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#39299068241244745 - Zook Man ZX4 - Stage 4, 4 frame advantage in Segment 1

ZM_s4_StitchingThingsTogether.bk2
In 10:16.27 (36808 frames), 5539 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
834 downloads
Uploaded 5/27/2017 7:51 PM by FatRatKnight (see all 245)
f30961 - 6 frames ahead of Team 4 (x1733, flame charge timer at 2) f31813 - 4 frames ahead (lost 2 frames) (x3861)
The x values I'm using are the white numbers from my script, which is the player camera offset plus the camera position. The cyan numbers from my script relate to player position, except they are apparently whatever was last used for terrain collision, and are less "true" to the player's location.
f30450: Injected Team 3's input. Under scrutiny, I spotted that they were stopped for one frame before the flame charge prior to the breakable. I fired the flame charge one frame earlier in response, for a frame.
f30600: Following Team 4 right after, I was crashing into some nasty lag. Changed strat for flame shot at offending sub. I can change shot timing to refill ammo (+3), but I also get one lag frame.
f30800: Decided to delay jump as long as possible.
f30961: Chosen moment of checking optimizations (1733 by white number). Team 4's run is 6 frames slower to this point.
f31340: Pause refill advanced to this timing. Previously around f31580.
f31813: Another chosen moment of checking optimizations. x3861 by white number, x3885 by cyan number. My 6 frame advantage shrunk to 4 frames.
I left the remainder of the movie in after that moment, but I don't expect full sync.
Ammo is lower at this point, but at least we're synced up on animation frame rule with Team 4. Difficult to tell where changes need to be made between the two teams for the miniboss, so I'm leaving this for now. From what lapogne36 reported, Team 3 was two frames faster between my last frame check and the ladder ahead.