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#42565415760054703 - Zook Man ZX4 - enemy in wall

ZM_enemy_in_wall.bk2
In 00:14.90 (890 frames), 0 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
925 downloads
Uploaded 10/21/2017 10:16 PM by ThunderAxe31 (see all 111)
quick movie demonstrating how to make a round spiky enemy to go into a wall.

#42501513508342328 - Zook Man ZX4 - s6 boss entertainment done

ZM_s6_BossEntertainYay.bk2
In 20:31.34 (73545 frames), 88523 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
903 downloads
Uploaded 10/19/2017 1:12 AM by FatRatKnight (see all 245)
Considering my entertainment attempt was incomplete to begin with, I figure I should at least finish it properly, after all the set up was done. Got lag-free pausing, too, which probably involved firing up the bubble barrier early enough to get the sound to finish.
Hopefully I dance good. Somehow, this movie doesn't sync to the end, walking into what seems like extra lag in s15.
Spin Missile, a Buggy-Type move.
One would think it could hit up to 5 times, but we all know the boss invincibility, and it could only hit twice.

#42376647177146847 - Zook Man ZX4 - s13 resynced

ZM_s12_resynced.bk2
In 20:31.41 (73549 frames), 86657 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
960 downloads
Uploaded 10/13/2017 10:14 AM by keylie (see all 119)
Removed the ammo tank, saving 6 frames at the beginning of s14

#42353459472322397 - Zook Man ZX4 - Used ammo tank at dialog, lag detected.

ZM_s11_AmmoTankLag.bk2
In 20:31.53 (73556 frames), 84956 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
954 downloads
Uploaded 10/12/2017 9:10 AM by FatRatKnight (see all 245)
First, in order for the animation to sync up and allow for damage based on jump frames, I had to delay spawning the door by two frames. This loses the ammo drop for our flame weapon.
Second, no matter when I pause, I get a lag frame when finishing up the ammo tank.
Solutions sought. Oh, and I did a minor change at s9 ammo tank usage, doing so as late as possible.

#42324894521306123 - Zook Man ZX4 - s2 boss stuff.

ZM_s2in62229.bk2
In 20:31.78 (73571 frames), 83328 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
923 downloads
Uploaded 10/11/2017 2:18 AM by FatRatKnight (see all 245)
So, boss stuff. Working with frame rules, pixel perfect positions, and all that mess, I saved a bit of time at the door. The fight itself is synced.
This movie delays 8 frames at stage select to the end stages for item cycle sync. Not sure what help or harm this is going to do for items when the delay is removed. Good luck with those items, too...

#42252664114765676 - Zook Man ZX4 - More s6 improvements.

ZM_s6in56128.bk2
In 20:31.78 (73571 frames), 79211 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
935 downloads
Uploaded 10/7/2017 8:14 PM by FatRatKnight (see all 245)
ThunderAxe31 been working things. Synced the boss. Fairly easy since adjusting boss actions to happen exactly on a particular frame is the point, done by changing pause duration.
We are exactly 4 frames ahead of the old item drop cycle.

#42222793776528281 - Zook Man ZX4 - s6 boss entertainment (before improvement)

ZM_s6EntertainFail.bk2
In 20:33.40 (73668 frames), 77096 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
939 downloads
Uploaded 10/6/2017 11:57 AM by FatRatKnight (see all 245)
I was working on this. Then I got a nice theoretical improvement to check.
The theoretical is now reality.
I couldn't get this working without lagging the boss intro. Sad.

#42222757805427932 - Zook Man ZX4 - s6 boss improvement.

ZM_s6in56144.bk2
In 20:31.98 (73583 frames), 77263 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
937 downloads
Uploaded 10/6/2017 11:54 AM by FatRatKnight (see all 245)
Down from 56229, we have saved 85 frames.
I was highly annoyed by the fact the boss disappears for a moment just before becoming vulnerable once more. Man, if he just didn't talk so much, his timer wouldn't advance that far, and we can beat him up with another shot before that teleport.
... Wait, he operates on his own timer, doesn't he...?
Pausing advances the global timer, but freezes the object timers.
Dialog advances based on global timer...
Pause during dialog. We delay him frames without delaying dialog.
This line of thinking got us another second and some change. We have another improvement! Entertainment was not really attempted in this version, though.
ThunderAxe31, I do not envy searching through the remainder of the run to fetch back the ammo we worked so hard to get. Good luck...

#42218802257490407 - Zook Man ZX4 - Input clean up

ZM_ENDin73668_CleanUp.bk2
In 20:33.40 (73668 frames), 76348 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
923 downloads
Uploaded 10/6/2017 7:38 AM by FatRatKnight (see all 245)
All this really does is clean up input. By which I mean, I get rid of all those A holds that don't have any effect, input removal at times where the control is locked anyway, and a few Select presses are put in for timing checks.
Nothing exciting here, just making it a little easier for some random person in the distant future to check over our stuff. Just in case.

#42176774360048445 - Zook Man ZX4 - END in 73668

ZM_ENDin73668.bk2
In 20:33.40 (73668 frames), 75843 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
800 downloads
Uploaded 10/4/2017 10:12 AM by ThunderAxe31 (see all 111)
2 frames saved in Stage 16 thanks to door frame rule... I guess? All I've done was delaying the stair descending by 1 frame, then the boss skip resulted 2 frames faster.

#42165986758199592 - Zook Man ZX4 - end at 73670

ZM_ENDin73670.bk2
In 20:33.44 (73670 frames), 75434 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
978 downloads
Uploaded 10/3/2017 10:33 PM by keylie (see all 119)
Saved 4 frames at s15 (faster ammo drop for laser, still waiting a bit). Also saved time on s16 beginning, but did not save time in the end except for one less lag frame

#42163638080714296 - Zook Man ZX4 in 73675 frames

ZM_ENDin73675.bk2
In 20:33.52 (73675 frames), 74120 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
826 downloads
Uploaded 10/3/2017 8:00 PM by ThunderAxe31 (see all 111)
Stage 16 doesn't need Fire ammo at all.

#42161070807090315 - Zook Man ZX4 - end at 73679

ZM_ENDin73679.bk2
In 20:33.60 (73680 frames), 73899 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
1 comment, 934 downloads
Uploaded 10/3/2017 5:14 PM by keylie (see all 119)
At s15, I lost 1 frame to get a fire refill and ~4/5 frames to grab the ammo refill for the laser :/

#42133629913507284 - Zook Man ZX4 - s13 and s15 imp

ZM_better_s13_15.bk2
In 20:33.60 (73680 frames), 72434 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
920 downloads
Uploaded 10/2/2017 11:34 AM by keylie (see all 119)
Saved 34 frames on s13 and 18 frames on s15. There is one lag frame at s15 boss, I don't know why I'm also short on fire because of very bad luck on drops, but laser is ok.

#42088735819777174 - Zook Man ZX4 in 73730

ZM_ENDin73729.bk2
In 20:34.44 (73730 frames), 71014 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
835 downloads
Uploaded 9/30/2017 11:03 AM by ThunderAxe31 (see all 111)
Pasted the latest s14, s15, and s16 by FatRatKnight.
The only differences are the amusing s14 boss door break and the removing of the Ammo Tank usage at beginning of s15.
We're almost there.

#42046390563226461 - Zook Man ZX4 - Stage 13, saved 12 frames

ZM_s13_saved12frames.bk2
In 20:35.88 (73816 frames), 68546 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
826 downloads
Uploaded 9/28/2017 1:17 PM by ThunderAxe31 (see all 111)
Everything has been squeezed out until Stage 13.
We're short on Laser ammo again and we need to improve the last three stages.

#42038958004693178 - Zook Man ZX4 - s13 skip achieved. Payment due: One dream

ZM_s13BossSkipAchieved.bk2
In 19:39.34 (70439 frames), 65199 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
949 downloads
Uploaded 9/28/2017 5:15 AM by FatRatKnight (see all 245)
The best way to achieve the impossible is to refuse to believe the impossible.
I am about 4 frames away from a skip. And the only weaponry used here are basic shots and muzzle flash. Presumably, fancier stuff can get the skip. Or simply timing differences could make it happen.
Tell me it is impossible now. Tell me with a straight face after watching this closely. Is the goal that far away, where this movie is the dead-end that only shows we're denied the skip, or does it reveal a path yet untaken and calls in ever greater hope?
Only thing left to do is optimize this miracle. The s13 boss skip is not only possible, but it is done in this movie.

#41929757389523748 - Zook Man ZX4 - Stage 2 boss entertainment try 2

ZM_s2_BossEntertain_v2.bk2
In 19:08.70 (68609 frames), 64296 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
921 downloads
Uploaded 9/23/2017 7:13 AM by FatRatKnight (see all 245)
The way I ended it before was rather plain. Not even vanilla flavored. I added chocolate and mint to how it ended.
Well, the glitch-fest ended when the barrier did its job, so I thought I'd fire a shot to keep the glitch going. So you see a spread shot of glitch, followed by a bouncing glitch-ball. A little extra, really.

#41927721609003886 - Zook Man ZX4 - Stage 2 boss entertainment attempt

ZM_s2_BossEntertain.bk2
In 19:08.70 (68609 frames), 64216 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
887 downloads
Uploaded 9/23/2017 5:01 AM by FatRatKnight (see all 245)
Copied in ThunderAxe31's latest stuff on the end of this movie. I didn't check if it contains lapogne36's stuff, though in my brief look I didn't see anything new.
So, now that I have used a Fragile Barrier against a boss, and successfully done so, I can feel satisfied in defying the words of some random person on the internet. Despite, you know, these words most likely talking about dealing with the endgame stages on decidedly finite ammo, and not in an environment where we have far less need for it, but let's be honest. We like twisting meanings around and making them somehow fit a different perception and then claim it was that all along.
Aw, now I went all meta and can't spark some kind of debate on what I actually did. You guys are going to smile too much at this.
Used spikeball shot as finisher instead of star, simply because the damage output was only just barely keeping up with the sub-HP. Star would not have done enough damage. Also, I technically avoided damage, in the interpretation of never getting an ouch animation, by using barrier and taking hits with that to disable my hitbox detection. This was enough to reduce the lag. Additionally, the Fragile Barrier was used against the boss as a single projectile that doesn't lag much.

#41898408903630805 -

ZM_s11_Boss.bk2
In 19:08.70 (68609 frames), 63861 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
638 downloads
Uploaded 9/21/2017 9:20 PM by lapogne36 (see all 25)

#41878195949852392 - Zook Man ZX4 - Still working on entertaining bosses!

ZM_s8_BossEntertainFix.bk2
In 19:08.70 (68609 frames), 63521 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
886 downloads
Uploaded 9/20/2017 11:29 PM by FatRatKnight (see all 245)
Well, I removed a specific action on the s8 boss, restoring what the prior movie did. Sync after s7 returned. I changed the s5 boss exit, to show ammo on our other weapons then.
Currently trying to puzzle out how "lag-free" and "no damage" on s2 boss is even possible. I did go back earlier in the stage to find spots to remove "memory leak" from prior shots, and removed a little bit of red zone. I remember holding still doing nothing at the s2 boss was still causing lag during one attack, which was removed when we take damage. Well, this time, the hold still and do nothing isn't causing lag, so there's some slight hope of lag-free no damage run, but we're not left with much to work with.

#41866565069073796 - Zook Man ZX4 - Casual display script v2 (rearranged)

ZM_CasualDisplayv2.lua
828 downloads
Uploaded 9/20/2017 10:55 AM by FatRatKnight (see all 245)
The only significant difference is the fact I rearranged the elements. The map/Boss HP is toward the top, so as a boss takes damage, the relation of its HP and that health bar should be more apparent by proximity.
It's still just a 40 pixel width display.

#41865350280209095 - Zook Man ZX4 - s8 boss entertain, but desync after s7

ZM_s8_BossEntertain.bk2
In 18:19.71 (65683 frames), 62422 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
855 downloads
Uploaded 9/20/2017 9:36 AM by FatRatKnight (see all 245)
So, I did stuff at Stage 8 boss. Hopefully it's a better show. One key problem is that, somehow, an entire stage later, I get a desync at stage select from an extra lag frame in transition.
I had no idea this was possible. Anyone up for some deep analysis in the functions?
One could also try to take pieces of the older and newer movies. It's a good bet I left intact the exact positions of where I released each charge shot, so direct copies of antics between shots might work.

#41854744080836930 - Zook Man ZX4 - Fix Stage 4 boss entertainment

ZM_s4_BossEntertain.bk2
In 18:19.71 (65683 frames), 62259 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
843 downloads
Uploaded 9/19/2017 10:08 PM by FatRatKnight (see all 245)
The Stage 4 boss should be approximately 1.4 times as entertaining as before. I'm sorry, but I wasn't able to make it 10 times like I did my Overlord submission. Of course, 10 times nothing is still nothing...
I have no idea how I come up with these numbers for entertainment.

#41845256245557927 - Zook Man ZX4 - s6 meteor spawn test 2

ZM_s6_MinibossMeteor_2.bk2
In 00:03.88 (232 frames), 62134 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
764 downloads
Uploaded 9/19/2017 11:53 AM by ThunderAxe31 (see all 111)
Refined test based on the first draft by FatRatKnight... Though it got 14 frames slower than the current main WIP. There is small room for improvement btw...
Edit: After some quick tests, I've noted that the first hit to the miniboss 6 would be dealt 6 frames later in the best case possible, making it unable to save any frame.

#41843111384718016 - Zook Man ZX4 - s6 meteor spawn idea

ZM_s6_MinibossMeteor.bk2
In 00:03.72 (222 frames), 61982 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
807 downloads
Uploaded 9/19/2017 9:34 AM by FatRatKnight (see all 245)
I used an enemy in reach of the save platform to trigger meteors.
Apparently, spikeball sparkles in dirt form do not like being hit, and will summon meteors from the heavens when they are destroyed against an enemy. Strange destructor behavior for a projectile, but then again, we do have MurderBarrier...
How can one handle this lag, though?

#41830330189848102 - Zook Man ZX4 - Stage 6 clear.

ZM_s6_BossParticlesStuff.bk2
In 18:19.60 (65677 frames), 61801 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
829 downloads
Uploaded 9/18/2017 7:45 PM by FatRatKnight (see all 245)
ThunderAxe31 needed my help on something. Here's how I ended the boss fight.

#41798024491519300 - Zook Man ZX4 - External Enemy Radar

ZM_ExternalEnemyRadar.lua
817 downloads
Uploaded 9/17/2017 8:50 AM by ThunderAxe31 (see all 111)
Based on FatRatKnight's ExternalRadar script.
It's a light script that enlarges screen in order to show, outside of game screen:
  • spawning borders
  • enemy spawns
  • hitboxes
  • enemy HP and invincibility time
Useful for fighting enemies when they are still outside of screen, and thus also managing Minibosses and Bosses skips.

#41783551548244994 - Zook Man ZX4 - Stage 4, met dialog frame rule w/o platform!

ZM_s4_AtBossWithoutSavePlat.bk2
In 18:19.74 (65685 frames), 59285 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
824 downloads
Uploaded 9/16/2017 5:11 PM by FatRatKnight (see all 245)
Currently sitting on 1/8 delay due to dialog (burning the frame before loading the door), and we're not using the save platform!
Complicated business. Basically animation frame rule involving the door. By slowing down my ascent on the wall below the save platform, I trigger the next segment a few frames later. I also begin moving right a few frames later as well, but my movement delay is not as big as the segment delay. As a result, the door itself has existed one fewer frame by the time we reach it, which is enough to beat an animation rule, and by extension, use those savings to beat the dialog frame rule.
Complicated business. Advance with no regrets.

#41777752843205572 - Zook Man ZX4 - Dialog frame rule, but by save platform.

ZM_s4_AtBossBySavePlatform.bk2
In 18:19.80 (65688 frames), 59013 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
835 downloads
Uploaded 9/16/2017 10:55 AM by FatRatKnight (see all 245)
Inserted 3 frames delay just before save platform because I could. Well, mostly because it helps to have a standard spot relative to frame rule to trigger the boss fight from. Note the save platform route allowed me these 3 frames delay, saving 4 normal frames to get there, but 3 lag frames is the exchange.
Ideally, we find another frame somewhere, so we can take the sneaky route to avoid lag. But at least we have our frame rule here. Without the save platform route, we're looking at 7/8 dialog frame rule delay.

#41698083280793999 - Zook Man ZX4 - What "memory leak" does

ZM_s1_Fun.bk2
In 00:27.73 (1656 frames), 55888 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
847 downloads
Uploaded 9/12/2017 8:49 PM by FatRatKnight (see all 245)
I dunno... I think it looks normal.
Hint: This really does not look normal.
Basically, I try to fill up the array as quickly as I can. By the time I start falling, it has already been maxed out. It has interesting effects on the appearance of pretty much anything.
This is what the game does when it gives up and reuses the first spot in the array for nearly everything at the same time.

#41697576281012164 - Zook Man ZX4 - Stage 4, small stuff.

ZM_s4_MinibossThings.bk2
In 18:19.81 (65689 frames), 55655 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
822 downloads
Uploaded 9/12/2017 8:16 PM by FatRatKnight (see all 245)
Just some small stuff. Saved 2 lag on the miniboss by jumping one frame later. I also leaked less memory, if that helps any.
The next part looks terrifying. I think we have 3 frames to spare, based on keeping up with staying 1 dialog frame rule ahead of our prior run.

#41676236630347109 - Zook Man ZX4 - Stage 4, the "give up 8 frames" route

ZM_s4_WeFailBadlySorryEveryone.bk2
In 18:20.03 (65702 frames), 55160 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
843 downloads
Uploaded 9/11/2017 9:12 PM by FatRatKnight (see all 245)
This is in case we can't manipulate our way into keeping those 8 frames. I did a lazy-sync in mid-stage and the movie goes clear out to where it ends.
Still, the original route with the better item drops has a lag frame in it, and this version, while it loses us 8 frames and compels us to match said item drops in the later half, removes a lag frame the other item drops were stuck with.
Oh, and I did some input clean-up in the rest of the movie. Nothing that affects sync, just marking out frame rules properly and all that.
P.S. The Stage 4 boss almost certainly will not let us avoid all damage. We are rather lacking in ammo, and need at least 5 hits of 8 damage from our spikeballs. The remaining 15 HP can be taken down in 6 hits of 4, 3, 2, 2, 2, and 2, in case you want to remove one Charge Storage, and we have exactly the ammo necessary for that.

#41610704613165035 - Zook Man ZX4 - Stage 1 boss entertainment stuff

ZM_s1_BossEntertainTry.bk2
In 18:20.88 (65753 frames), 54675 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
1 comment, 845 downloads
Uploaded 9/8/2017 10:22 PM by FatRatKnight (see all 245)
A small little extra for Zook to do. Among my actions included sticking to the wall better so the camera is less bumpy.
Curious if "machine gun" dashing is as annoying as seasickness camera movements. I'll leave it to you to decide.

#41561075890549511 - Zook Man ZX4 - Allocation Viewer

ZM_Allocation_Display.lua
870 downloads
Uploaded 9/6/2017 4:44 PM by ThunderAxe31 (see all 111)
Scripts that displays on screen the allocation of sprite memory allocation. Ultra-light version by ThunderAxe31, based on the basic script by FatRatKnight.
Colors:
Black - Free
Cyan - Player bullet
Green - Item
Yellow - Enemy (w/ 0+ HP reported)
Magenta - Enemy (w/ negative HP reported)
Red - No detected object -- Memory leak likely

#41553898387519790 - Zook Man ZX4 - Baisc script, now with a visualizer.

ZookManZX4.lua
816 downloads
Uploaded 9/6/2017 8:58 AM by FatRatKnight (see all 245)
There is an array at 7C44 that gets filled when objects are allocated, and freed up when objects are removed.
Colors:
Black - Free
Cyan - Player bullet
Green - Item
Yellow - Enemy (w/ 0+ HP reported)
Purple - Enemy (w/ negative HP reported)
Red - No detected object -- Memory leak likely
The more filled the bar, the more likely the lag. At least, that's the idea I want to transmit.
... I'm just not feeling rather vocal right now.

#41409907559947087 - Zook Man ZX4 - Reduced jumps made for s0 miniboss

ZM_s0_MinibossFewerJumps.bk2
In 04:30.80 (16174 frames), 44530 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
778 downloads
Uploaded 8/30/2017 9:20 PM by FatRatKnight (see all 245)
Should involve less seasickness.
Mind, ideas are rather minimal for one-dimensional movement. If there are better ways to dance to the music between the jumps, go for it.

#41392434044887540 - Zook Man ZX4 - Added entertainment to two minibosses

ZM_s0_s8_MinibossEntertain.bk2
In 04:30.80 (16174 frames), 44279 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
794 downloads
Uploaded 8/30/2017 2:27 AM by FatRatKnight (see all 245)
I thought I gave up on this stuff. Okay, fine. Apparently I just can't keep away. Also has the collected 7 frames delay before s8 door.
I hope intro and Stage 8 have better looking miniboss fights. Well, better than standing there staring out into space, anyway. Splice them into whatever other entertainment stuff that was done.

#41370074084890298 - Zook Man ZX4 - Fixed s8 frame improvement sync

ZM_s8FrameSaveSync.bk2
In 04:30.81 (16175 frames), 43854 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
1 comment, 835 downloads
Uploaded 8/29/2017 2:17 AM by FatRatKnight (see all 245)
Moved the delay frames elsewhere. The spot I chose is before the door object itself loads, not the short spot of floor leading up to the door. The exact position is when we landed on a platform, where if we insert a single blank frame, our two frames of not moving right would overlap with one frame of landing lag, so that the one blank really does mean one frame delay, not two.
We are now delayed 7 frames due to frame rule. I adjusted the boss for the case where we have zero frame delay on the frame rule, so I eat the 7 frames before loading the door.
Animation frame rule after the boss is still 1 frame loss. It is nice to know the slightly different boss timing could have tolerated killing him one frame later, but we're fine either way and didn't need that tolerance.
Was this the thing needed for sync?

#41296584828260756 - Zook Man ZX4 - Stage 9, 1 lag frame saved

ZM_s9-1frame.bk2
In 18:07.82 (64973 frames), 59073 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
729 downloads
Uploaded 8/25/2017 6:51 PM by ThunderAxe31 (see all 111)
1 Lag frame saved, the only one present in the stage.

#41246118880161227 - Zook Man ZX4 - Stage 2 resynced again

ZM_s2resyncagain.bk2
In 18:02.21 (64638 frames), 56635 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
878 downloads
Uploaded 8/23/2017 12:18 PM by keylie (see all 119)
Finish resyncing ThunderAxe's 10-11 frames improvement. Stage select at 62358 (-9 frames)

#41224180679213470 - Zook Man ZX4 - Stage 2 resynced

ZM_s2resync.bk2
In 18:02.36 (64647 frames), 52310 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
853 downloads
Uploaded 8/22/2017 12:36 PM by keylie (see all 119)
Saved 9 frames. Stage select at 62367

#41200587436203099 - Zook Man ZX4 - Stage 6 boss resynced

ZM_s6bossresync.bk2
In 18:02.52 (64656 frames), 49676 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
727 downloads
Uploaded 8/21/2017 11:06 AM by ThunderAxe31 (see all 111)

#41185368409816769 - Zook Man ZX4 - Stage 3 - saved 1 lag frame

ZM_s3saved1lagframe.bk2
In 18:02.75 (64670 frames), 48683 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
864 downloads
Uploaded 8/20/2017 6:39 PM by keylie (see all 119)
Enter stage select at 49382

#41155605370821101 - Zook Man ZX4 - Stage 3 resynced

ZM_s3resync.bk2
In 18:02.77 (64671 frames), 46299 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
874 downloads
Uploaded 8/19/2017 10:29 AM by keylie (see all 119)
Stage select at 49383

#41154074633404318 - Zook Man ZX4 - Stage 5 resynced

ZM_s5resync.bk2
In 18:02.80 (64673 frames), 45476 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
850 downloads
Uploaded 8/19/2017 8:49 AM by keylie (see all 119)
Saved a frame rule in s5, entering stage select at 42615

#41095085400963153 - Zook Man ZX4 - Stage 5 to resync

ZM_s5toresync.bk2
In 18:02.90 (64679 frames), 43935 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
860 downloads
Uploaded 8/16/2017 5:04 PM by keylie (see all 119)
2 improvements: 2 and 5 frames, but a shot counter glitch not triggering

#41091348461567898 - Zook Man ZX4 - Stage 4 to miniboss resync

ZM_s4minibossresync.bk2
In 18:02.92 (64680 frames), 43255 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
836 downloads
Uploaded 8/16/2017 1:01 PM by keylie (see all 119)
The s7 8-frames improvement until s4 miniboss

#41075492079465860 - Zook Man ZX4 - Stage 1 resynced

ZM_s1resync.bk2
In 18:02.90 (64679 frames), 41390 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
954 downloads
Uploaded 8/15/2017 7:53 PM by ThunderAxe31 (see all 111)
Stage 1 resynced after the 8 frames improvement by keylie.
Desyncs again in Stage 4.

#41074209327952433 - s7 8 frames improvement

ZM_s7keylie_syncuntil26000.bk2
In 18:02.86 (64677 frames), 41153 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
831 downloads
Uploaded 8/15/2017 6:30 PM by keylie (see all 119)
Sync until 26000. Have fun :/

#41072449694102450 - Zook Man ZX4 - 12 frames saved in Stage 6

ZM_s6-12f.bk2
In 18:02.89 (64678 frames), 41266 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
658 downloads
Uploaded 8/15/2017 4:36 PM by ThunderAxe31 (see all 111)
desyncs during boss fight

#41044666424971713 - Zook Man ZX4 - Stage 6 clear, stage select in 56280

ZM_s6in56280.bk2
In 18:03.04 (64687 frames), 40301 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
680 downloads
Uploaded 8/14/2017 10:34 AM by ThunderAxe31 (see all 111)
I had 7 frames saved until segment 5, but the level ended only 3 frames earlier. I guess I did something wrong in segment 6. Need someone to double check for possible improvements there.

#40976705756716878 - Zook Man ZX4 - RNG Overlay

ZM_RNG.lua
857 downloads
Uploaded 8/11/2017 9:07 AM by ThunderAxe31 (see all 111)
Simple scripts that shows on screen all next item drops.

#40882652630220442 - Zook Man ZX4 - Stage 5 clear, stage select in 42629.

ZM_s5in42629.bk2
In 18:03.35 (64706 frames), 31909 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
705 downloads
Uploaded 8/7/2017 3:27 AM by FatRatKnight (see all 245)
f36966 *** STAGE 5 ***
f37699 Segment 0: 733
f38175 Segment 1: 476 (pr: 479)
f38482 Segment 2: 307
f38605 Segment 3: 123
f38682 Segment 4: 77
f38797 Segment 5: 115
f39250 Segment 6: 453 (pr: 456)
f39962 Segment 7: 712 (pr: 734)
f40256 Segment 8: 294 (pr: 277)
f40373 Segment 9: 117
f40611 Segment10: 238 (pr: 242)
f42017 Segment11:1406 (pr:1407)
=== END OF STAGE 5 (Frames: 5051) === (pr:5067)
Seg1: ThunderAxe31's fault. Shot Counter glitch lets us switch out of bubble barrier without needing to pause.
Seg6: ThunderAxe31, same basic method.
Seg7: Different route, we don't climb wall right away, loading next segment sooner.
Seg8: It started sooner thanks to route change, so SegmentCounter claimed it took longer.
Seg10: Used to be on bad side of frame rule. We're good now.
Seg11: We're on the good side of the frame rule now. Oh, and I tried avoiding damage.
Sitting on 16 frames delay after the stage now.

#40875806384431793 - Zook Man ZX4 - Stage 5 to boss, yay Shot Counter

ZM_s5ShotCounterGlitched.bk2
In 18:03.22 (64698 frames), 31503 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
672 downloads
Uploaded 8/6/2017 8:03 PM by FatRatKnight (see all 245)
ThunderAxe31 went and did Shot Counter glitch stuff. This saves us from having to pause when refreshing our next two bubble barriers.
Do make sure the boss is made fun of. I haven't put in the time to do that, someone else might want to.

#40856351892195418 -

ZM_s9doublemeteor.bk2
In 18:03.35 (64706 frames), 30125 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
953 downloads
Uploaded 8/5/2017 11:02 PM by lapogne36 (see all 25)

#40846157165126947 -

ZM_s11bossimproved.bk2
In 19:10.83 (68736 frames), 29926 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
922 downloads
Uploaded 8/5/2017 12:01 PM by lapogne36 (see all 25)

#40727297950563877 - Zook Man ZX4 - s13 wall jump starter success

ZM_s13WallJumpStart.bk2
In 20:58.63 (75175 frames), 29574 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
817 downloads
Uploaded 7/31/2017 3:32 AM by FatRatKnight (see all 245)
I hope I understood the branches right. Should be one that clears the start of s13 by wall jump rather than ladder. Another frame rule over ThunderAxe31's successful try.
You know, reveal a potential, and I end up exploring it. And then I come back after I turn the potential into something. Boss has not been synced, that still needs to be taken care of.
Some black magic with wall jumps were involved. I suspect frame rules, but it seems the apex of a wall jump actually has different velocities depending on what frame you wall jumped. I merely delayed it two frames, and got the exact black magic pixel we needed. Oh, and a short dash so I wall jump from just one pixel further. I think it was needed.
Once things become difficult to find, I don't get to them. As others are still scanning over it, each thing that is found can then be analyzed by me, and results can still happen.

#40702929034328449 - Zook Man ZX4 - s6 minor improvement.

ZM_s6in56299.bk2
In 20:58.77 (75183 frames), 29258 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
808 downloads
Uploaded 7/30/2017 1:12 AM by FatRatKnight (see all 245)
Exonym found a small improvement. I went and implemented it.
Somehow, 2 frames turned into 4. Currently at 4 frames delay in stage select.
I've also taken a moment to measure stage entry frame rules. I've added Select presses at each stage select to indicate how many frames are delayed by these frame rules. Basically, things should sync if you delay just the A press up to as late as the select presses exist.

#40663133261031646 - Zook Man ZX4 in 75183 frames.

ZM_ENDin75183.bk2
In 20:58.77 (75183 frames), 29006 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
837 downloads
Uploaded 7/28/2017 6:11 AM by FatRatKnight (see all 245)
I want to take a break. I really do. Yet I come back and here's what I got.
The last of the end stages. Applied MurderBarrier. Shot charged star to the right instead of to the left. End movie before the segment has transitioned to the boss room. Oh, and I changed a wasteful bubble shot against a boss to the dirt weapon, so that I had enough ammo for the barrier.
It's a nice amount of frames. 81 compared to before. That's one easy improvement out of the way. At last, MurderBarrier finds use!

#40645961964258621 - ZM failed Shot Counter Glitch

wind glitch test.bk2
In 00:06.01 (359 frames), 27540 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
722 downloads
Uploaded 7/27/2017 11:38 AM by ThunderAxe31 (see all 111)
Quick movie demonstrating that triggering the Shot Counter Glitch is impossible with Wind weapon.

#40641708034385666 - Zook Man ZX4 in 75264 frames.

ZM_ENDin75264.bk2
In 21:00.11 (75264 frames), 28888 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
862 downloads
Uploaded 7/27/2017 7:02 AM by FatRatKnight (see all 245)
f62756 *** STAGE 9 ***
f63314 Segment 0: 558
f64671 Segment 1:1357
=== END OF STAGE 9 (Frames: 1915) ===
f65031 *** STAGE 10 ***
f65604 Segment 0: 573
f65784 Segment 1: 180
=== END OF STAGE 10 (Frames: 753) ===
f66149 *** STAGE 11 ***
f66731 Segment 0: 582
f68353 Segment 1:1622
=== END OF STAGE 11 (Frames: 2204) ===
f68709 *** STAGE 12 ***
f68829 Segment 0: 120
f68884 Segment 1:_ 55
f69303 Segment 2: 419
f69485 Segment 3: 182
=== END OF STAGE 12 (Frames: 776) ===
f69831 *** STAGE 13 ***
f69977 Segment 0: 146
f70079 Segment 1: 102
f70490 Segment 2: 411
f71954 Segment 3:1464
=== END OF STAGE 13 (Frames: 2123) ===
f72306 *** STAGE 14 ***
f72934 Segment 0: 628
f73121 Segment 1: 187
=== END OF STAGE 14 (Frames: 815) ===
f73459 *** STAGE 15 ***
f74082 Segment 0: 623
f74256 Segment 1: 174
=== END OF STAGE 15 (Frames: 797) ===
f74613 *** STAGE 16 ***
f74728 Segment 0: 115
f74938 Segment 1: 210
f75232 Segment 2: 294
f75425 Segment 3: 193
=== END OF STAGE 16 (Frames: 812) ===
There's probably plenty of obvious time savers in there. I just wanted a complete movie so that all the skips are decidedly included in it.
Probably should have shot to the right for the finisher. A note for later.
The difference of this movie and the leading team (T4) is 8364 frames. I expect general optimizations to improve this by a few hundred more.

#40614417605811904 - Zook Man ZX4 - s2 small change

ZM_s2in62426.bk2
In 19:30.52 (69912 frames), 27937 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
824 downloads
Uploaded 7/26/2017 1:32 AM by FatRatKnight (see all 245)
f56625 *** STAGE 2 ***
f56849 Segment 0: 224
f58448 Segment 1:1599
f58509 Segment 2:_ 61
f58610 Segment 3: 101
f58838 Segment 4: 228
f59032 Segment 5: 194
f59814 Segment 6: 782 (pr: 778)
f59905 Segment 7:_ 91 (pr:_ 96)
f60033 Segment 8: 128 (pr: 127)
f60124 Segment 9:_ 91 (pr:_ 92)
f60394 Segment10: 270 (pr: 272)
f61717 Segment11:1323 (pr:1328)
=== END OF STAGE 2 (Frames: 5092) === (pr:5100)
Implemented Exonym's idea, and ended up with this mess. Apparently slower in the immediate segment, oh but we make it all back up in the next. Yet we lose a frame and break even on the next transition, but don't worry, the better camera makes it all better before the door, and you saved a frame rule.
I mean, sure. I did end up with something faster overall. I'm just really confused how it works out.
More specifically, I did a turnaround landing before Flame Charge. I did not Flame Charge out of the air and onto the slope. Thing is, if you're not on the ground when doing the Flame Charge, the next time you come into contact with a floor tile, you will stick there and be forced to wait it out until the Flame Charge ends. The slope tiles don't block you, and the "magnet" tiles found around slopes stick you to the slope, so we're good there, except again, once the slope ends and we move on to floor tiles, we get stopped. Walk a few frames so that we don't end our dash before that Flame Charge out.
Oh, and this file has my hastily attempted parts of the end stages tacked on. Yes, I'm having trouble manipulating ammo drops properly. I'm a bit too slow on s12, the Stage 4 look-alike.

#40551990868419159 - Zook Man ZX4 - Stage 1 improved again! (Stage select: 29669)

ZM_s1in29669.bk2
In 18:28.15 (66187 frames), 27149 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
833 downloads
Uploaded 7/23/2017 6:04 AM by FatRatKnight (see all 245)
f23518 *** STAGE 1 ***
f24482 Segment 0: 964
f25066 Segment 1: 584
f25163 Segment 2:_ 97
f25347 Segment 3: 184
f26108 Segment 4: 761
f26600 Segment 5: 492
f27412 Segment 6: 812
f27647 Segment 7: 235
f29066 Segment 8:1419
=== END OF STAGE 1 (Frames: 5548) ===
Well, I fixed up the traversal of the flame tunnel after miniboss. 2 frames there.
Applied Shot Counter glitch again. +2 lag, -4 frames taken to climb past an enemy we once had to delay for. Might be possible there's a better enemy to shoot the laser on for lag purposes.
Optimizations in the final rightward segment, and threw away a frame intentionally to sync boss. I feel we have 4 frames delay on dialog frame rule.

#40508664587881325 - Zook Man ZX4 - Applied Shot Counter glitch in Stage 1

ZM_s1in29675.bk2
In 18:28.65 (66217 frames), 26528 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
843 downloads
Uploaded 7/21/2017 7:14 AM by FatRatKnight (see all 245)
f23518 *** STAGE 1 ***
f24482 Segment 0: 964 (pr: 963)
f25066 Segment 1: 584
f25163 Segment 2:_ 97 (pr:_ 96)
f25347 Segment 3: 184 (pr: 210)
f26108 Segment 4: 761 (pr: 760)
f26605 Segment 5: 497 (pr: 496)
f27418 Segment 6: 813 (pr: 812)
f27653 Segment 7: 235 (pr: 236)
f29072 Segment 8:1419
=== END OF STAGE 1 (Frames: 5554) === (pr:5576)
Compared against previous bests. Did what I could to resync. Currently delaying 24 frames at stage select.
Don't like transition of Segments 4 to 5, particularly as we delay for an enemy we have to destroy. That is my suggested next target for improvements.
Basically, the Shot Counter glitch allowed us to switch weapons while the charged spikeball was going. It is triggered by firing an uncharged laser and having it hit an enemy many times, generally by using the screen edge for rapid respawns. Not my doing, ThunderAxe31 was doing some intricate analysis and determined Team 2 had the right idea somewhere.

#40481319101420527 - Zook Man ZX4 - s5 avoid ledge landing by 9 frames of climbing.

ZM_s5NoLedgeLanding.bk2
In 18:28.60 (66214 frames), 22787 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
836 downloads
Uploaded 7/20/2017 1:41 AM by FatRatKnight (see all 245)
f36993 *** STAGE 5 ***
f37726 Segment 0: 733
f38205 Segment 1: 479
f38512 Segment 2: 307
f38635 Segment 3: 123
f38712 Segment 4: 77
f38827 Segment 5: 115
f39283 Segment 6: 456 (Saved 2 frames here)
f40017 Segment 7: 734 (Wot. 2 frames here as well. How?)
f40294 Segment 8: 277
f40411 Segment 9: 117
f40653 Segment10: 242
f42060 Segment11:1407
=== END OF STAGE 5 (Frames: 5067) ===
I kept getting reminded of that ledge landing in Segment 6. Well, okay, it was only three times, but it clearly wasn't stylish. My only solution to it was to select a different height to solve it, ultimately by climbing down the ladder for 9 additional frames.
Let's talk about the falling cycle. Address 1E6C. At terminal velocity, this cycles through 34 going up to 42, then snaps back down to 34. It is 9 frames long. When it reads 42, the next frame will be zero-speed (or, if camera is scrolling, then the frame after that). So we have 8 frames of 4-speed and 1 frame of 0-speed. The terrain is positioned in such a way around that ledge that I get three or four frames of this 0-speed. It is also positioned so perfectly that I need four of these 0-speed frames in order to get the time I need to fall past the ledge. Because of how the fall cycle works, it only matters where I begin falling, as opposed to when, so the only real hope here is to adjust the height where I began falling in the first place. Ladders are slow, I had to climb down 9 pixels, 1 at a time per frame.
We're sitting on 4 frames before the door, a frame on the ladder leading up to the door, and one more before the Flame Charge underneath that wall on the way to the up segment. We're 3 frames away from a frame rule. Oh, and I basically ran out of useful ammo at the boss, but at least it was just enough.
The reason why the delay before that Flame Charge I mentioned, is because I fall through the floor I wall jump up to without the delay. Apparently this is due to some frame rule.
Oh, and I did change up the 1st boss re-fight to something less satisfying. My weapon choices pretty much force me to take damage either because I can't reach the boss on the first vulnerable frame, or because it would trigger lag frames otherwise. But at least I consume ammo I won't be needing too much of.

#40474661480956849 - Zook Man ZX4 - Bypass 4th boss re-fight.

ZM_4thRefightSkip.bk2
In 00:05.91 (353 frames), 79190 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
827 downloads
Uploaded 7/19/2017 6:29 PM by FatRatKnight (see all 245)
Huh, so now we have five boss skips. I don't think ammo management is a problem anymore. Knew that one enemy looked fishy.
Basically, there's this fish enemy we can spawn. Exonym's previous attempts didn't get this one to move, but I then found we can face left and jump early enough. Our important pixel gets us past the floor tiles, and down low and early enough. Once it's out of the de-spawn zone, it's a matter of delaying it long enough to meet the boss, then kill it. That enemy moves rather quick and will de-spawn off the right side of the screen without the ouch delays.
If anyone's curious, the base movie the savestate came off of was Team 4's run.

#40422006888185956 - Zook Man ZX4 - s4 small change

ZM_s4seg7-1px.bk2
In 18:28.60 (66214 frames), 23579 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
797 downloads
Uploaded 7/17/2017 9:34 AM by FatRatKnight (see all 245)
Stage 4, end of Segment 6. Some time before that last ladder of the stage.
Didn't like making that jump at all. Not after the Flame Charge, and not before it either. Let's get rid of it entirely!
This did mean I needed to adjust my dash, throwing away two pixels so that I remain on the platform for one more pixel. This was exactly enough for a turnaround landing after Flame Charge.
From there, I spent some saved frames by avoiding save platform lag, as otherwise the frame rule would eat my savings,

#40421238156049305 - Zook Man ZX4 - Stage 4 Segment 8 idea (failure)

ZM_s4Seg8_StrangeClip.bk2
In 00:06.36 (380 frames), 179 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
884 downloads
Uploaded 7/17/2017 8:44 AM by FatRatKnight (see all 245)
Seg7 - 120 (Current: 95)
Seg8 - 112 (Current:134)
Seg9 - 281 (Current:253)
Our total is 513 frames. The latest movie is 482 frames, so this alternative path I just uploaded is 31 frames slower.
Shame. Would be a nifty "what the snap" factor.

#40410203791486183 - Zook Man ZX4 - More Barrier in s2, Boss Skip added in end

ZM_s2in62465.bk2
In 18:28.67 (66218 frames), 22241 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
853 downloads
Uploaded 7/16/2017 8:49 PM by FatRatKnight (see all 245)
f56656 *** STAGE 2 ***
f56880 Segment 0: 224 (**: 224)
f58479 Segment 1:1599 (T3:1554)
f58540 Segment 2:_ 61 (T3: 265 ; T7:_ 61)
f58641 Segment 3: 101 (T3: 105)
f58869 Segment 4: 228 (T4: 236)
f59063 Segment 5: 194 (T4: 189)
f59841 Segment 6: 778 (T4: 792)
f59937 Segment 7:_ 96 (T3:_ 96)
f60064 Segment 8: 127 (T5: 127)
f60156 Segment 9:_ 92 (T6: 106)
f60428 Segment10: 272 (T7: 234)
f61756 Segment11:1328 (T3:1378)
=== END OF STAGE 2 (Frames: 5100) ===
Looking over the starter input for Segment 0, there is a fix we need to do. I would leave it an exercise to experienced Zook TASers, or anyone who has read my latest post (well, it was the latest until I make one linking to this file), but basically, first dash tap before jump is the clear frame improvement. Fix that, later.
We miss the frame rule by one frame. Snap. At least I got rid of an Ammo Tank refill. Frames were lost on item manipulation, so this stage is extremely sensitive to the 32-frame cycle. Met the boss of s2 on two barrier HP left, which is a problem because I need to take damage to reduce lag, so lose the HP against two of the shots.
Oh, and implemented Boss Skip for the second boss re-fight. SegmentCounter script claims 180 frames on that fight now.

#40375309178376051 - Zook Man ZX4 - Stage 3 clear, stage select in 49447 frames.

ZM_s3in49447.bk2
In 18:19.54 (65673 frames), 21283 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
826 downloads
Uploaded 7/15/2017 7:06 AM by FatRatKnight (see all 245)
All frames from earlier stages have been carried forward to the end. We've lined up on the 32-frame cycle after Stage 3, so sync happened without issue on Stages 6 and 2.
The basic strategy was to use the billions of frames we've saved, and incrementally lose them on the way to the end until we're left with only a few. Somehow, the stage had a lot of added lag, apparently 4 extra lag, so we'll need to reduce that. I have thrown away three frames, two of them at the end of the stage, so now might be the time to find ways of strategically delaying to get around the lag. However the delays work, as long as we don't leave our current frame rule, this will not affect sync of the remainder of the run.

#40374587539168431 - Zook Man ZX4 - Carried saved frames forward to Stage 3

ZM_s5in42676.bk2
In 18:19.51 (65671 frames), 21084 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
813 downloads
Uploaded 7/15/2017 6:19 AM by FatRatKnight (see all 245)
I've carried all the saved frames we had into Stage 3 now. This would be the 8 frames from before s5, but I had to find more hidden about in various spots, and ultimately ended with another frame rule pulled right out from s5.
I went ahead and changed a dash right at the breakable blocks. Keep in mind, when jumping out of a dash to a short ledge, it is faster to do the first tap as you make the jump, and finish the second tap when you land, as this way, you have one of the zero speed frames from tapping overlap with the zero speed of ending a dash with a jump. Actually, a lot of savings in Stage 5 was thanks to implementing this trick.
I made a few attempts at the lazy-sync for the segments after the miniboss. Well, we did save a touch over 32 frames, did we not? The game wishes not to sync on this matter.

#40367719150286620 - Zook Man ZX4 - 17 frames in Stage 3, segment 2 (desync)

ZM_-17fs3seg2.bk2
In 17:44.05 (63553 frames), 20783 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
726 downloads
Uploaded 7/14/2017 10:53 PM by ThunderAxe31 (see all 111)
17 frames saved in stage 3, segment 2. the movie desyncs after the miniboss due to animation frame rule. Also note that the rest of the movie remained unchanged.
In order to achieve this, I simply used the bubble barrier again, just before segment 1 ends. This saved 10 frames.
Also, I discovered a new glitch. At 44842, you may notice that Zook does dash on ground right after the Flame Dash is ended, without having to mash the R button, but just keeping it. The game is actually continuing the ground dash started before the Flame Dash. Thanks to a different Y value, Zook managed to stay on ground after the flame dash ended, so he didn't need to jump and the ground dash didn't get broken. This saved 6 more frames.
Lastly, 1 frame was saved, probably for the different Y value, near the save platform.

#40355877069495970 - Zook Man ZX4 - More frames in Stage 4.

ZM_s4in36670.bk2
In 18:20.01 (65701 frames), 20412 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
821 downloads
Uploaded 7/14/2017 10:05 AM by FatRatKnight (see all 245)
Well, I saved frames in Stage 7, carried that through Stage 1, and here we are in Stage 4 trying to squeeze out more savings. I removed a pause thanks to better item drops. This dropped a frame rule. I had 2 frame rules before this stage and 2 frame rules after. Now that I carried the 2 frames rules forward, that would be 4 frame rules, which I can trivially remove for the 32-frame item cycle, but since I saved an extra frame rule, I'm now stuck with 8 frames delay in stage select after Stage 4. I guess I'm not getting a free ride in manipulation if I want to get rid of that delay. I saved too many frames for my own good!
In other news, I copied Team 3 straight to the first boss we can skip. Having not put in much time on trying the skip (I took more time typing this paragraph than trying the skip), I have not succeeded. As Exonym is the one who confirmed the skip, that's the one to ask to make it happen again, as first-hand experience should make it a lot easier.

#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 )
826 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 )
882 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 )
874 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 )
818 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 )
830 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 )
818 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 )
825 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 )
818 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 )
803 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
789 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.

#40221621011476309 - Zook Man ZX4 - Stage 5 attempt 2 (r87145362)

ZM_s5in42721.bk2
In 14:30.50 (51993 frames), 14827 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
855 downloads
Uploaded 7/8/2017 8:59 AM by FatRatKnight (see all 245)
f37033 *** STAGE 5 ***
f37768 Segment 0: 735 (T2: 736 ; T4:761)
f38248 Segment 1: 480 (**: 477)
f38557 Segment 2: 309 (T4: 309)
f38680 Segment 3: 123 (T3:_ 91)
f38757 Segment 4:_ 77 (T3: 241)
f38872 Segment 5: 115 (11: 116)
f39331 Segment 6: 459 (T3: 451)
f40069 Segment 7: 738 (T2: 735)
f40347 Segment 8: 278 (T4: 279)
f40464 Segment 9: 117 (T4: 129)
f40702 Segment10: 238 (T3: 234)
f42109 Segment11:1407 (T4:1408)
=== END OF STAGE 5 (Frames: 5076) === (T3:5310)
13 frames better than my previous.
Removed a mistake in Segment 2 where I forget to hold Right on the frame I release my Flame Charge.
At the end of Segment 8, there is a ladder and a short wall we can use. This run does not use that route. That wall crawling spiky enemy likes to shoot spikes. 5 at a time, in fact. This is very laggy. Yes, I jump straight up to this one, but the lag is not as bad as I saw in the alternative route, if I want to keep screen X position 80. It is possible to avoid having them shoot in the alternative route, by taking advantage of the odd-even parity in position, but X position 81 is very bad at the door.
It may seem like not all that much. I mean, camera scrolls 1 pixel/frame after touching the door. So how can 81 be so much worse than 80? I'll tell you. ScrX 81 vs. ScrX 80 is greater than the difference of 2 lag and 2 normal frames that alternative route gives us. The boss spawns much later sitting on that one pixel. This pushes us back behind the dialog frame rule. We lose the frame rule. We lose all gains and then some from one pixel. Vicious.
Or maybe I do take the route. I obviously have a bad memory on what I did. Took me a while to realize what I uploaded. The times are correct, just that I thought I did one route. I am confused.
Alright, here's what I did: I jumped that tricky route, got to screen position 81, because being in 80 would trigger the enemy's attack and lag the game hard. Then after the next segment loaded, I specifically moved back and forth just to set myself in screen position 80 for the door. Despite the frames needed, this is still faster than just taking the door at 81, and I trigger the boss earlier as a result. I don't remember doing this, but obviously I had to have done it, since no one else decided to have a secret TASing session on my laptop. My memory is definitely not perfect.
In other news, I did avoid one spot of damage and kept the barrier so I can get a better spot for the last Flame Charge. For whatever reason, I had trouble with falling through the floor in the transition between Segments 7 & 8, and delaying a frame let me land normally. Curiously, the delay I chose let me avoid a shot that just barely hit me. So the barrier lasted long enough for my needs.

#40210557291686046 - Zook Man ZX4 - Casual display script (prototype)

ZMZX4_CasualDisplay.lua
780 downloads
Uploaded 7/7/2017 9:01 PM by FatRatKnight (see all 245)
I'm selecting out things that make sense to read in real-time. Fiddly numbers like when item drops happen is difficult to display appropriately in real-time.
Currently shows barrier, weapons, and size of current segment. I hope it's pretty.

#40169125606557037 - Zook Man ZX4 - Stage 5 attempt (r87145362)

ZM_s5in42734.bk2
In 14:31.07 (52027 frames), 13866 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
850 downloads
Uploaded 7/6/2017 12:14 AM by FatRatKnight (see all 245)
f37033 *** STAGE 5 ***
f37768 Segment 0: 735 (T2: 736 ; T4:761)
f38248 Segment 1: 480 (**: 477)
f38558 Segment 2: 310 (T4: 309)
f38681 Segment 3: 123 (T3:_ 91)
f38758 Segment 4:_ 77 (T3: 241)
f38873 Segment 5: 115 (11: 116)
f39332 Segment 6: 459 (T3: 451)
f40070 Segment 7: 738 (T2: 735)
f40330 Segment 8: 260 (T4: 279)
f40475 Segment 9: 145 (T4: 129)
f40709 Segment10: 234 (T3: 234)
f42122 Segment11:1413 (T4:1408)
=== END OF STAGE 5 (Frames: 5089) === (T3:5310)
Preliminary look at Stage 5. I'm on the bad side of the frame rule by the boss. Stages 3 & 6 were tacked on the end of this TAS, as proof of concept as to how readily I can just sync stages however I please, though I did need to fix a few weapon swaps.
Bubble Barrier Charge Swap was used extensively, from the start of the stage to its very end. I'm not happy with all 18 hits the barrier took, I can benefit from keeping just one more hit for the end, as I prematurely fired my Flame Charge, landing me on the save platform. It was that or wait out 16 ouch frames. Probably time to look for the least costly hit to preserve.
Still, the Miniboss Skip accounts for 150 frames, give or take 50. I'm 221 frames ahead of the leading team, so at least Miniboss Skip can't really take all the credit from the improvements. I did not carefully compare optimizations between this run and the teams, so this stage can stand for another look over.
Felt nice to just go straight through enemies. I refused to preserve Bubble Barrier whenever it meant I get even one frame of lag.

#40153962126288599 - Zook Man ZX4 - Stage 4 manipulated properly.

ZM_s4in36706.bk2
In 12:50.42 (46016 frames), 12484 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
809 downloads
Uploaded 7/5/2017 7:51 AM by FatRatKnight (see all 245)
Removed the stage select delay between Stages 1 & 4. Not only have I found the ammo to maintain a speedy run, but I even removed one lag and saved a frame rule. 24 frames delay inserted between Stages 4 & 3.
Items seemed to manipulate themselves before the miniboss, balancing out exactly with what I had before. The Ghost Fall segments needed some tweaking to get the ammo I need. After that, a change in strategy was needed, and the route had enough rigidity that I couldn't stop the game from producing a bunch of small ammo refills out of reach. Whatever the case, I got enough to reach the end, and the game still had to throw one more refill out of reach when it was no longer important. Somehow, I find this humorous.
I'm more in a mood to look at a stage I haven't optimized. Expect either a fixed Stage 3 or progress on Stage 5. I'm pretty sure anything I do in 4->5 can be readily transferred into 4->3->6->5, as I don't think the weapons in 3 and 6 give any benefit in 5. Probably just a matter of handling extra weapons in the swaps, hopefully 2 frames per swap isn't a major problem in the route.

#40126739803236127 - Zook Man ZX4 - Stage 7 has better headaches now.

ZM_s7in23204.bk2
In 12:50.42 (46016 frames), 12028 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
808 downloads
Uploaded 7/4/2017 2:26 AM by FatRatKnight (see all 245)
I'm pretty sure jumping through a ceiling should cause a headache or two. Still, I'm through one faster, and overall now have Stage 7 done 4 frames sooner.
The intentional 8 frames delay between s7 and s1 is also removed. Going through Stage 1 again, I've started it 12 frames earlier, which is 1 and a half dialog frame rules. We were delayed half a dialog frame rule to begin with, so we started the boss 2 dialog frame rules ahead, and so I leave Stage 1 with 16 frames advantage.
That 16 frames advantage is tossed away in the delay between s1 and s4. Stage 4 heavily uses Flame Charge. Item drops are critical.

#39902972814196237 -

ZX4_wallclip.lua
Game: Zook Man ZX4 ( GBA, see all files )
821 downloads
Uploaded 6/24/2017 12:34 AM by lapogne36 (see all 25)
Lua script to brute force the wall clips in ZX4
How to use/requirements :
-The savestate slot 9 must be the initial state from where you want to find the fastest wall clip (i.e. before the wall clip)
-The savestate slot 0 must be a state after after ZX4 did a wall clip (all that really matters is that ZX4's height is higher than the height aim)
-You must edit the height aim in the lua (i.e. if ZX4's height is higher than the height aim, it means that the wall clip was a success)
-Eventually, edit in the lua the direction ZX4 must face to wall jump (either Left or Right)
Once all is done, you can run the lua and stop it after enough time has passed (use turbo to speed up the process), the best attempt will be saved on slot 0

#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 )
834 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 )
823 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.

#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 )
824 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 )
817 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 )
854 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 )
824 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 )
841 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.

#39440484371489519 - Zook Man ZX4 - Stage 3, mostly free form to miniboss.

ZM_s5ToMinibossTry1.bk2
In 10:56.17 (39192 frames), 7923 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
822 downloads
Uploaded 6/3/2017 4:41 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 3:119 (T7:106 . T4: 89)
f39187 Segment 4: 61 (T7: 61)
That first flame charge Team 3 did wasn't ideal, so I dashed straight off rather than jump and made sure I landed on that platform ahead properly. Segment 0 was otherwise copied straight over. Ran free form on the remaining segments. Segment 1 is pretty fast when absorbing 6 hits thanks to barrier.
My free form had results in Segment 2, apparently. However, my Segment 3 is worse than any team out there. I clearly need to check on a few things I might need to do differently.
I'm not certain Stage 3 is the ideal next spot, but I did get here losing zero frames to animation frame rule. Team 3 got here after exiting Stage 2, and I needed to do adjustments to sync their Segment 0, as they lost 3 frames to this very frame rule (my SegmentCounter script does not count frame-ruled starts against any team, so these 3 frames are not reported; the 3 difference it is reporting was from that first flame charge).

#39409725836870129 - Zook Man ZX4 - Stage 4 clear, stage select in 36764 frames.

ZM_s4in36764.bk2
In 10:15.55 (36766 frames), 6890 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
761 downloads
Uploaded 6/1/2017 7:27 PM by FatRatKnight (see all 245)
f30081 *** STAGE 4 ***
f30313 Segment 0: 232
f32042 Segment 1:1729 (T4:1741)
f32287 Segment 2: 245 (T4: 245)
f32436 Segment 3: 149 (T3: 155 . T4:152)
f32625 Segment 4: 189 (T3: 190)
f32948 Segment 5: 323 (T4: 325)
f33894 Segment 6: 946 (T5: 949 . T4: 958)
f33990 Segment 7:_ 96 (T7:_ 87 . T4:_ 96)
f34129 Segment 8: 139 (T3: 128 . T4: 140)
f34375 Segment 9: 246 (T4: 246)
f35880 Segment10:1505
=== END OF STAGE 4 (Frames: 5799) === (T4: 5845)
At last, this stage is decidedly improved! Not sure about that moment with Team 7 and Segment 7, though. And Team 3 with Segment 8. But we have a Stage 4 clear that's 46 frames faster than Team 4.
Anyway, here it is.

#39397963585103415 - Zook Man ZX4 - Stage 4, still poking about here.

ZM_s4_SomeRoutingStuff.bk2
In 10:15.60 (36768 frames), 6706 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
823 downloads
Uploaded 6/1/2017 6:44 AM by FatRatKnight (see all 245)
Run out of flame ammo, fall, die. I don't think that was part of the plan.
So I was looking at how Team 5 did things, since they are several frames ahead of the leading teams in this latest segment I die in. Yes, it does appear that throwing Flame Charges in an area that looks ideal for just straight dashing is indeed faster by a few frames. Probably because I'd otherwise have to wait until I land before I dash, and also that a ground dash requires a few frames of us holding still and lasts 40 frames, while there's plenty of time here to get a Flame Charge up and ready.
Item drops went up in importance here. I suppose someone should start searching for convenient items.

#39370256700693731 - Zook Man ZX4 - Stage 4, more miniboss stuff

ZM_s4_MinibossTry2.bk2
In 10:15.80 (36781 frames), 6036 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
829 downloads
Uploaded 5/31/2017 12:47 AM by FatRatKnight (see all 245)
f30081 *** STAGE 4 ***
f30313 Segment 0: 232
f32042 Segment 1:1729
f32287 Segment 2: 245
f32436 Segment 3: 149
f32625 Segment 4: 189
Team 4: Miniboss strat
Team 3: Landed on save platform
Team 4: Ladder headbonk
Team 3: Avoid damage during Ghost fall
Team 4: Leftward position after Ghost Fall
Interweaving the best of teams one right after another. A frame was spent before the ladder due to even-odd parity of X position, as 208 got me hit and couldn't go further right, but 209 was safe, and I get there from 207. While falling, if I'm on even numbers, I can't switch to odd numbers as movement goes in blocks of 2.
Lag on the flame charge at the end of this Ghost Fall. Naturally, I'm not liking this lag. Somehow one frame shorter than Team 3 on the Ghost Fall segment, probably due to the fall cycle. While falling, the player's air time counter oscillates between 34 to 42. One of these frames has 0 Y speed. Probably the cycle was different from Team 3 from the ladder headbonk.
Finding it tough to find time, largely due to life stuff.

#39303394666610492 - Zook Man ZX4 - Stage 4, 13 frames, plus miniboss stuff.

ZM_s4_MinibossTry1.bk2
In 10:16.10 (36798 frames), 5815 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
843 downloads
Uploaded 5/28/2017 12:31 AM by FatRatKnight (see all 245)
f30081 *** STAGE 4 ***
f30313 Segment 0: 232
f32030 Segment 1:1717 (T4:1741 . T3:1745)
f32294 Segment 2: 264 (T4: 245 . T3: 264)
f32439 Segment 3: 145 (T4: 152 . T3: 155)
Well, saved 13 frames before the miniboss. Discounting that, taking the Team 3 route through the miniboss has us dropping three frames for animation stuff to sync miniboss. Assuming we didn't need that delay, and the miniboss follow-up with that save platform can't be done with Team 4's miniboss strat, our net is Seg1:-14 Seg2:+19 Seg3:-7, or -2 frames. The difference is razor thin. I would advise myself to look a little deeper here.
Changed when I took damage from some fish. I noticed I was delaying just before a wall. So I took damage earlier, so when it came to those spikes, I would lose invincibility sooner and get more damage from there. In turn, because I took damage earlier, I didn't travel as far, and therefore no longer delay at a wall.
Ghost Fall has a good ammo drop at the moment. Further improvements might lose that. We'll see what comes if I continue.

#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 )
829 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.

#39191974855349118 - Zook Man ZX4 - Stage 4, transferred wholesale from Team 4.

ZM_s4CopiedInFromTeam4.bk2
In 10:16.33 (36812 frames), 5163 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
805 downloads
Uploaded 5/23/2017 12:05 AM by FatRatKnight (see all 245)
Nothing to report, Stage 4 is identical to Team 4's run. Curiously, whatever changed in prior stages, it all lined up the 32-frame rule and item drops happen exactly as before.
This is in case no one wants to mess around with trying to copy in some team's run. Team 4 is the fastest, though not by a wide margin, and there may be some strategies to mix in from others. I'll make a more detailed post thinking about each team's efforts soon.

#39129610978906773 - Zook Man ZX4 - External Radar, global map load

ZM_ExternalRadar_v4.lua
758 downloads
Uploaded 5/20/2017 4:41 AM by FatRatKnight (see all 245)
Another version of the External Radar script.
The only real difference this time is sticking the map data into a global variable instead of a local one, and handling it as a global that might already exist before it comes in.

#39129448785778607 - Zook Man ZX4 - Terrain Tiles painter (v2), added pixels, global map load

ZM_TileOverlayv2.lua
762 downloads
Uploaded 5/20/2017 4:31 AM by FatRatKnight (see all 245)
Because ThunderAxe31's brain refuses to acknowledge how the back foot pixel works. It's not your fault, it's your brain's fault.
I threw together the ImportantPlayerPixels function in a hurry and all that. It paints tiny little arrows indicating what pixel the game cares about based on the situation. I advise ThunderAxe31 to examine these arrows in frame advance. Since I threw the function together in a hurry, I can't really guarantee its accuracy.
On a side note, this script now sticks the maps into a global variable, so that, once I upload an update to the ExternalRadar, the two scripts will be aware of a loaded map already done and share the resource instead of having local copies. Shame a core reboot kills the global variables, and a reboot is done every time you switch movies. Perhaps good for stability, but makes it problematic if a script has several seconds loading time.
Oh, right. Someone did have a smart loader that grabs only a smaller portion, the one relevant to where you're at. I should track that down, or design my own, perhaps.

#39042834720375301 - Zook Man ZX4 - Stage 1 clear, stage select in 29763 frames.

ZM_s1in29763.bk2
In 08:18.36 (29766 frames), 5065 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
846 downloads
Uploaded 5/16/2017 6:54 AM by FatRatKnight (see all 245)
f23576 *** STAGE 1 ***
f24541 Segment 0: 965
f25125 Segment 1: 584 (T3:583) They probably jumped. Need to check.
f25221 Segment 2:_ 96
f25431 Segment 3: 210
f26191 Segment 4: 760 (T3:758) Interesting. Need to check this out.
f26688 Segment 5: 497
f27502 Segment 6: 814 (T4:822) Despawned a flame
f27742 Segment 7: 240 (T4:236) Frame rule
f29159 Segment 8:1417
=== END OF STAGE 1 (Frames: 5583) ===
Copied Team 4's run. Only real modifications are manipulating different ammo drops and despawning precisely one flame, which saves exactly one frame rule. And, for some reason, a 4 frame delay at the gate, as if we're out of sync of the dialog frame rule by 4 frames. Which is odd, since I don't see any obvious effects from the Stage 7 boss that would change our stage entry here by a multiple other than 8. I will recommend to myself to figure out how the Stage 7 boss ended up different.
Item drop manipulation wasn't too painful, but if we do enter the stage 4 frames earlier, we're going to have to manipulate again. Bah.

#39036021455857048 - Zook Man ZX4 - Stage 7 clear, stage select in 23250 frames.

ZM_s7in23250.bk2
In 06:29.33 (23254 frames), 4815 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
845 downloads
Uploaded 5/15/2017 11:32 PM by FatRatKnight (see all 245)
f16175 *** STAGE 7 ***
f17129 Segment 0: 954
f17945 Segment 1: 816 (T4:814) Miniboss Skip set-up
f18487 Segment 2: 542 (T4:501) Miniboss Skip set-up
f18675 Segment 3: 188 (T4:106) Miniboss Skip set-up
f18744 Segment 4:_ 69 (T4:236; T7:69) Miniboss Skip
f18952 Segment 5: 208 (T4:206) Lagged
f19344 Segment 6: 392 (T4:407) Positioning after miniboss
f19968 Segment 7: 624
f20158 Segment 8: 190
f20513 Segment 9: 355 (T4:356) Changed block destrction
f20867 Segment10: 354
f22279 Segment11:1412 (T4:1411) Frame rules?
=== END OF STAGE 7 (Frames: 6104) === (T4:6159)
We still have +2 lag following the miniboss, but I did get rid of one lag frame and managed to pull together some ammo without lagging somehow. Also fixed the boss, which did apparently require minor edits to have it work, so not a complete resync.
I blame the array starting at IWRAM:7C44, and object data offsets +0x0E (2 byte) and +0x40 (4 byte), for being a malloc substitute for painting sprite graphics. Due to the fact I destroyed a different enemy for my ammo, this somehow caused 2 lag frames later, which was removed by attacking a lag bomb to delay its self-destruct, and to delay a charge so I omit its graphics for just a little longer and avoid the second lag frame. Nice to see removable lag.
Again, I blame some graphics allocation routine involving those object offsets and the array. Probably scans through from the start of the array and works forward trying to find a large enough open region. And the regions are distributed differently from different enemy destruction, probably extending the search and lagging as a result. Or so I suspect.

#38976273350729695 - Zook Man ZX4 - Stage 7 mostly synced, plus lag, minus ammo.

ZM_s7NearlySynced.bk2
In 06:29.35 (23255 frames), 4408 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
821 downloads
Uploaded 5/13/2017 6:57 AM by FatRatKnight (see all 245)
f16175 *** STAGE 7 ***
f17129 Segment 0: 954
f17945 Segment 1: 816 (T4:814) Miniboss skip
f18487 Segment 2: 542 (T4:501) Miniboss skip
f18675 Segment 3: 188 (T4:106) Miniboss skip
f18744 Segment 4:_ 69 (T4:236) Miniboss skip
f18952 Segment 5: 208 (T4:206) Positioning?
f19345 Segment 6: 393 (T4:407) Positioning?
f19969 Segment 7: 624
f20159 Segment 8: 190
f20515 Segment 9: 356
f20869 Segment10: 354
Yes, T3 has a faster Segment 6, but they don't set up the invincibility. I haven't double-checked for efficient routing, though.
We are landed sooner than T4 after miniboss, and a little further to the right relative to camera. Generally advantageous, as we can dash sooner, and we can always sacrifice camera relative position if it means a better position to shoot the immediate enemies.
This run falls flat against the boss, though. We have added lag in a few spots, we're low on ammo and no lag-free options I can find, and basically in some mess with the overall sync.
Although the frame rule is always the important thing to keep in mind, removing lag are firm savings. One lag removed is one frame saved, since the game's frame counter doesn't increment in lag, and therefore delays the frame rule by however much we lag. I haven't checked our gate frame rule for frames we can safely sacrifice, however.
On top of not having ammo, the initial damage we take from the boss doesn't sync either. Probably a matter of taking close looks between Team 4 and this run.

#38899122092553167 - Zook Man ZX4 - Stage 8 clear, stage select in 15850 frames.

ZM_s8in15850.bk2.bk2
In 05:13.83 (18745 frames), 3923 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
1 comment, 824 downloads
Uploaded 5/9/2017 7:34 PM by FatRatKnight (see all 245)
f07477 *** STAGE 8 ***
f08158 Segment 0: 681
f08386 Segment 1: 228
f09189 Segment 2: 803
f09339 Segment 3: 150 (T4:165) Ladder path
f09472 Segment 4: 133 (T4:121) Ladder path
f10262 Segment 5: 790
f10384 Segment 6: 122
f11039 Segment 7: 655 (T4:661) Better capsule path
f11170 Segment 8: 131
f12060 Segment 9: 890 (T4:900) Despawn
f12449 Segment10: 389 (T4:386) ... what?
f12699 Segment11: 250 (T4:246) Door delay for boss sync
f15254 Segment12:2555
=== END OF STAGE 8 (Frames: 7777) ===
4 frames delay at boss gate. This is to sync the boss, and even if we remove this delay, the dialog frame rule gets in the way, and not one frame is saved even if we redo the boss. So the gate delay is an easy sync that doesn't cost time.
Our s8 is now faster than Team 4's s8 by 12 frames. Would be 16 if dialog frame rule wasn't a factor, or we somehow find another 4 frames in intro. Yay ThunderAxe31 for finding an improvement that got me seeking another improvement.
There's probably some obvious mistake I completely missed on Segment 10 or something. Not sure, but we need another 4 frames if we're going to beat the dialog frame rule, though.

#38889985897884222 - Zook Man ZX4 - 7 frames save in stage 8

ZM_s8_-7f.bk2
In 05:14.26 (18770 frames), 3517 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
695 downloads
Uploaded 5/9/2017 9:41 AM by ThunderAxe31 (see all 111)
Desyncs during the boss battle due to damage and animation frame rules.

#38817338552018192 - Zook Man ZX4 - stage 7 miniboss skip, slightly better now

ZM_s7_skip18776.bk2
In 05:14.38 (18777 frames), 3343 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
815 downloads
Uploaded 5/6/2017 3:10 AM by FatRatKnight (see all 245)
f16207 *** STAGE 7 ***
f17161 Segment 0:954
f17977 Segment 1:816
f18516 Segment 2:539
f18707 Segment 3:191
f18776 Segment 4: 69
Something like 5 frames with a different route through that last segment. This might be the winner of the stage 7 miniboss skips.
There may be a minor frame loss in how long it takes to get into position after the miniboss, but certainly less loss than what the new route gains. I can't put myself any further left relative to the camera.
I'm still hoping a frame is saved in Stage 8, before the 3 frames dropped by the ladder after the miniboss. That would save an animation frame rule. That, in turn, will save a dialog frame rule. And that will collapse the 32-frame rule the start of Stage 7 is based on right now (f24 delay at the moment). Mostly, I'd like to be lazy in redoing Stage 7, and I'm being lazy on the pretense there is a frame to save in Stage 8.

#38775709014610846 - Zook Man ZX4 - External Radar, spawning borders

ZM_ExternalRadar_v3.lua
762 downloads
Uploaded 5/4/2017 6:10 AM by FatRatKnight (see all 245)
Nifty. Thanks Dacicus for figuring out the perimeter bounds.
The corner boxes only apply if you're moving diagonally in that direction. Otherwise, they are inert and spawn points do not react to them.
Hopefully this addition to the script makes it better at dealing with things decidedly off-screen. It was nice being able to see the moment enemies appear before. Now it's ever nicer to know ahead of time when they will, and if it can be avoided with camera trickery.

#38774185940666522 - Zook Man ZX4 - External Radar, now with one spawn box

ZM_ExternalRadar_v2a.lua
754 downloads
Uploaded 5/4/2017 4:31 AM by FatRatKnight (see all 245)
I've also added commented lines expecting the other three boxes.
If you want to question the fact I have a function (CanvasSpawnBorders) for the rather specific purpose of painting these spawn boxes, then you should also question my decision for making a function that paints exactly one box (CanvasBorder). My decisions are generally based on what information is being handled.

#38764902600522359 - Zook Man ZX4 - Intro miniboss skip (long set-up)

ZM_IntroMinibossSkip.bk2
In 01:43.92 (6207 frames), 684 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
1 comment, 1004 downloads
Uploaded 5/3/2017 6:29 PM by FatRatKnight (see all 245)
For record keeping, this is how to skip the miniboss in the intro. Shame that setting this up takes more time than just smashing the miniboss.
We also can't Ghost Fall down the next segment. We're not at the right edge of the screen.

#38748741023956734 - Zook Man ZX4 - Updated External Radar with spawn points.

ZM_ExternalRadar_v2.lua
788 downloads
Uploaded 5/3/2017 1:01 AM by FatRatKnight (see all 245)
Shh... Secrets. Which has no business being secret anyway. Making public any changes once I make them is hardly secret.
Some comments removal (code holdover from the hitboxes script), fixing the enemy coloring (variable name mismatch), and identifying the spawn locations. It will also recolor the spawn spot if it's in use.
The spawns was something I was looking for during the contest, but I didn't find it myself. I suppose I should thank Dacicus (or however the username is typed).

#38688648943863044 - ZMZX4 Show enemy spawns v1

Zook_draw_enemy_spawns.lua
837 downloads
Uploaded 4/30/2017 8:04 AM by Dacicus (see all 26)
This script shows the enemy spawn locations in the current segment (white squares), as well as boxes that should indicate where the camera needs to be to spawn the enemies. The blue rectangles are the spots when moving right and the green are the spots when moving left. If the top of the rectangle is above the top of the screen, the enemy should not spawn. This does not account for vertical movements (jumping, climbing, etc.).

#38674058536568982 - Zook Man ZX4 unlock MurderBarrier

ZM_Unlock_MurderBarrier.bk2
In 00:33.27 (1987 frames), 0 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
724 downloads
Uploaded 4/29/2017 4:18 PM by ThunderAxe31 (see all 111)
Quick movie showing how to unlock controls after having used MurderBarrier

#38635348763866312 - ZM level 8, segment 2: -1f, +1f

ZM_level8segment2.bk2
In 04:25.67 (15868 frames), 4157 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
720 downloads
Uploaded 4/27/2017 10:28 PM by ThunderAxe31 (see all 111)
I managed to save a landing lag frame, just to be foreced to have another right after. Maybe there is something that can be done about it.

#38617387944859351 - ZMZX4 Skip Stage 6 miniboss

Zook_Stage6_Miniboss_Skip_Setup.bk2
In 00:28.83 (1722 frames), 1 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
893 downloads
Uploaded 4/27/2017 3:03 AM by Dacicus (see all 26)
How to skip the stage 6 miniboss. You first have to set up a miniboss state. The enemy used to skip the miniboss probably spawns at (144, 48) in segment 1 of stage 6. Note that you have to backtrack slightly in order to load segment 2 (why I kept jumping up toward the spikes). The doorway to the miniboss is blocked off otherwise.

#38597753864589843 - Zook Man ZX4 - We'll Hex The Name In Later - General Information Script

OrganizationIsHard.lua
972 downloads
Uploaded 4/26/2017 5:50 AM by Invariel (see all 16)

#38597146366561439 - Kill stage 0 boss using enemy

ZM_stage0_Tompa+TA31+Dac.bk2
In 02:02.84 (7337 frames), 2478 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
871 downloads
Uploaded 4/26/2017 5:10 AM by Dacicus (see all 26)
This is unoptimized past the point in the previous file by Tompa and ThunderAxe31, but it's meant to show the concept working.

#38590039817615831 - ZM improvement nuked by frame rule

ZM_stage0_Tompa+TA31.bk2
In 02:13.86 (7995 frames), 2467 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
723 downloads
Uploaded 4/25/2017 9:29 PM by ThunderAxe31 (see all 111)
Resynced movie after 1 frame improvement by Tompa, but the final stage completion time resulted unchanged due to a frame rule.

#38589409826121330 -

ZM_Intro 1 frame faster to miniboss.bk2
In 00:55.62 (3322 frames), 2404 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
797 downloads
Uploaded 4/25/2017 8:49 PM by Tompa (see all 61)

#38580741584600060 - Zook Man midboss 0 skip (useless)

ZM_midboss0skip.bk2
In 00:05.05 (302 frames), 122 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
705 downloads
Uploaded 4/25/2017 11:26 AM by ThunderAxe31 (see all 111)
Quick and unrefined movie from savestate demonstrating the midboss skip in stage 0.
Note that this movie uses a flying enemy that takes too much time to get near the midboss segment in order to get an actual time save.

#38534521740984643 - DTC6 #6: Team 11 "ThunderBears" in 24:52.19

DTC6-Team11.bk2
In 24:52.19 (89125 frames), 127652 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
726 downloads
Uploaded 4/23/2017 9:29 AM by ThunderAxe31 (see all 111)

#38533107901056136 - Zook Man ZX4 - A charge swap with basic -> whirlwind

ZM_ChargeSwapTryout.bk2
In 00:23.69 (1415 frames), 48 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
832 downloads
Uploaded 4/23/2017 7:57 AM by FatRatKnight (see all 245)
You should be able to create your own save state from this. Or modify the movie to switch weapons on the way to take damage. Or something like that.
Some attempt at analyzing effects of Charge Swap.

#38530848800286562 - DTC6 We Serve Firetrucks Final Lua

DTC6WeServeFiretrucksFinal.lua
Game: Zook Man ZX4 ( GBA, see all files )
967 downloads
Uploaded 4/23/2017 5:31 AM by Fog (see all 6)

#38527750923366219 - Zook Man ZX4 - Charge Swap glitch

ZM_ChargeSwap.bk2
In 01:44.06 (6215 frames), 548 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
778 downloads
Uploaded 4/23/2017 2:10 AM by FatRatKnight (see all 245)
Playing around with two possibilities: Sticky Meteors and MurderBarrier.
I choose to die because the Sticky Meteors refuse to leave. Makes showing off the other "charge combo" a bit tricky otherwise.

#38527472110526427 - Zook Man ZX4 - Infinite climb

ZM_InfiniteClimb_Ascend.bk2
In 00:41.00 (2449 frames), 358 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
792 downloads
Uploaded 4/23/2017 1:52 AM by FatRatKnight (see all 245)
Here's the infinite climb. He keeps going and going...
There are no boundaries that will stop our hero from climbing. Even when you think he has reached the top, and there's nowhere else to go, he keeps climbing.

#38526470558858773 - Zook Man ZX wrong warp and crash

ZMZX4WrongWarpCrash.bk2
In 00:37.50 (2240 frames), 125 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
840 downloads
Uploaded 4/23/2017 12:47 AM by ThunderAxe31 (see all 111)
Movie featuring the wrong warp glitch discovered by Dooty. Also shows off a game crash by hitting a breakable wall from point blank distance.

#38526139451192829 - Zook Max ZX4 Secret Team "The Undecideds"

ZookManZX4_SecretTeam.bk2
In 25:18.85 (90717 frames), 54213 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
850 downloads
Uploaded 4/23/2017 12:25 AM by ThunderAxe31 (see all 111)
Movie file crafted by secret team "The Undecideds" during DTC6 by ThunderAxe31, BoboTheKing, DrD2k9, Dooty & Dacicus.

#38525808928164061 - DTC6 #1: Team 4 in 23:20.16

DTC6-Team4.bk2
In 23:20.16 (83628 frames), 78839 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
766 downloads
Uploaded 4/23/2017 12:04 AM by ThunderAxe31 (see all 111)

#38525803233252458 - DTC6 #2: Team 3 "Snail Eaters" in 23:23.47

DTC6-Team3.bk2
In 23:23.47 (83826 frames), 112446 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
730 downloads
Uploaded 4/23/2017 12:04 AM by ThunderAxe31 (see all 111)

#38525794867658592 - DTC6 #3: Team 6 "¯\_(ツ)_/¯" in 24:27.63

DTC6-Team6.bk2
In 24:27.63 (87658 frames), 58583 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
745 downloads
Uploaded 4/23/2017 12:03 AM by ThunderAxe31 (see all 111)

#38525788757503895 - DTC6 #4: Team 7 in 24:27.73

DTC6-Team7.bk2
In 24:27.73 (87664 frames), 75891 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
671 downloads
Uploaded 4/23/2017 12:03 AM by ThunderAxe31 (see all 111)

#38525782609869860 - DTC6 #5: Team 5 "We'll Hex the Name in Later" in 24:51.56

DTC6-Team5.bk2
In 24:51.56 (89087 frames), 51838 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
744 downloads
Uploaded 4/23/2017 12:02 AM by ThunderAxe31 (see all 111)

#38525761027350644 - DTC6 #7: Team 2 "MMMM" in 26:36.89

DTC6-Team2.bk2
In 26:36.89 (95378 frames), 24521 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
716 downloads
Uploaded 4/23/2017 12:01 AM by ThunderAxe31 (see all 111)

#38525746922076290 - DTC6 #8 Team 1 "We Serve Fire Trucks" in 27:43.4

DTC6-Team1.bk2
In 27:43.41 (99351 frames), 55414 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
732 downloads
Uploaded 4/23/2017 12:00 AM by ThunderAxe31 (see all 111)

#38508617604349368 - Zook Man ZX4 - External Radar script

ZM_ExternalRadar.lua
902 downloads
Uploaded 4/22/2017 5:29 AM by FatRatKnight (see all 245)
Shh... Secrets. Stand-alone script.
This script combines the virtues of both the terrain tiles and the hitboxes scripts, but pastes the info onto a separate canvas. The viewing area is 2x of the game's normal viewing range, so we're seeing half a screen out in each direction past the visual boundaries. It's a heavyweight script, so be aware of slowdowns when running it.
The terrain tiles loading is not aware of the tiles script, so if both are running, there will be two copies of the same data loaded into lua. They are several hundred KB in size, so do be aware.

#38508546028174499 - Zook Man ZX4 - Basic script

ZookManZX4.lua
948 downloads
Uploaded 4/22/2017 5:25 AM by FatRatKnight (see all 245)
Shh... Secrets. Script #3, intended to be run third.
Displays a few different stats for each onscreen object, like HP, invincibility timer, and stuff. Top-right has position info, lower-right is our RAM watch dump, and top-left has a few timers in mind. Lower-left gets the object counts for lag reasons, and the bottom is our item drop finder.
Well, it's the basic script. Not a lot to say, really.

#38508487412195834 - Zook Man ZX4 - Hitboxes reveal script

ZM_HitBox.lua
887 downloads
Uploaded 4/22/2017 5:21 AM by FatRatKnight (see all 245)
Shh... Secrets. Script #2, intended to be run second.
This script is the one with the hitboxes. All of them, player, projectile, enemies, and items. They are color coded, too. Enemies are colored based on HP, with zero or negative given a vastly different color. Player projectile is colored based on whether it does damage, rather important for the Muzzle Flash I'm sure you're all frustrated with by now. This is what the game was doing to detect all those hits. Also nice to know what's happening with the basic projectile when changing weapons.
Oh, and this script has rescaling, with M and N keys, so we can see off-screen enemies. Only problem is the other scripts aren't rescaling, so... Uh, enough embarrassment, and stand in awe of my ROM diving skills. Finding and then following pointers around can be fun.

#38508373147113065 - Zook Man ZX4 - Terrain Tiles painter

ZM_TileOverlay.lua
885 downloads
Uploaded 4/22/2017 5:13 AM by FatRatKnight (see all 245)
Shh... Secrets. Script #1, intended to be run first.
This script paints an overlay on the screen, showing what type each tile is, in convenient color coding. This is what we use to know exactly when air ends and walls begin. Seriously, there are spikes that aren't there in Stage 4, walls that aren't there in the sixth stage part of END, and plenty of floor clips that this script makes apparent very quickly. Also be sure to look for backward slopes in the intro and Stage 4, too.
Note that the script takes a few seconds to load all the tiles into lua tables, as this method means I won't have to do several memory reads to get the right pointer, adjust it, then fetch the right tile. The script is much slower in runtime without this loading step. Also, this required some ROM diving, and I had better hope this thing is useful!

#38507979558876140 - Zook Man ZX4 - Just a plain frame counting script.

ZM_SegmentCounter.lua
782 downloads
Uploaded 4/22/2017 4:48 AM by FatRatKnight (see all 245)
Intent of the script is to state how many frames it took to complete the immediate segment, as well as how long it takes to do the stage. The state machine in it insists that it sees the beginning of a stage before it starts doing its counting. Hopefully, this will make comparisons easier. If anyone has ideas on better measurement points, I don't mind suggestions.
I've commented out a piece of code, around line 145, that would report how many frames you spent traveling at each pixel/frame. The script is keeping track, just that it won't print the actual stuff without that stuff I commented out. It's cleaner without it, but if you want the added information, go find that spot.