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#41783551548244994 - Zook Man ZX4 - Stage 4, met dialog frame rule w/o platform!

ZM_s4_AtBossWithoutSavePlat.bk2
In 18:19.74 (65685 frames), 59285 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
795 downloads
Uploaded 9/16/2017 5:11 PM by FatRatKnight (see all 245)
Currently sitting on 1/8 delay due to dialog (burning the frame before loading the door), and we're not using the save platform!
Complicated business. Basically animation frame rule involving the door. By slowing down my ascent on the wall below the save platform, I trigger the next segment a few frames later. I also begin moving right a few frames later as well, but my movement delay is not as big as the segment delay. As a result, the door itself has existed one fewer frame by the time we reach it, which is enough to beat an animation rule, and by extension, use those savings to beat the dialog frame rule.
Complicated business. Advance with no regrets.

#41777752843205572 - Zook Man ZX4 - Dialog frame rule, but by save platform.

ZM_s4_AtBossBySavePlatform.bk2
In 18:19.80 (65688 frames), 59013 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
807 downloads
Uploaded 9/16/2017 10:55 AM by FatRatKnight (see all 245)
Inserted 3 frames delay just before save platform because I could. Well, mostly because it helps to have a standard spot relative to frame rule to trigger the boss fight from. Note the save platform route allowed me these 3 frames delay, saving 4 normal frames to get there, but 3 lag frames is the exchange.
Ideally, we find another frame somewhere, so we can take the sneaky route to avoid lag. But at least we have our frame rule here. Without the save platform route, we're looking at 7/8 dialog frame rule delay.

#41698083280793999 - Zook Man ZX4 - What "memory leak" does

ZM_s1_Fun.bk2
In 00:27.73 (1656 frames), 55888 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
805 downloads
Uploaded 9/12/2017 8:49 PM by FatRatKnight (see all 245)
I dunno... I think it looks normal.
Hint: This really does not look normal.
Basically, I try to fill up the array as quickly as I can. By the time I start falling, it has already been maxed out. It has interesting effects on the appearance of pretty much anything.
This is what the game does when it gives up and reuses the first spot in the array for nearly everything at the same time.

#41697576281012164 - Zook Man ZX4 - Stage 4, small stuff.

ZM_s4_MinibossThings.bk2
In 18:19.81 (65689 frames), 55655 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
786 downloads
Uploaded 9/12/2017 8:16 PM by FatRatKnight (see all 245)
Just some small stuff. Saved 2 lag on the miniboss by jumping one frame later. I also leaked less memory, if that helps any.
The next part looks terrifying. I think we have 3 frames to spare, based on keeping up with staying 1 dialog frame rule ahead of our prior run.

#41676236630347109 - Zook Man ZX4 - Stage 4, the "give up 8 frames" route

ZM_s4_WeFailBadlySorryEveryone.bk2
In 18:20.03 (65702 frames), 55160 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
808 downloads
Uploaded 9/11/2017 9:12 PM by FatRatKnight (see all 245)
This is in case we can't manipulate our way into keeping those 8 frames. I did a lazy-sync in mid-stage and the movie goes clear out to where it ends.
Still, the original route with the better item drops has a lag frame in it, and this version, while it loses us 8 frames and compels us to match said item drops in the later half, removes a lag frame the other item drops were stuck with.
Oh, and I did some input clean-up in the rest of the movie. Nothing that affects sync, just marking out frame rules properly and all that.
P.S. The Stage 4 boss almost certainly will not let us avoid all damage. We are rather lacking in ammo, and need at least 5 hits of 8 damage from our spikeballs. The remaining 15 HP can be taken down in 6 hits of 4, 3, 2, 2, 2, and 2, in case you want to remove one Charge Storage, and we have exactly the ammo necessary for that.

#41610704613165035 - Zook Man ZX4 - Stage 1 boss entertainment stuff

ZM_s1_BossEntertainTry.bk2
In 18:20.88 (65753 frames), 54675 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
1 comment, 809 downloads
Uploaded 9/8/2017 10:22 PM by FatRatKnight (see all 245)
A small little extra for Zook to do. Among my actions included sticking to the wall better so the camera is less bumpy.
Curious if "machine gun" dashing is as annoying as seasickness camera movements. I'll leave it to you to decide.

#41553898387519790 - Zook Man ZX4 - Baisc script, now with a visualizer.

ZookManZX4.lua
772 downloads
Uploaded 9/6/2017 8:58 AM by FatRatKnight (see all 245)
There is an array at 7C44 that gets filled when objects are allocated, and freed up when objects are removed.
Colors:
Black - Free
Cyan - Player bullet
Green - Item
Yellow - Enemy (w/ 0+ HP reported)
Purple - Enemy (w/ negative HP reported)
Red - No detected object -- Memory leak likely
The more filled the bar, the more likely the lag. At least, that's the idea I want to transmit.
... I'm just not feeling rather vocal right now.

#41463754103379844 - GBA D&D: Eye of the Beholder - Incomplete first battle script

EotB_Sim.lua
609 downloads
Uploaded 9/2/2017 7:32 AM by FatRatKnight (see all 245)
Nonfunctional. Do not run.
Been looking over my older stuff to find this script. It is an attempt at botting (or more accurately, simulating) the first battle, so that I can see this fight perfected, but it is decidedly incomplete, and it is not structured to treat the fodder with ambiguous stats, so it needs a redesign anyway.
Note that the script shouldn't be running emulator functions. It's just a scripted simulator, not a savestate bot.

#41409907559947087 - Zook Man ZX4 - Reduced jumps made for s0 miniboss

ZM_s0_MinibossFewerJumps.bk2
In 04:30.80 (16174 frames), 44530 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
751 downloads
Uploaded 8/30/2017 9:20 PM by FatRatKnight (see all 245)
Should involve less seasickness.
Mind, ideas are rather minimal for one-dimensional movement. If there are better ways to dance to the music between the jumps, go for it.

#41392434044887540 - Zook Man ZX4 - Added entertainment to two minibosses

ZM_s0_s8_MinibossEntertain.bk2
In 04:30.80 (16174 frames), 44279 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
766 downloads
Uploaded 8/30/2017 2:27 AM by FatRatKnight (see all 245)
I thought I gave up on this stuff. Okay, fine. Apparently I just can't keep away. Also has the collected 7 frames delay before s8 door.
I hope intro and Stage 8 have better looking miniboss fights. Well, better than standing there staring out into space, anyway. Splice them into whatever other entertainment stuff that was done.