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#638085110562205365 - SNES Ghoul Patrol - 1-2 Partial - Hyperspeed dashing

1-2_MortarMortarRoute.bk2
In 00:11.83 (711 frames), 461 rerecords
Game: Ghoul Patrol ( SNES, see all files )
58 downloads
Uploaded 1/5/2023 10:24 AM by FatRatKnight (see all 245)
BackJumps into Perma-Sprint. If ever you wanted to see just how powerful Perma-Sprint is, here you go.
The start here is to pick up a Mortar weapon early in the stage. Then the BackJumps are used to reach 4+ pixels per frame, so that we can peacefully charge up Sprint mode while outpacing the camera. We go for a swim right after, triggering Perma-Sprint and you can see what that means for our hero. We even found a door we can simply clip through because the terrain there is hollow, and Perma-Sprint is so fast we can pick up the Mortar in there and continue on our merry way all before the camera catches up.
After that, I'm not entirely sure what precision planning is happening for the last two victims. Disorganized notes, I say. It reflects where I stopped in my TASing of this particular stage as well.

#638084669804974363 - Ghoul Patrol - 1-1 Partial - To Snail

1-1_SnailBy3027.bk2
In 00:14.44 (868 frames), 1065 rerecords
Game: Ghoul Patrol ( SNES, see all files )
63 downloads
Uploaded 1/4/2023 10:09 PM by FatRatKnight (see all 245)
This little segment was worked on by me before we just sort of dropped things. I wanted to see how early we can spawn a snail, didn't attempt to manipulate the luck to have it going west quickly.
As far as we can tell, it's best to mostly follow T8's route through this level. A few early items are picked up. The second key we pick up is called the Embedded Programming Key, where we BackSlide into a terrain embed to grab it off the desk rather than jump. The first actual wall we clip through is actually "hollow," with a single tile gap inside it that allows us to bypass it with a speed much lower than 16 pixels/frame. We then work our way north and stopped at the snail manipulation.
The rest of the route is basically planned to be T8, except that we set up Perma-Sprint on a bench while waiting for the imps to kill victims for us advance upon victims that we horrifyingly are unable to save.

#74799479026510261 - SNES Ghoul Patrol - DTC10 T8's script

DTC10T8_GP_Basic.lua
Game: Ghoul Patrol ( SNES, see all files )
134 downloads
Uploaded 10/12/2021 2:22 PM by FatRatKnight (see all 245)
This was the script we developed in the DTC. Has hitboxes, position, and speed. And a few random things. This was my version, without the side-radar.