
No crystal spinning. It's this fast without spinning up that crystal.
Minimal luck manipulation attempted. Only enough has been done to avoid enemies making well-timed fatal shots at me. Presumably, I can pull a little more money out of spawning a few easily shot enemies along the way. Mostly, I want to see how fast I can get through this planet.
Compare the published run. From first frame of Planet 7 to clearing the "travel to next planet" animation, I took 924 more frames compared to the published run. This is due to the fact I skipped some planets that would have given me items to go faster with, such as time bombs and boosters. However, the direct warp from 1 to 7 saves somewhere over 20000 frames, as opposed to going through Planet 2 and a bit of 3.

#8438397313684443 - Solar Jetman, stuff after tunnel

SJ_FRK_FuelTry1.fm2
In 01:57.04 (7034 frames), 4897 rerecords
1110 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
1096 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
1075 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
1045 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
1065 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?