Posts for marzojr

marzojr
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New WIP up to Lava Reef 2. Lava Reef 1 has been improved by 65 frames with the aid of Tails and a bubble shield, and is down to 1:03::23. Lava Reef 2 finishes 1 frame faster than the published run, and is at 0:21::40.
Marzo Junior
marzojr
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Uff, this WIP was a lot of work. First, there is the Marble Garden 1 improvement -- an improvement of 38 frames, down to 0:29::29. Marble Garden 2 desynched due to luck, of course, but no problem -- some subpixel manipulation, new Tails input and a new boss fight did it in. As a bonus, I discovered by accident that you can force Tails to respawn earlier (and make him head in a more straight path to Sonic) by pressing buttons after the respawn timer expires but before he respawns on his own. Then came the chain desynch. Carnival Night 2 desynched due to luck too (those damn balloons again), but forcing Tails to respawn, as described above, I managed to get Tails to appear just in time in the Knuckles cutscene. This gave me 27 frames of improvement, down to 0:41::44. Mushroom Hill 1 desynched at the last boss hit, although I have no idea why. I redid the ending, finishing 3 frames earlier (final time 0:33::01) and getting the signpost in a much better position. Mushrooom Hill 2 then desynched due to slightly different position -- 2 subpixels of difference -- and timer differences in Tails respawning. Resynching it gave me 4 frames of improvement, down to 0:34::05. The rest is identical to the last WIP (except that I included an extra flame dash for show in the Sandopolis 2 boss). All told, an improvement of 169 frames, 97 of which are mostly due to the better signpost position at the end of Mushroom Hill 1.
Marzo Junior
marzojr
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As I mentioned over at IRC, I improved Sonikkustar's improvement by 18 frames, for a total of 38 frames of improvement over the published run. I am still in the process of resynching the movie, and will post it once I am finished. Meanwhile, I will point out something I forgot to mention earlier: in the last WIP I posted, I managed to glitch the Sandopolis 2 boss and hit him twice in quick succession. See that spindash hit? It starts the flashing timer countdown, during which the boss is normally invincible. But hitting the egg golem to open it up restores the hit box and stops the timer at the value it was -- in this case, 12 frames of flashing. When I hit him next, the timer starts counting down from that value instead of resetting to 31, thus saving 19 frames between this hit and the next.
Marzo Junior
marzojr
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Noob Irdoh wrote:
Robotnik's Revenge (which has been TASed to an extent by at least a couple of members of Sonic Retro)
FuzZerd also TAS'ed it until its breaking point.
Noob Irdoh wrote:
Sonic 1 and 2, of which I'd like to see a 100% run with all the 13 chaos emeralds, which would differentiate it from the existing Sonic 1 and Sonic 2 TASes
Eh, it wouldn't make too much of a difference, really. The main difference -- Super Sonic -- would barely show at all because gathering the 50 rings is too slow.
Marzo Junior
marzojr
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New WIP up to Sandopolis 2. Mushroom Hill 2 has been improved by 31 frames, down to 0:34::09. Sandopolis 2 has been improved by 2 seconds and 3 frames, and is down to 1:09::47 -- and all of it is due to better use of Tails at the very end! With these two improvements, were I to paste the remainder of the previous run (and it synched), I would finish at 29:59.70 -- 18 frames under 30:00.00! Sub-30 min at last!
Marzo Junior
marzojr
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With all due respect to mike89, the (rejected) Sonic 1 No Rings TAS begs to differ...
Marzo Junior
marzojr
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Zeupar: sorry, not biting :-p I simply don't think that a hack whose primary innovation is to make the character progressively slower, to the point of being unable to spindash even, is a good candidate for a TAS.
Marzo Junior
marzojr
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Oops, I should have mentioned that I talked to Sonikkustar onver in IRC and solved the problem a few minutes after he posted.
Marzo Junior
marzojr
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Zeupar: sorry, but I am not interested in the XL TAS -- the objective of completing it as fast as possible would mean collecting as few rings as possible so that Sonic does not get fat (he is slower when fat), thus nullifying the core difference of the hack.
Marzo Junior
marzojr
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New version, featuring the following changes:
  • Revamped the ROM detection and feature set code.
  • Added several hacks to the compatibility list.
Marzo Junior
marzojr
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Microstorage is down, so you get a MediaFire WIP for the time being. This is up to Sandopolis 2, which is finished in 1:11::50 -- an improvement of 16 seconds, 30 frames over the published run. I am nearly sub-30 min; 2-3 seconds more and I will get there. But getting those seconds will be difficult... Edit: WIP now on Microstorage (also updated previous link).
Marzo Junior
marzojr
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I decided to try my hand at TASing Amy Rose in Sonic 1; the experimental WIP is up to Marble Zone 1, using revision 1.7 of the hack; it is not at all optimized, and I think I can easily knock off 2 seconds in Green Hill Zone 3, for example. A few comments: Amy runs slower than Sonic, but she can bunny hop for a slightly higher average speed; the hop is also great for out-loop jumping. Amy also has great maneuverability, and the hammer has a nice attack radius. She is a natural boss killer too. When the hack has matured more, I will definitely TAS it :-)
Marzo Junior
marzojr
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I agree with Toothache; the TAS is impressive, but I don't think it warrants a publication yet given that the hack is still under development.
Marzo Junior
Post subject: Re: Sonic Hacks TAS
marzojr
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mmarks wrote:
There are some hacks that are allowed and which have been published.
Note that there has been a rules change regarding hacks: they no longer require special permission and you can just submit the movie as usual, but it will receive harsher scrutiny -- see Wiki: Rules.html#HackedAndHomebrewGame for details.
Marzo Junior
marzojr
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Let me correct myself: for some reason, "improvement of 19 seconds in Sandopolis 2" got stuck in my mind, and I have been using this as if it was a fact. In reality, that improvement was of 10 seconds; it has since increased to 14 seconds of improvements, even though I am still halfway through to the level. I still need about 6 seconds to hit sub-30 min. Edit: fixed tag close.
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marzojr
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New WIP until Sandopolis 1. There were a few things I thought could be improved in Flying Battery 1 & 2; I was dead wrong. Sandopolis 1 was nicer, however; I managed to get topside with the flame shield and backtracked until I could zip and underflow the horizontal position. This led to an improvement of 6 seconds, 35 frames for a final time of 1:39::16. The position of Sonic and Tails at the end of the act is to get the first timed object out of the way in the next act. And while I was anticipating a 19-second improvement, it may turn out to be more -- but I have test it yet. Nevertheless, even if it is only 19 seconds (and a few frames), I will still hit sub-30!
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marzojr
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New WIP up to Mushroom Hill 2. Wew, this level is annoying; the differences in subpixel position and luck (at least, I think are luck) made me 4 frames slower at the outset. I recover them all with a bonus around the time I get the speed shoes and use that handle thingy to get a large boost to speed. Reproducing the ascent at the machine was tricky due to Tails' differences in location, and ended up being slower; hence, I did away with the machine ascension and managed a way to reproduce Hyper Sonic's ascent method. This required the assistance of Tails, which was conveniently nearby; the time I spend getting Tails and having him follow me is extremely well spent. The result is a time of 0:34::40, for improvements of just 2 seconds 59 frames. It would be possible to shave some time if I could manipulate Tails to appear earlier; sadly, the only place this is possible is the end of the earlier act, where I can't control him do move away because I need him to regain control. Grr. Anyway: if I were to simply paste the previous run's input as the remainder of this movie, it would end with a time of 30:25.03; but I already know of an improvement of about 19 seconds in Sandopolis 2, bringing the total to about 30:06.03. This means that Sonic + Tails is, for now, faster than Hyper Sonic + Tails, at least in real time (in in-game time, Hyper Sonic + Tails are still faster, despite having to play Doomsday zone). It also means that I am almost sub-30 min in real time. Edit: fixed botched up English.
Marzo Junior
marzojr
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boct1584, Raiscan: the HUD script I link to in the submission has options to disable the hypersonic flash and the super music which don't desynch (the former I am 100% sure doesn't desynch, the latter I am only 98% sure). These scripts can either be used from the HUD script or called standalone.
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marzojr
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boct1584 wrote:
Playing the GMV in Gens11b with the corresponding savestate, the movie desyncs in Carvinal Night 2; Sonic falls back down the upper ziptube after Knuckles. I'm using the EPX+ renderer; could that be causing a problem?
It is not the renderer. Can you check to see if the download hasn't been corrupted? I tried downloading the file just in case and it is an exact match to the one I had, and it synchs perfectly -- even swapping the renderer. Moreover, since others have been able to see the movie -- notably, OmnipotentEntity, which encoded it -- it must be in your end. For what is worth, the md5 checksum of the file on my computer is:
33356fdaf1de9ad80b7a9b524b43a4dd  marzojr-hypersonic+tails-sonic3k.gmv
NitroGenesis wrote:
What? Is this right?
Are you still seeing the glitched version? Because that same line reads as follows for me:
MKV file via BitTorrent (size: 2.38 GB, length: 35:30)
Marzo Junior
marzojr
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New WIP until end of Mushroom Hill 1. Final time is 0:33::04, for savings of 13 seconds 11 frames over the published run and 3 seconds 11 frames over the newgame+ run. The setup at the end (going back to the loop and all) is to ensure that the loops in act 2 will be broken in the "good" way when I get around to it.
Marzo Junior
marzojr
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Ugh. Watching the encode made me realize I hadn't uploaded the video yet, and just copied the link for the old. Sorry about that, Noob Irdoh... Here is the actual WIP which shortens the transition cutscene. I also fixed the other post.
Marzo Junior
marzojr
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Here is a WIP up to Launch Base 2 featuring the above change. Launch Base 1 has had 5 seconds and 8 frames worth of improvements, and now ends at 0:31::55. The fastest way to die would be to lose the rings and get killed by the remaining Twin Hammer, but he is too high up for that, unfortunately; this one is the second fastest, as I am not slowed down when the level fills with water. Launch Base 2 ends at 0:26::26, with the increased cutscene of 0:31::25; nothing I tried so far made a dent in the length of the cutscene, sadly. As for speed versus entertainment: it is quite easy to justify as that, actually: the Knuckles cutscene is far more boring than the glitched transition, and lasts 3 times as long as the added time in the cutscene. Edit: Managed to reduce the cutscene length by nearly 2 seconds, down to 0:29::35. Also shows some extra glitchness at the end. WIP here. Edit: Oops, link for last WIP was wrong; I fixed it now. Edit 2: NOW it is fixed... *sigh*
Marzo Junior
marzojr
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I found out a small improvement to Launch Base 2, over and above the zip -- it is... well, you should see it for yourselves. The included savestate is needed to be certain of the results, as I started from a save where Launch Base 1 had been finished the glitched way. In this video, I skip the mid boss, skip the Knuckles cutscene and glitch into the Knuckles boss area. Unlike Knuckles, I only have fight the first of the bosses as the trigger is based on selected character. The level is faster, ending at 0:26::26 (32 frames faster, may be possible to improve slightly more), and there is an awful lot of time saved by dodging Knuckles -- the level spans 01:17.38 from the beginning of Launch Base 2 to the start of Mushroom Hill 1, versus 01:53.20 I had published earlier -- which means savings in real time of 00:35.82. The down side: the transition cutscene at the end is takes 0:31::25 instead of 0:17::53, a loss of 13 seconds and 32 frames in in-game time. I am leaning more towards the gain in real time in this case, as I gain almost 3 times as much real time as I lose in in-game time. What are your opinions?
Marzo Junior
marzojr
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New WIP up to IceCap, including the above improvement to Hydrocity 1. As it turns out, I did not have to resynch Marble Garden 2 boss! Woot! As a bonus, there is a 3-frame improvement to IceCap, which is now at 1:00::14. So close...
Marzo Junior
marzojr
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Ever since I implemented the transition trick in Angel Island 2 I have been having the nagging feeling that Hydrocity 1 was suboptimal. And I was right. Were it not for the fact that Microstorage seems to be down at the moment, I would have posted a new WIP here, and told you to behold Hydrocity 1 0:30::26 with the glitched death -- that is right, not a single frame lost on the glitch setup! Since Microstorage is down, however, you are all just getting teased :-p Edit: following Sonikkustar's idea, (edit:) Now on Microstorage: behold Hydrocity 1 in 0:30::26!
Marzo Junior