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#40344494855461034 - Zook Man ZX4 - Stage 1 clear, stage select in 29696 frames.

ZM_s1in29696.bk2
In 17:42.93 (63486 frames), 20090 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
790 downloads
Uploaded 7/13/2017 9:47 PM by FatRatKnight (see all 245)
f23518 *** STAGE 1 ***
f24481 Segment 0: 963
f25065 Segment 1: 584
f25161 Segment 2: 96
f25371 Segment 3: 210
f26131 Segment 4: 760
f26627 Segment 5: 496
f27439 Segment 6: 812
f27675 Segment 7: 236
f29094 Segment 8:1419
=== END OF STAGE 1 (Frames: 5576) ===
Turns out, this stage was on the good side of the frame rule before the 12 frames, so then it went onto the bad side. I poked about for stray frames and got on the good side again. I also exited the boss a frame earlier, but this will be lost due to animation frame rule on the next stage. 17 frames delay right now, hopefully Stage 4 will prove receptive to 16 of these (and again, that last 1 is lost to frame rule).
2 frames on Segment 0 was saved. One of them, apparently, was because I started a dash a frame late, so I enjoyed an extra frame of 0 speed at the tail end of the previous dash. Fixed. Also, some complicated jump mechanics got me another 2 pixels, which ended up worth a frame.
After that, I somehow ended up at a different height on the transition to the final horizontal segment. A few adjustments were made to deal with the change, and apparently it's faster.
Stage 4... After I get rid of the intentional delay, I'll have items to manipulate all over again. This was a tricky stage to get right. We'll see if I can lose zero frames on item drops.
Also, copied in Team 3's input to the start of the end stages.

#40329326915796569 - Zook Man ZX4 - Stages 7, 4, 2 changed.

ZM_FrameSavery.bk2
In 17:32.86 (62885 frames), 19133 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
849 downloads
Uploaded 7/13/2017 5:24 AM by FatRatKnight (see all 245)
Exhibit 1: Stage 7
Remember those ceiling clips I said I was frustrated about? I took a crash course in "bashing your head through problems" and learned that the magic position is being in Screen Y Position 40. Or 41, if you're stuck in odd numbers. This is the magic spot that lets the next wall jump clip through three solid tiles, provided you are high enough. At 39 or less, you're too close to the top of the camera, and the clip will fail.
Apparently, the demonstration is on an animation frame rule, so although the SegmentCounter script claims I saved only 9 frames, the animation frame rule got me to enter stage select 12 frames earlier. Stage 1 is on the bad side of the dialog frame rule, so it is projected to turn into 16 frames after redoing Stage 1.
Exhibit 2: Stage 4
Messed around with the ending a touch, trying to beat the frame rule. I think I'm just one frame away, again! I took a different route, landing on the save platform, and it is enough to save that frame rule, but at a cost of 3 lag frames from the save. That's a steep price and I'd like to save another normal frame somewhere, but a frame rule is still an improvement. I have no idea about the transition on the way to the stage select, but I've seen it adjust by 1 a few times now, and it used to be better before this improvement. Overall, one frame rule at +4 lag.
The transition from Stages 4 to 5 is delayed 16 frames. If I combine the earlier frame savings and redo Stages 1 and 4 without loss, I will end up with 32 frames delay here. With item drops on a 32 frame cycle, this means I can remove that delay and keep full sync of later stages. Yes, this will save effort in item manipulation, but only if it works out.
Exhibit 3: Stage 2
The right side climb is showing very good promise. At the moment, it's just about tied with climbing the left side, but if we can find time to get another bubble barrier up, then the right side climb will easily win the duel. Thanks, Team 5! Knowing it is possible will let us save a few more frames off this run!

#40310708365367846 - Zook Man ZX4 - Improved Stages 4 & 2

ZM_s2in62553.bk2
In 17:32.93 (62889 frames), 18556 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
841 downloads
Uploaded 7/12/2017 9:16 AM by FatRatKnight (see all 245)
Stage 4, for some reason, had a damage near the end before using the 2nd to last Flame Charge. This damage is removed, 14 frames, but it's not enough for two frame rules. 8 frames intentionally inserted in stage select for lazy-sync.
In Stage 2, with little concern for optimization, I shot a block with a full-charge basic shot. Since we need 140 frames of charging to even hit this block, there's no way to deal with these enemies other than to have a Charge Swap Bubble Barrier already in play. Apparently, hitting the block like this means we can't switch weapons until we shoot once more first, but at least an uncharged shot counts. Two frame rules here, but again, no concern for careful optimization.

#40301169124465805 - Zook Man ZX4 - Stage 2 clear, stage select in 62571 frames.

ZM_s2in62571.bk2
In 17:33.23 (62907 frames), 18226 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
787 downloads
Uploaded 7/11/2017 10:58 PM by FatRatKnight (see all 245)
{f56712 *** STAGE 2 ***
f56936 Segment 0: 224 (**: 224 ; T7: 220)
f58535 Segment 1:1599 (T3:1554)
f58596 Segment 2:_ 61 (T7:_ 61)
f58697 Segment 3: 101 (T3: 105)
f58925 Segment 4: 228 (T7: 233)
f59119 Segment 5: 194 (T4: 189)
f59902 Segment 6: 783 (T4: 792)
f59998 Segment 7:_ 96 (T3:_ 96)
f60178 Segment 8: 180 (T5: 127)
f60301 Segment 9: 123 (T6: 106)
f60537 Segment10: 236 (T7: 234)
f61862 Segment11:1325 (T3:1378)
=== END OF STAGE 2 (Frames: 5150) === (T3:5412)
}
Threw some segments together. I'm not satisfied, so expect a few more frames out of this stage before I move on to the final stage.
For the first half, I took Team 3 and only found a few frames to save before the miniboss. I'm not entirely certain about the route between frames 57850 and 58350, which is more Team 4's route. Miniboss Skip, and up the wall with bubble barrier.
I took Team 4 for the rest of the stage, with a few differences. I still consume an Ammo Tank, but with 2 barrier HP, a change in route was done. I feel as though the stage can benefit more from abusing bubble more than I already have. I have not yet even looked at Team 5's rise through the last up segment.
Blindly copied in Team 3's boss strat, adjusting enough for position. Changed the finisher a bit, and apparently SegmentCounter claims I saved 53 frames? Well, okay. I haven't put time into analysis for the difference, I'm just pulling together a nice start before crunching down more for optimizations.
Just to check, SegmentCounter script claims I enter the end stages at frame 62901. The script also claims Team 4 got there at frame 64957, so 2056 frames ahead of the leading team. I'm not fully satisfied with this stage, particularly as I have not investigated Team 5's rather swift Segment 8. Again, I just threw this together so I have a better baseline than Team 3 to work off of.

#40287621563574314 - Zook Man ZX4 - Stage 2 part way through.

ZM_s2MinibossTry1.bk2
In 16:27.40 (58975 frames), 17495 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
793 downloads
Uploaded 7/11/2017 8:19 AM by FatRatKnight (see all 245)
f56712 *** STAGE 2 ***
f56936 Segment 0: 224
f58535 Segment 1:1599
f58596 Segment 2:_ 61
f58697 Segment 3: 101
f58925 Segment 4: 228
I'm ahead in this first half.
5 frames ahead of T3 at some point, then I lose the advantage somewhere around the final breakables of Segment 1. May be worth checking if T3's route in the area is preferable, though the interaction of the route with bubble barrier and Miniboss Skip might not be good, not sure.
The skip itself needed a delay for flame charge, as I don't really see any way to avoid hitting the enemy's back. Can't think of any good ways to strike it remotely.
Charge Swap Bubble Barrier proves its worth once again on the ascent. 1 HP remains when I ended the movie. For some reason, I'm thinking taking damage might be preferable at one point, for Charge Storage in the upcoming segment. Are my thoughts any good? Low on flame ammo.

#40280310925631107 - Zook Man ZX4 - Stage 5 clear, stage select in 49503.

ZM_s3in49503.bk2
In 15:49.70 (56723 frames), 16835 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
784 downloads
Uploaded 7/11/2017 12:25 AM by FatRatKnight (see all 245)
f43046 *** STAGE 3 ***
f43562 Segment 0: 516
f44237 Segment 1: 675
f44966 Segment 2: 729
f45071 Segment 3: 105
f45132 Segment 4: 61
f45267 Segment 5: 135
f45600 Segment 6: 333
f46602 Segment 7:1002
f46723 Segment 8: 121
f46845 Segment 9: 122
f47079 Segment10: 234
f48755 Segment11:1676
=== END OF STAGE 3 (Frames: 5709) ===
Saved a dialog 8-frame rule. In turn, I removed the intentional 24 frames inserted between stages, as now we're lined up on the item drop 32-frame cycle. Nifty how planning things out based on a frame rule can let me work on a later stage and get things to sync with zero trouble, so the overall movie file is 32 frames shorter. Well, 33, since I dropped a lag frame.
Saved a frame on miniboss entry, thanks to a suggested pixel. The transition to the down segment afterward was not playing nice, and after many trials, I finally found a result I like. Item drops approved of this, and I got through with minimal pain, other than a single lag frame (down from two). Stage 3 is now nice and smooth.
I suppose I'll take on Stage 2 next. Not a lot of choices left.

#40277450960541603 - Zook Man ZX4 - Stage 6 clear, stage select in 56423 frames.

ZM_s6in58423.bk2
In 15:50.25 (56756 frames), 16611 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
795 downloads
Uploaded 7/10/2017 9:19 PM by FatRatKnight (see all 245)
Whoops, not 58423. Deal with mis-named file.
f49858 *** STAGE 6 ***
f50793 Segment 0: 935 (T3: 933)
f51689 Segment 1: 896 (T3: 925 ; T4: 870)
f51782 Segment 2:_ 93 (T3:_ 95 ; T5:_ 92)
f51977 Segment 3: 195 (T3: 223 ; T5: 219)
f52779 Segment 4: 802 (T3: 822)
f53536 Segment 5: 757 (T3: 780)
f53785 Segment 6: 249 (T3: 248 ; T2: 228)
f54037 Segment 7: 252 (T3: 254 ; T6: 247)
f55825 Segment 8:1788 (T3:1785)
=== END OF STAGE 6 (Frames: 5967) === (T3:6065)
Almost the entirety of this stage was taken from Team 3, then improved on where it looked possible. Team 4 was used for Segment 1. I re-did the boss with the closest thing to zero effort without copying any movie, I recommend applying entertainment. Unless you think seeing the player not really bothering to do anything except hit boss on earliest frame to be entertaining.
Charge Swap Bubble Barrier was abused to the fullest extent, once more. This let me ignore some damage Team 3 was stuck with. Changed up the laser on the miniboss so that I lose only 3 barrier HP to it, by being further left and having it finish the laser a few frames later. Didn't need to do a lot of item manipulation, it seemed as though this stage doesn't need a lot of ammo, though Flame Charge still needed some. Nice to see I'm decently ahead of Team 3.
Frame rule does not impact this boss. Will use motions based on when it first appeared, not based on dialog, and there is a rather long invincibility move done at some point.

#40265930308675941 - Zook Man ZX4 - Moving on to Stage 6

ZM_s6ToMinibossTry4.bk2
In 14:31.59 (52058 frames), 15805 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
784 downloads
Uploaded 7/10/2017 8:52 AM by FatRatKnight (see all 245)
f49858 *** STAGE 6 ***
f50793 Segment 0: 935
f51689 Segment 1: 896
f51782 Segment 2: 93
f51977 Segment 3: 195
I cast barrier again. Beats Try #3 by several frames, and is also in a good spot to dash at the end. When the movie ends, I'm at 1 barrier HP. Miniboss ate 4 of the HP.
24 frames are inserted between Stages 3 & 6. This is in anticipation that we save a dialog frame rule in Stage 3, I hope. If we don't save it, I will re-order the stages and try Stage 3 with a different frame count.
The Flame Charge at the end of this movie shows what happens when you hit a rapidly respawning enemy. Shrapnel shower.

#40264434188732218 - Zook Man ZX4 - Stage 3 re-attempt.

ZM_s3in49512.bk2
In 14:30.39 (51986 frames), 15511 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
769 downloads
Uploaded 7/10/2017 7:15 AM by FatRatKnight (see all 245)
Ah, I am not keeping much of those 12 frames, am I?
Someone find a frame, somewhere! Sorry about the short description.

#40240881582843184 - Zook Man ZX4 - Casual display script

ZMZX4_CasualDisplay.lua
754 downloads
Uploaded 7/9/2017 5:48 AM by FatRatKnight (see all 245)
Well, now I'm done producing a status panel. Contents:
  • Barrier info, including HP and damage timer
  • Weapons, which ones I have and how much ammo. Negative display, too
  • Charge. Accounts for Arm Upgrade
  • Misc. info: Player state, damage invincibility, object invincibility, Heart Tanks, Ammo Tanks, and part upgrades
  • Map, boss, miniboss info, taking over the same spot depending on who's there
Well, I don't know how much realtime info I can put in there that makes sense to do so. I'm hoping the status panel is pretty, its intent is to feel like I'm giving useful information that can be understood, for the most part, without having to pause. The precision depicted is not useful for TASing, and it's not as though the information is all that vital, either. But hey, it's pretty. It's interesting. And it lets you know how much of each weapon I'm using.
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