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cheers
marzojr
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No WIPs this post, just a mention: I already have a total of 654 frames (10 seconds, 54 frames) in improvements spread over AIZ1 (49), HCZ1 (55), HCZ2 (4), MGZ2 (98), CNZ2 (34) and SOZ1 (6 seconds, 54 frames); and I know of a new DEZ2 zip which may save 30-40 seconds (don't know for certain yet) which is also going to be used in the newgame+ run. If I can find some more improvements in the other levels, and depending on exactly how much is saved by the DEZ2 zip, the any% run may even become sub-29 (but I am not hopeful). Edit: I also forgot to mention about an improvement of ~2 seconds in CNZ1 by Qwerty (although to be honest, I had actually forgotten about the improvement itself, not about mentioning it).
Marzo Junior
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Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I like the little boost that Tails gives to Sonic in Hydrocity Zone (I forget which Act now). (Apologies if this is an old trick, but I didn't recognize it, and as I mentioned in another thread I don't have time to keep track of all the minutiae going on in the different incarnations and branch names of the Sonic games.)
marzojr
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New WIP up to Sandopolis 2. Note: the WIP is on MediaFire because MicroStorage is down; I will change the link when it is back up. Once again: requires one of the following savestates: Savestate for Gens 11a Savestate for Gens 11b Sandopolis 1 sees a forced early Tails spawn to save a few frames; moving left allows me to get more speed and get topside without losing frames, and the extra speed gives a few frames. When coming back, the jump after the slide finally worked without loss of speed -- a slightly different position would make Sonic lose all speed when hitting the ground. Finally, the extremelly obvious route right before the pyramid is responsible for the rest of the improvement. I lost 1 frame (real time) in the transition because otherwise Tails would either be too forward and hit the first timed object on the next level or facing the wrong direction and lose one frame in in-game time because of this. I also do not keep control of Sonic for the score tally to manipulate Tails' grab timer for the next act. The result: 1:27::04, an improvement of 47 frames over the published run. Sandopolis 2 has Tails starting with a zeroed-out grab timer, so he can grab Sonic without delay, giving a few frames. I also finally managed to get enough vertical speed on the handle to go through the floor and land on Knuckles' route (instead of landing beneath it losing time) without having to use the sandfall, which saves more frames. Improved precision saves enough time that the last timed object before the boss would be in the way; so I glitch into Knuckles' route, glitch under it and zip into the boss arena. The camera locks too low at the boss because of this, but not low enough that I can't hit the capsule afterwards. The boss fight is as fast as I could make it under the circumstances, which includes managing Tails' respawn to an optimal time. The result: 0:44::56, an improving of 236 frames over the published run. At this point, this act is the most improved level in terms of in-game time. At this point, were I to paste the remainder of the published run (and if it synched), the run would be 107940 frames long (real time), or 29:59::00 -- sub-30 minutes, even with the Doomsday zone! I don't know if it is possible to improve Lava Reef 1 (I know Lava Reef 2 can't be improved by more than a couple frames, if that), Sky Sanctuary, Death Egg 1 or the Doomsday; but I know of 59 frames of improvement for Hidden Palace and at least 20 seconds of improvement on Death Egg 2. So in all likelyhood, normal Sonic will have a shorter run than Hyper Sonic in real time (because of the Doomsday and because of 1200 frames "lost" to extra score tallies in 3 levels). In in-game time, however, normal Sonic doesn't stand a chance.
Marzo Junior
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Wow, every new WIP is getting me more and more amazed! One question: You really meant 20 SECONDS in DE2? Or you were to write frames?
WST
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Brian_pso wrote:
Wow, every new WIP is getting me more and more amazed! One question: You really meant 20 SECONDS in DE2? Or you were to write frames?
Zipping saves lots of time, sure
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Post subject: sonic 3+k hyper sonic wip4: youtube
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Link to video
marzojr wrote:
New WIP up to Sandopolis 2. Note: the WIP is on MediaFire because MicroStorage is down; I will change the link when it is back up.
marzojr
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Brian_pso wrote:
Wow, every new WIP is getting me more and more amazed! One question: You really meant 20 SECONDS in DE2? Or you were to write frames?
Seconds indeed; and it may be more than 20 seconds, I just don't know how much yet -- I learned not to try to optimize Death Egg until everything before it is done. Edit: and since Microstorage is back, I updated the link in my previous post.
Marzo Junior
Joined: 10/30/2011
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Location: Auckland, New Zealand
Wow, 20 seconds is such a HUGE improvement!
HHS
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Joined: 10/8/2006
Posts: 356
I was going to wait until the current run was done, but since it's been over a month, I'm going to ask anyway. Is there any place where it is possible to use the electric shield to get enough rings on screen to trigger the sprite loading bug? Perhaps in one of the levels that wrap, since the rings can get enough vertical speed to pass Sonic without hitting him?
marzojr
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Lets see: there are 90 slots for dynamic objects in S3&K; so if we assume some braking dust from Tails (easy to get 3-6 objects by doing 1-frame brakes), plus 4 objects for lightning shield sparks, we would need around 80 rings (considering there are other objects on-screen) to fill all slots. There are around that many rings on the initial descent in MGZ1, with a lightning shield conveniently at the start. Dodging those rings for long enough is liable to be a pain, but I will try it.
Marzo Junior
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marzojr wrote:
Lets see: there are 90 slots for dynamic objects in S3&K; so if we assume some braking dust from Tails (easy to get 3-6 objects by doing 1-frame brakes), plus 4 objects for lightning shield sparks, we would need around 80 rings (considering there are other objects on-screen) to fill all slots. There are around that many rings on the initial descent in MGZ1, with a lightning shield conveniently at the start. Dodging those rings for long enough is liable to be a pain, but I will try it.
Say Marzo, what kind of central force potential (if any) do rings follow with the lightning shield? I'm just curious. (I suspect it's not as simple as a central force potential since rings are actively drawn to the player and, in my experience, never orbit.)
Joined: 6/14/2004
Posts: 646
I'd just like to make a request that the next time you do an encode, use the lua script that blocks the music change when you go super.
I like my "thank you"s in monetary form.
marzojr
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Bobo the King wrote:
Say Marzo, what kind of central force potential (if any) do rings follow with the lightning shield? I'm just curious.
For the horizontal coordinate:
  • if the ring is to the left of Sonic and is moving right, the ring accelerates $30 subpixels/frame/frame;
  • if the ring is to the right of Sonic and is moving left, the ring accelerates at -$30 subpixels/frame/frame;
  • if the ring is to the left of Sonic and is moving left, the ring accelerates at $C0 subpixels/frame/frame;
  • if the ring is to the right of Sonic and is moving right, the ring accelerates at -$C0 subpixels/frame/frame.
The vertical coordinate works the same, changing "left" and "right" into either ("above" and "below") or ("up" and "down") as appropriate (as well as anything else needed to make the sentences make sense).
Marzo Junior
Joined: 7/26/2006
Posts: 1215
NrgSpoon wrote:
the lua script that blocks the music change when you go super.
I did a quick search and couldn't find that script. Could you point to it or post it please?
marzojr
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bkDJ wrote:
I did a quick search and couldn't find that script. Could you point to it or post it please?
Check my script.
Marzo Junior
marzojr
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HHS wrote:
I was going to wait until the current run was done, but since it's been over a month, I'm going to ask anyway. Is there any place where it is possible to use the electric shield to get enough rings on screen to trigger the sprite loading bug? Perhaps in one of the levels that wrap, since the rings can get enough vertical speed to pass Sonic without hitting him?
Uff, this is shaping to be a much bigger pain than I thought I would be. Of the 4 vertically looping levels (MGZ1, ICZ1, SOZ2, SSZ2), the best shot at this is, by far, MGZ1 -- at least in theory, this level has enough rings in the initial descent for the trick. The problems:
  1. it is impossible to go down without grabbing a few on the places you need to touch the slopes to jump off (not much of a problem);
  2. dodging these many rings is very hard, particularly since they don't share the same starting position;
  3. dodging these many rings while preventing them from being deleted due to them being out of range is extremely hard;
  4. that damn drill makes you wait for far too long, having to dodge the rings on a limited space.
I won't give this a priority, so anyone else is welcome to try.
Marzo Junior
Post subject: Sonic 3 glitchless
Ajavalo
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Location: Cáceres, Spain
Marzo, haven't you thought about reviving the "Glitchless Sonic 3" topic? After Aglar's no-zip Sonic 1, it'd make sense (and be awesome) to have a low-glitch run of this completely raped game. I have a set of goals in mind for it!
Antes de una TAS: -Malo: ¡Voy a conquistar el mundo! -Héroe: ¡Por poco tiempo!
marzojr
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So... because of this video showing a new glitch by 5688gamble, I may have to redo Flying Battery 1. And check to see where else I can try this. Edit: Yep: some 6 seconds faster at least. Edit 2: I still have to redo the boss fight, and act 2 will be an enormous pain to redo, but here is the new FBZ1. The previous version hit the Gapsule switch at 0:28::12; the new one does it at 0:17::45. Considering that the previous version was already an improvement of 0:01::33 over the published run, the total for this act is expected to be an improvement of exactly 12 seconds over the published run.
Marzo Junior
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Found a new zip for Tails in DE2 if anyones interested. Won't work for Sonic as his hitbox is too big and he will be ejected back onto the ground but DMTMs Strat is faster anyway. Very unoptimised. Love to see a well done full game run with Tails. http://dehacked.2y.net/microstorage.php/info/803664210/Tails%20DE2.gmv
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Wow, that's a great find! I was able to pull it off in real time too (breaking into the boss room is tricky, but you can kinda time it with Tails's flight), so that's awesome! I'd also love to see an optimised Tails run, but it can't be easy when there's new strats being found all the time :P
Joined: 3/19/2012
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Somebody should do a Knuckle's run (any%) in the future...
If you want to see some of my TASes, http://www.youtube.com/ltrp300
WST
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LTRP wrote:
Somebody should do a Knuckle's run (any%) in the future...
And Tails, too :)
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Joined: 3/19/2012
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WST wrote:
LTRP wrote:
Somebody should do a Knuckle's run (any%) in the future...
And Tails, too :)
I think Qwerty is working on the Knuckles run, but I ain't so sure because he didn't update the run in a long time...
If you want to see some of my TASes, http://www.youtube.com/ltrp300
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mike89 wrote:
Wow, that's a great find! I was able to pull it off in real time too (breaking into the boss room is tricky, but you can kinda time it with Tails's flight), so that's awesome! I'd also love to see an optimised Tails run, but it can't be easy when there's new strats being found all the time :P
Well we have the next best thing. Your run at AGDQ was incredible and you and your brothers runs have been a big inspiration for me, well those and the awesome TASs that already exist!