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Joined: 3/22/2008
Posts: 84
If you have skype, add me. same username as here. If not, get MSN and add nicoshdw@yahoo.com
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
As of this frame (shortly after the boost pads and a couple of robots): Mapler and I are 27.43 seconds ahead of our Iron Gate run from last year.
itsPersonnal
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Player (230)
Joined: 1/20/2012
Posts: 539
Holy crap O_O you're ahead of son1cgu1tar without upgrades btw what rev did you use? the more save fixes or tasinput? or did you even use a TAS input?
Completed: 2010-Current | Sonic Adventure 2: Battle - Individual Level TASes 2014 | Spongebob: Battle For Bikini Bottom - Any% in 1:05:03.23 2014 | Sonic Adventure 2: Battle - Hero Story (w/ THC98) in 25:11.87 2016 | Metroid Prime - Any% in 00:37 (In-Game Time) 2018 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:42.350 2020 | Spongebob: Battle For Bikini Bottom - Any% in 0:39:20.10 2022 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:25.567 Currently working on: SA2:B DARK STORY
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
The newest one that bzb95 has released (TAS Input AND more save fixes). Though he has more plans for the TAS Input in the future, so we might switch to that rev mid-run (provided everything syncs).
itsPersonnal
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Player (230)
Joined: 1/20/2012
Posts: 539
the "more save fixes" (if I'm not mistaken) was the first rev with a TAS input, and its DTMs sync up fine with "tasinput" I think the era of crappy revisions not syncing up with crappyer revisions has come to an end
Completed: 2010-Current | Sonic Adventure 2: Battle - Individual Level TASes 2014 | Spongebob: Battle For Bikini Bottom - Any% in 1:05:03.23 2014 | Sonic Adventure 2: Battle - Hero Story (w/ THC98) in 25:11.87 2016 | Metroid Prime - Any% in 00:37 (In-Game Time) 2018 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:42.350 2020 | Spongebob: Battle For Bikini Bottom - Any% in 0:39:20.10 2022 | Spongebob: Battle For Bikini Bottom - Cheat% in 1:25.567 Currently working on: SA2:B DARK STORY
RachelB
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Player (129)
Joined: 12/3/2011
Posts: 1579
sonicpacker wrote:
provided everything syncs.
It will.
the "more save fixes" (if I'm not mistaken) was the first rev with a TAS input, and its DTMs sync up fine with "tasinput" I think the era of crappy revisions not syncing up with crappyer revisions has come to an end
You are mistaken. It's been around for a quite some time now. And a revision about a month ago prevents movies from earlier versions from syncing. Before that though, they'll sync going back more than a thousand revisions.
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
rog wrote:
sonicpacker wrote:
provided everything syncs.
It will.
Not necessarily if there's more save fixes or loading times are messed up by some accuracy fix and bzb incorporates them into his update.
RachelB
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Player (129)
Joined: 12/3/2011
Posts: 1579
sonicpacker wrote:
rog wrote:
sonicpacker wrote:
provided everything syncs.
It will.
Not necessarily if there's more save fixes or loading times are messed up by some accuracy fix and bzb incorporates them into his update.
You don't need to use such fixes. No changes to the tas input will ever prevent it from syncing.
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
I know that no changes will prevent it from syncing, but bzb might not want to put the TAS Input into an outdated rev.
RachelB
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Player (129)
Joined: 12/3/2011
Posts: 1579
sonicpacker wrote:
I know that no changes will prevent it from syncing, but bzb might not want to put the TAS Input into an outdated rev.
That doesn't stop you from doing it yourself. Yay for open source.
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
True, but I have no idea how to compile. So I guess it doesn't stop you either. XD
RachelB
She/Her
Player (129)
Joined: 12/3/2011
Posts: 1579
If the issue ever comes up, i could compile it for you. Only takes a minute or two to update files, start compiling, and zip+upload them, so it's not a big deal to do.
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
Sounds good. Also, thanks itsPersonnal for bringing up son1cgu1tar's run. We totally forgot about the speed shoes so we had 0 rings. Luckily, I think I can just hex in some B presses at the 4 ring box area, and possibly at the 3 ring box area as well. rog, do you know what the formula is for finding a frame of input in a hex editor?
RachelB
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Player (129)
Joined: 12/3/2011
Posts: 1579
sonicpacker wrote:
rog, do you know what the formula is for finding a frame of input in a hex editor?
Convert frame to hex then frame*0x8+0x100 So frame 1000 starts at 1000-> 0x3E8*8+100=2040
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
Thanks rog! Will update this post with results. Edit: It worked to break the first 4!! Will try the next 3! =) Edit 2: Sadly, we'll have to re-do the part with the 3 ring boxes. We turn away from them too fast to lock on to them simply through adding B presses. Luckily it's not very much to change though!
RachelB
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Player (129)
Joined: 12/3/2011
Posts: 1579
Sorry, posted the opposite formula before. The edit above is correct.
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
At 0:25 in this video, how does he get 5 ring boxes when there's only 4 in the room? If I can get that box somehow, I won't need to get the third one in the later room.
Experienced player (520)
Joined: 4/14/2009
Posts: 116
It looks like one of those is him passing through the checkpoint. Remember, checkpoints give 5 rings for 20-39, 10 for 40-59, and 20 for 60-79 (and as you know, speedshoes for 80-89). Also, do you know if you'll be doing any dualspeed duration in the TAS (getting two speedshoes overlapping to get a permanent speed increase). It seems like somewhere there should be two checkpoints close enough (or a capsule and a checkpoint...City Escape comes to mind as a candidate).
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
RingRush wrote:
It looks like one of those is him passing through the checkpoint. Remember, checkpoints give 5 rings for 20-39, 10 for 40-59, and 20 for 60-79 (and as you know, speedshoes for 80-89).
Well, I feel stupid, lol.
RingRush wrote:
Also, do you know if you'll be doing any dualspeed duration in the TAS (getting two speedshoes overlapping to get a permanent speed increase).
We haven't planned that far ahead, but thank you for the reminder. Edit: It doesn't seem possible to get the extra 5 from the checkpoint because of how much speed Eggman has. We'll have to get all three in that corner I suppose. Edit 2: 55 rings, no frames lost. Now Mapler and I just need to find an optimal way to get the 2 boxes after the turn.
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
RingRush wrote:
Also, do you know if you'll be doing any dualspeed duration in the TAS (getting two speedshoes overlapping to get a permanent speed increase). It seems like somewhere there should be two checkpoints close enough (or a capsule and a checkpoint...City Escape comes to mind as a candidate).
I think it would be needlessly restrictive to not allow this, for non-TAS it's useful as a rule that prevents people from doing speedruns starting the stage with the effect of a speedshoe even by mistake, since you won't ever get 2 of them at all (this is the only reason I can find to make this rule have any meaning, although I'd like too much more if getting 2 speedshoes in the same life was allowed, but of course not restarting the stage then, either finishing it or exitting to the stage select screen), but for TAS I don't see why this should be prohibited.
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
So I managed to get the "checkpoint container" without losing any time (saved 2 frames from redoing the slope + gravity trick part actually). After the fact, I managed to save 28 more frames up to the other 4 ring containers. This means I don't need both of the ring containers in the next room (only the 20) and can hit the ground sooner to get to the next door faster. Wish us luck for that troll of a door! ;P
Joined: 5/9/2005
Posts: 752
Good luck for that troll of a door.
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
At the second elevator now: Left: our TAS run (no upgrades) Right: son1cgu1tar's non-TAS run (with upgrades) Just for comparison purposes. =)
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
This is madness! Can't wait to see how you're gonna get past the last doors and see the final time!
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
From the looks of it, we'll finish Iron Gate with a time of early 1:04s or late 1:03s. I compared the times of our run from a year ago to what we have now (at the very last exploding door when the first red bomb shows up) and the difference is 54 seconds. That extremely old run finished with a time of 1:58:95. So subtract the 54 from that, plus redoing/optimizing everything after, then you get my guess. Remember though, the old run was doing all the doors horribly (targeting all 4 bombs at once instead of 1 at a time), AND didn't have the speed shoes at this point. Hope to move on from this stage soon! =) Edit: Oh, and we're about 1.3 seconds ahead of son1cgu1tar's upgrades run. We obviously lost some time compared to him at the elevator skip.
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