I think I'll go back and rework act 2, I believe I can shave a second off. Then I'll work on act 3. Then I'll try splicing in my first two special stages, as they were faster than yours :)
Yup. Mananged it. two seconds infact :P
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
When I delete the SRAM and play fresh, it desynchs in Angel Zone 1. If I then replay the video, it synchs all the way up until Sonic turns hyper. If I try to delete the SRAM and watch again, it'll desynch in Angel Zone 1 again.
Not sure why this is. One sure-fire way to make sure;
Close Gens.
Delete Sonic 1 Megamix.SRM
Download the Sonic 1 Megamix.SRM on the first post.
Put the downloaded file in Gen's folder.
Set the file as read-only.
http://info.sonicretro.org/Sonic_1_Megamix#Downloads
The hack has been finished. It is now version 3.5. Apparently it was finished early due to internal problems or whatever... but anyway thought you all should know.
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
FanoTheNoob wrote:
is it worth to TAS the latest version? or should we not even bother?
I think such a task should be reserved to someone who was on the Sonic 1 Megamix Team. I feel they would be the only one who can show the true depth and uniqueness of this hack to everyone, while still providing a fast run. Also, they probably have the tools made already.
Of course, I don't speak for anyone but myself, and I'd understand if they didn't want to.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
is it worth to TAS the latest version? or should we not even bother?
I think such a task should be reserved to someone who was on the Sonic 1 Megamix Team. I feel they would be the only one who can show the true depth and uniqueness of this hack to everyone, while still providing a fast run. Also, they probably have the tools made already.
Of course, I don't speak for anyone but myself, and I'd understand if they didn't want to.
well the thing is that only the first and second levels have any real difference, the rest seem untouched from 3.0 (from a viewer perspective, maybe some stuff changed, but it's unnoticeable.
well the thing is that only the first and second levels have any real difference, the rest seem untouched from 3.0 (from a viewer perspective, maybe some stuff changed, but it's unnoticeable.
Of course, two additional playable characters, porting to CD, a completely redone second zone, and misty maze running smoothly aren't noticable changes. Actually, I don't even know why we bothered to release this final version, since it's not like there are any significant changes whatsoever.
Actually I'm not even really sure why we cancelled it, since, according to Sonic Retro Forums members, problems as minor as the complete dissolution of the dev team obviously mean that tweaker should just take a short break and then return to work as normal.
Also, your sig violates forum rules. But why would you ever bother to read those?
How fleeting are all human passions compared with the massive continuity of ducks.
Joined: 8/27/2007
Posts: 4
Location: Pinellas Park, FL
Depending on your definition of "short," it could very well be short break that I'm taking.
Of course, that would be defining "short" as a time period beyond my years...
Also, I have no idea who you are, Fano, and don't normally come to this forum, but I think I can safely say that you're a stupid fucker who should be banned. Of course, I say that as respectfully as possible. You know, as respectful as you were to us. :)
woah, chill out, I didn't mean any offense by it, sorry if I came off as rude.
when I said changes I was referring more to layout changes, not changes overall (probably should've mentioned that =/), I did mention Dark Fortress, and I noticed a couple of different routes on sunny shores, I don't know if there were any major changes to the other levels, but from a quick play through with sonic I didn't see anything major.
If I had know you were gonna respond like I would've kept my mouth shut. =X
woah, chill out, I didn't mean any offense by it, sorry if I came off as rude.
Well, it is extremely disheartening for those of us who spent months fixing bugs and adding features between the 3.0 release and this final one for it to be dismissed so readily.
That said, a lot of what I was responding to in that post is stuff that happened over at sonicretro, and you wouldn't even have been aware of, so... yeah. I overreacted.
But your signature still violates the forum rules, you might want to review them.
How fleeting are all human passions compared with the massive continuity of ducks.
In regards to this. If upthorn really doesn't mind then I would say go for it.
I personally don't wish to TAS this unless I get the go-ahead from the staff, as they all believe it is incomplete and I personally think it would just be throwing salt into the wound to TAS a prematurely released final.
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
I think I know why they canceled the crap...
Two additional playable characters, porting to CD, a completely redone second zone, and misty maze running smoothly aren't significant changes whatsoever IF THERE'S NO LUIGI IN THE GAME.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself.
It rests on the conviction that you — by your choices, effort and actions — have made yourself into the
kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional
functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success."
- Onkar Ghate
Bisqwit wrote:
I don't know why it seems like the interest in this died down after the last release, which looks like it will make for much better TASes than any of the previous ones. Maybe it's because people like me never post... well here are some S1MMCD times I got a few weeks ago for the most straightforward category, Sonic with no emeralds. Has anyone gotten better (or tried TASing this at all)?
SSZ1: 0:23:20
SSZ2: 0:21:65
SSZ3: 0:54:80
DFZ1: 0:23:05
DFZ2: 0:31:35
DFZ3: 0:49:96
COZ1: 0:23:10
I did a bunch of TASing on earlier versions, but having been on the dev team for a while has made me unable to enjoy the game fully.
I can provide you with any technical info you'd like, if you're interested in TASing it, though.
How fleeting are all human passions compared with the massive continuity of ducks.
A few things here...
The current v3 Mighty run has a couple route flaws in MM3, which can be beaten IRT about 4 seconds faster on a decent run...
Also, I had gotten 54'56 on SS3-S when I was TASing it for my route for my run... sadly, I didn't vid it, so I can't really be much help except to offer a goal for you...
And more on-topic, I think that S1MMv4 is much better for TASing because of the inclusion of Knux... he is easily a rival to sonic IRT, and probably even better under TAS standards.
9'46 on GH2, for example, as Knux... the best I could manage with Sonic was low-12...
"If any man is not free, then I too, am a small pie made of chicken"