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#22071035560534321 - NES Krazy Kreatures - FCEUX lua script

KrazyKreatures_FCEUX.lua
722 downloads
Uploaded 4/12/2015 10:58 PM by FatRatKnight (see all 245)
Can't let my work finding out a few memory addresses go to waste.
This script attempts to identify where the objects are going to land, what's currently filling the slots, and the up-to-date player positions. For whatever reason, I've also identified P1 and cooperative scores. Of unusual note, "clear" and nil are used, as nil in FCEUX's gui.box fill just happens to select out a translucent shade that looks perfect for what I need. An accident gone right.
An FCEUX script, which I find its emulation isn't enough for Krazy Kreatures. Nuts, I say. Still, translating a script to BizHawk is probably easier than rediscovering the memory addresses from scratch.

#22056897088815640 - NES Krazy Kreatures - Stuff? mode, high score

KrazyKreatures_Stuff.fm2
In 00:36.72 (2207 frames), 485 rerecords
595 downloads
Uploaded 4/12/2015 7:41 AM by FatRatKnight (see all 245)
Break time! How high can I score in Klux? Watch as I make use of an unusual scoring trick where I rapidly drop and pick up a piece during the end tally!
It has come to my attention that FCEUX does not properly emulate this game. In the main mode, the animations of animals, things, people, and monsters aren't emulated. However, BizHawk does emulate it just fine, so if I want to mess around more, I will make use of BizHawk in the future.
By the way, as .fm2, this is an FCEUX file. I dodge the animation failure by picking a mode that has no animations to begin with.