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#39890445189231243 - Zook Man ZX4 - Stage 7 clear, stage select in 23208 frames.

ZM_s7in23208.bk2
In 12:49.98 (45989 frames), 11631 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
796 downloads
Uploaded 6/23/2017 11:02 AM by FatRatKnight (see all 245)
f16175 *** STAGE 7 ***
f17129 Segment 0: 954
f17945 Segment 1: 816
f18518 Segment 2: 573
f18675 Segment 3: 157
f18744 Segment 4: 69
f18939 Segment 5: 195
f19303 Segment 6: 364
f19926 Segment 7: 623
f20116 Segment 8: 190
f20471 Segment 9: 355
f20825 Segment10: 354
f22237 Segment11:1412
=== END OF STAGE 7 (Frames: 6062) === (prev: 6104)
Redid a part in Stage 7, then did a lazy-sync to have later stages keep working. The change in strategy here is to trigger the extended invincibility before the miniboss, as an obsolete plan had us do so after the miniboss. The obsolete plan was only good when we still fired the giant laser at the miniboss, which terminates the extended invincibility, but since we're skipping the miniboss now, we can change plans and find better spikes before the miniboss to gain invincibility.
The ceilings after the miniboss room refused to cooperate. Might have lost a dozen or so frames on less optimal ceiling clips. Things just don't go smooth this time around. Anyone who wish to bash their head on this problem are free to try.
8 frames are thrown away in stage select for item drop sync of later stages (the lazy-sync I mentioned earlier), just so I can attach them at the end with zero effort. Under no circumstance is throwing away frames in stage select an advantage for a final run, so this is just temporary for keeping sync. We may want to keep the later stages in case we get further improvements and end up syncing the 32-frame rule for item drops.

#39889713060025841 - Zook Man ZX4 - Stage 7, retry invincibility trick

ZM_s7invincibilityEarlier.bk2
In 05:22.00 (19232 frames), 11539 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
793 downloads
Uploaded 6/23/2017 10:14 AM by FatRatKnight (see all 245)
Original plan had us get invincible after the miniboss. This was because said plan originally attacked miniboss with giant laser, which has the side-effect of removing invincibility. We don't apply giant laser on miniboss anymore (thanks to skip), therefore doing the invincibility trick before it means we won't promptly lose it on our way through the miniboss room. So, while waiting for skip to become possible, set up invincibility.
These ceilings on the upward segment are giving me a lot of trouble, which is why I haven't uploaded a completed Stage 7.

#39817567337374487 - GBA F-Zero: Maximum Velocity - First track opener in 23"65

FZMV_gpPM_Opener2365.bk2
In 00:54.93 (3281 frames), 3020 rerecords
883 downloads
Uploaded 6/20/2017 4:16 AM by FatRatKnight (see all 245)
I just can't keep away from TASing this lap, can I? 23"65, down from 24"21, a good 0"56 removed. Mid-23s as predicted by our RTA speedrunners. Take my advice, taking advice from people who knows things can often show good results. Still not sure if I'm in a good position for the curve ahead, but at least I made sure not to sacrifice speed after the second speed arrow.
I was having trouble slowing down, but then I realized the perfect slowdown. Those things that slow you down on either side simply affect your position, and have no effect on your momentum or velocity. Therefore, I find these things to be a nice boon in this case. Could I have taken a bump earlier? Possibly, but this one extra bump has already shown nice results. I've also ended up taking other paths on the end of this lap, curious how many frames are left to find here. Wonder how much more this bump can push us.
Was interesting to see my script indicating I was past the 20 frame range I set of where my ghost was.

#39811476720084480 - GBA F-Zero: Maximum Velocity - Nicer positions tracker.

FZMV_BizHawk_v6.lua
892 downloads
Uploaded 6/19/2017 9:41 PM by FatRatKnight (see all 245)
A bunch of changes here. The script will record to a file in text format. This is because the way BizHawk is set up, it is impossible to maintain lua variables, such as the position history, when merely switching from one movie to another. A persistent file might be useful for other reasons, so it's probably good I made one to begin with. Note the list of frames in file isn't necessarily sorted in order.
Also, I'm now displaying ghost trails. In the past and the future. The ghost Xes will also show everyone, not just the player, and will be darkened if it is identical to the immediate current position. This is probably a better way to indicate changes in CPU position than the confusing list I was displaying before. As for the trails, they look pretty, though sometimes I ended up confused on whose trail went to what.
I hope this is a fun script to use. Oh, and useful, of course.

#39755008283628226 - GBA F-Zero: Maximum Velocity - First track opener in 24"21

FZMV_gpPM_Opener2421.bk2
In 00:55.77 (3331 frames), 2568 rerecords
888 downloads
Uploaded 6/17/2017 8:39 AM by FatRatKnight (see all 245)
Once again, I'm doing something right. Opener lap done in 24"21. Unassisted WR opener is 24"39.
Though, whether I drove nicely for the next curve ahead is another question. If not, it just means we shouldn't expect it to remain 24"21. There may still be a few mistakes in there, though. I just TASed a part and don't really want that to go to waste.
Starting bumps got me to 450-ish, and the one just before the jump got to 593. I've seen 600, but wasn't able to replicate that in this run. The other times the CPU appeared all did not look convenient to take more bumps, and TASing this still didn't give me ideas on how to script up predictions.

#39723366798581538 - Zook Man ZX4 - Stage 6, to miniboss (try 3)

ZM_s6ToMinibossTry3.bk2
In 12:50.55 (46023 frames), 11249 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
796 downloads
Uploaded 6/15/2017 10:27 PM by FatRatKnight (see all 245)
f43869 *** STAGE 6 ***
f44804 Segment 0:935
f45703 Segment 1:899
f45798 Segment 2: 95
f45997 Segment 3:199
Don't care what the numbers suggest versus my try #2, I started the dash after miniboss later. Also, extra lag, so no idea about the frame rule effects.
A route where I move to the right sooner. Sadly, a bullet clipped my toes by precisely one pixel. This is enough to eradicate an entire HP off the barrier, and the miniboss strat suffers badly from it. One pixel can do that.

#39723211394666837 - Zook Man ZX4 - Stage 6, to miniboss (try 2)

ZM_s6ToMinibossTry2.bk2
In 12:50.50 (46020 frames), 11125 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
784 downloads
Uploaded 6/15/2017 10:17 PM by FatRatKnight (see all 245)
f43869 *** STAGE 6 ***
f44804 Segment 0:935 (T3:933)
f45707 Segment 1:903 (T4:870)
f45801 Segment 2: 94 (T7: 90 . T4:154)
f46001 Segment 3:200 (T5:219 . T4:220)
My second attempt at getting to the miniboss in this stage. I still don't feel fully satisfied, even walking to the miniboss with this much barrier. Then again, I have a decent lead over the DTC teams.
The Segments 0->1 transition is better, at least. Did stuff to preserve barrier lossless, so that's nice as well.

#39712115361332207 - Zook Man ZX4 - Stage 6, to miniboss (try 1)

ZM_s6ToMinibossTry1.bk2
In 12:50.67 (46031 frames), 10402 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
820 downloads
Uploaded 6/15/2017 10:17 AM by FatRatKnight (see all 245)
f43869 *** STAGE 6 ***
f44808 Segment 0:939 (T3:933)
f45710 Segment 1:902 (T4:870)
f45805 Segment 2: 95 (T7: 90 . T4:154)
f46016 Segment 3:211 (T5:219 . T4:220)
To Segment 4: 2147 . Fastest team: 2176 (T3)
I choose Stage 6 next. My route is unique from any team. After this will be 5, 2, then the end.
Copying in Team 3 was not simple, as this route has a weapon in between flame and bubble. Transition of Segment 0->1 is awkward, as the following ceiling clip apparently needs a low enough screen position. Also changed things with Team 4's ascent to go to the right side just before miniboss. I want it to work somehow. Finally, it would really help if I can preserve just one barrier HP for miniboss.
I'm not convinced what I did is fastest. I hate the 0->1 transition, for one thing. I don't feel right about how I moved to the right side during Segment 1, for another. Having 1 barrier HP for miniboss is extremely desired, lastly.

#39698456807405830 - Zook Man ZX4 - Stage 3 clear, stage select in 43547 frames.

ZM_s3in43547.bk2
In 12:09.13 (43549 frames), 9612 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
797 downloads
Uploaded 6/14/2017 7:31 PM by FatRatKnight (see all 245)
f37087 *** STAGE 3 ***
f37603 Segment 0: 516 (T3: 519)
f38278 Segment 1: 675 (T4: 718)
f39007 Segment 2: 729 (T7: 732)
f39114 Segment 3: 107 (T7: 106 . T4:_ 89)
f39175 Segment 4:_ 61 (T7:_ 61)
f39311 Segment 5: 136 (!!: 136)
f39644 Segment 6: 333 (!!: 333)
f40649 Segment 7:1005 (T7:1004)
f40767 Segment 8: 118 (T4: 124)
f40889 Segment 9: 122 (T2:_ 99 . T4: 124)
f41123 Segment10: 234 (!!: 234)
f42799 Segment11:1676 (T3:1672)
=== END OF STAGE 3 (Frames: 5712) === (T4:5939)
Nifty. Got to the end of the stage at last. Manipulating item drops because Flame Charge is hungry for ammo. I think I got the items cost-free, as there were a few points I had to delay for Flame Charge anyway.
Copied Team 3 after miniboss. Took a look at how Team 7 started Segment 7 and disagreed with it. They decided to use an enemy there to try that Charge Glitch, which is why their Segment 6 took so long compared to other teams. According to my Segment Counter, I'm one frame slow in this segment, but I haven't carefully studied their route to be entirely certain.
Ascending Segment 8 took an inspiration from Team 3, going all the way left before going up the ladder. This is because the wall is thicker at the ladder, and I can't go all the way left otherwise. From there, I can walljump at a lower height past the ladder. I use Fragile Barrier to get past an enemy, instead of shooting it with fire. This is so I can charge my Flame Charge sooner.
Segment 9 is reported rather slow, probably because we start essentially on the far left rather than whatever place on the right the other teams were. Haven't looked at them, but the frame counts of Segment 10 indicates they paid a rather bad trade for that.

#39664277611235247 - Zook Man ZX4 - Stage 3, using Team 7 to miniboss.

ZM_s3ToMinibossTry2.bk2
In 10:55.90 (39175 frames), 8395 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
803 downloads
Uploaded 6/13/2017 6:35 AM by FatRatKnight (see all 245)
f37087 *** STAGE 3 ***
f37603 Segment 0:516 (T3:519)
f38278 Segment 1:675 (T4:718)
f39007 Segment 2:729 (T7:732)
f39126 Segment 3:107 (T7:106 . T4: 89)
f39187 Segment 4: 61 (T7: 61)
12 frames better than my free form. I practically copied in Team 7's segment in, with only a minor change to make the breakable wall look less ugly. I'm now a cute 2 frames ahead of Team 7 comparing Segments 2 & 3. It's probably because of the camera, if nothing else.
Team 4 didn't need to jump and snipe an enemy, which is why their Segment 3 is so short. I have no plans on matching that frame count with the enemy snipe.
Been distracted on F-Zero stuff for a bit, why I haven't worked on this a bit for days.
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