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#42218802257490407 - Zook Man ZX4 - Input clean up

ZM_ENDin73668_CleanUp.bk2
In 20:33.40 (73668 frames), 76348 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
883 downloads
Uploaded 10/6/2017 7:38 AM by FatRatKnight (see all 245)
All this really does is clean up input. By which I mean, I get rid of all those A holds that don't have any effect, input removal at times where the control is locked anyway, and a few Select presses are put in for timing checks.
Nothing exciting here, just making it a little easier for some random person in the distant future to check over our stuff. Just in case.

#42038958004693178 - Zook Man ZX4 - s13 skip achieved. Payment due: One dream

ZM_s13BossSkipAchieved.bk2
In 19:39.34 (70439 frames), 65199 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
913 downloads
Uploaded 9/28/2017 5:15 AM by FatRatKnight (see all 245)
The best way to achieve the impossible is to refuse to believe the impossible.
I am about 4 frames away from a skip. And the only weaponry used here are basic shots and muzzle flash. Presumably, fancier stuff can get the skip. Or simply timing differences could make it happen.
Tell me it is impossible now. Tell me with a straight face after watching this closely. Is the goal that far away, where this movie is the dead-end that only shows we're denied the skip, or does it reveal a path yet untaken and calls in ever greater hope?
Only thing left to do is optimize this miracle. The s13 boss skip is not only possible, but it is done in this movie.

#41929757389523748 - Zook Man ZX4 - Stage 2 boss entertainment try 2

ZM_s2_BossEntertain_v2.bk2
In 19:08.70 (68609 frames), 64296 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
887 downloads
Uploaded 9/23/2017 7:13 AM by FatRatKnight (see all 245)
The way I ended it before was rather plain. Not even vanilla flavored. I added chocolate and mint to how it ended.
Well, the glitch-fest ended when the barrier did its job, so I thought I'd fire a shot to keep the glitch going. So you see a spread shot of glitch, followed by a bouncing glitch-ball. A little extra, really.

#41927721609003886 - Zook Man ZX4 - Stage 2 boss entertainment attempt

ZM_s2_BossEntertain.bk2
In 19:08.70 (68609 frames), 64216 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
856 downloads
Uploaded 9/23/2017 5:01 AM by FatRatKnight (see all 245)
Copied in ThunderAxe31's latest stuff on the end of this movie. I didn't check if it contains lapogne36's stuff, though in my brief look I didn't see anything new.
So, now that I have used a Fragile Barrier against a boss, and successfully done so, I can feel satisfied in defying the words of some random person on the internet. Despite, you know, these words most likely talking about dealing with the endgame stages on decidedly finite ammo, and not in an environment where we have far less need for it, but let's be honest. We like twisting meanings around and making them somehow fit a different perception and then claim it was that all along.
Aw, now I went all meta and can't spark some kind of debate on what I actually did. You guys are going to smile too much at this.
Used spikeball shot as finisher instead of star, simply because the damage output was only just barely keeping up with the sub-HP. Star would not have done enough damage. Also, I technically avoided damage, in the interpretation of never getting an ouch animation, by using barrier and taking hits with that to disable my hitbox detection. This was enough to reduce the lag. Additionally, the Fragile Barrier was used against the boss as a single projectile that doesn't lag much.

#41878195949852392 - Zook Man ZX4 - Still working on entertaining bosses!

ZM_s8_BossEntertainFix.bk2
In 19:08.70 (68609 frames), 63521 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
852 downloads
Uploaded 9/20/2017 11:29 PM by FatRatKnight (see all 245)
Well, I removed a specific action on the s8 boss, restoring what the prior movie did. Sync after s7 returned. I changed the s5 boss exit, to show ammo on our other weapons then.
Currently trying to puzzle out how "lag-free" and "no damage" on s2 boss is even possible. I did go back earlier in the stage to find spots to remove "memory leak" from prior shots, and removed a little bit of red zone. I remember holding still doing nothing at the s2 boss was still causing lag during one attack, which was removed when we take damage. Well, this time, the hold still and do nothing isn't causing lag, so there's some slight hope of lag-free no damage run, but we're not left with much to work with.

#41866565069073796 - Zook Man ZX4 - Casual display script v2 (rearranged)

ZM_CasualDisplayv2.lua
795 downloads
Uploaded 9/20/2017 10:55 AM by FatRatKnight (see all 245)
The only significant difference is the fact I rearranged the elements. The map/Boss HP is toward the top, so as a boss takes damage, the relation of its HP and that health bar should be more apparent by proximity.
It's still just a 40 pixel width display.

#41865350280209095 - Zook Man ZX4 - s8 boss entertain, but desync after s7

ZM_s8_BossEntertain.bk2
In 18:19.71 (65683 frames), 62422 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
821 downloads
Uploaded 9/20/2017 9:36 AM by FatRatKnight (see all 245)
So, I did stuff at Stage 8 boss. Hopefully it's a better show. One key problem is that, somehow, an entire stage later, I get a desync at stage select from an extra lag frame in transition.
I had no idea this was possible. Anyone up for some deep analysis in the functions?
One could also try to take pieces of the older and newer movies. It's a good bet I left intact the exact positions of where I released each charge shot, so direct copies of antics between shots might work.

#41854744080836930 - Zook Man ZX4 - Fix Stage 4 boss entertainment

ZM_s4_BossEntertain.bk2
In 18:19.71 (65683 frames), 62259 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
808 downloads
Uploaded 9/19/2017 10:08 PM by FatRatKnight (see all 245)
The Stage 4 boss should be approximately 1.4 times as entertaining as before. I'm sorry, but I wasn't able to make it 10 times like I did my Overlord submission. Of course, 10 times nothing is still nothing...
I have no idea how I come up with these numbers for entertainment.

#41843111384718016 - Zook Man ZX4 - s6 meteor spawn idea

ZM_s6_MinibossMeteor.bk2
In 00:03.72 (222 frames), 61982 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
774 downloads
Uploaded 9/19/2017 9:34 AM by FatRatKnight (see all 245)
I used an enemy in reach of the save platform to trigger meteors.
Apparently, spikeball sparkles in dirt form do not like being hit, and will summon meteors from the heavens when they are destroyed against an enemy. Strange destructor behavior for a projectile, but then again, we do have MurderBarrier...
How can one handle this lag, though?

#41830330189848102 - Zook Man ZX4 - Stage 6 clear.

ZM_s6_BossParticlesStuff.bk2
In 18:19.60 (65677 frames), 61801 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
795 downloads
Uploaded 9/18/2017 7:45 PM by FatRatKnight (see all 245)
ThunderAxe31 needed my help on something. Here's how I ended the boss fight.