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so, I start it : http://www.youtube.com/watch?v=f6FpCtqpZxk I'm working on this act presently, it's a test.
~ [I]feeuzz
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I suggest you using frame advance instead of slowdown to be able to perform full spin dash exactly 7 frames long.
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 :)
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thanks, this is just a test, the next will be really much better.
~ [I]feeuzz
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Mr_Sweed, this can be made only with Knuckles and Sonic+Tails? I tried to make something like this with Amy, but it seems to be impossible here. Maybe better to abuse gravity glitch instead? P.S.: WIP-4 is ready ;) Link to video
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marzojr
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You need to die in act 2 to reset the screen boundary or you won't be able to wrap around the level.
Marzo Junior
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marzojr wrote:
You need to die in act 2 to reset the screen boundary or you won't be able to wrap around the level.
I even cannot enter the wall, that’s the first problem :) I think it’s better to abuse gravity glitch after the mini boss… How do you think?
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 :)
marzojr
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Maybe with Amy + Tails you can use that shortcut. But then, you'd have to do the TAS with both, and you would not be able to do the Marble Garden trick. Abusing the anti-gravity may work; Maybe Amy can even climb out the "wrong" way at the very end of the level (similar to the Tails version).
Marzo Junior
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Btw, this guy has crazy videos. Like this one. Out of curiousity, what is the camera’s max horizontal speed in S3K? In S2, I begin to leave screen when my speed gets over 4096, but in my Amy@S3K run I sometimes accelerate to ~6000, but the camera keeps on following me. Only if I get wall-ejected with speed 8000+, I leave the screen… [upd] tried it myself, omg, this level is really that crazy… Link to video
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marzojr
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In S3&K, maximum camera speed is 6144 subpixels/frame (24 pixels/frame).
Marzo Junior
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In Carnival Night 2, sometimes it is possible to enter terrain with Amy. I wonder if these glitches are already known or not. Found them while TASing CNZ2. Some of such tricks can be useful (like the first one, at 0:30, possibly allowing to pass the piston faster), some seem to be not (like the second one), at least at this place. Link to video
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marzojr
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The first is known: Sonic can do it with a bubble shield or with the aid of Tails, and they will be featured in the next version of the run. The one at the end is not useful (at least, not at that spot) -- at best, Amy will be left stranded inside a wall.
Marzo Junior
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marzojr wrote:
The first is known: Sonic can do it with a bubble shield or with the aid of Tails, and they will be featured in the next version of the run. The one at the end is not useful (at least, not at that spot) -- at best, Amy will be left stranded inside a wall.
By "the first" I've meant passing under the piston at 0:30, not entering the floor in the very beginning. I think your answer was about entering the floor, the trick I already known before from existing runs (maybe even from your newgame+ WIP). However, this trick seems to be useful as well.
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 :)
marzojr
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Ah, I misunderstood you. It is known, and is used in the Knuckles 100% TAS -- in FBZ1.
Marzo Junior
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Oh wew! With enough speed, it's possible to spin dash through this rotating piece of shit (which I usually call a piston since my childhood) without getting crunched ^_^ Link to video
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My WIP for the newly updated Sonic ERaZor. Link to video
If you want to see some of my TASes, http://www.youtube.com/ltrp300
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Is there any known zip in Carnival Night act 2 which may work for Amy? I cannot do anything with the route I’d chosen. Maybe I should try the route used in current published S3K run with Sonic&Tails? But I am not sure that the piston zip is available for Amy. Tried it a few times, reached the area under the piston/cylinder, but could not enter the wall. Still trying… By the way, this video shows that under some conditions Amy can break Knuckles’ wall and take his route. It needs some deeper check, because it may be faster, especially if there’s possible to dive into spikes and zip through terrain. (upd) no success with that route in AIZ, looks like it was fixed since that video was recorded.
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 :)
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I hope I am not boring with so many messages in this thread? I've made a short Angel Island glitchfest run :) Link to video
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oh wow that Sonic ERaZor what
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
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I’ve just found out that Amy@S3K version which I TAS, is already outdated. And the modifications are heavy enough for all of my gmvs not to sync on the latest version. In the new version it’s really easy to enter Knuckles way, which I failed to do with 1.0. Now I have really no idea what to do. Well, I started to TAS a hack which was still under development, but… It’s kinda disappointing anyway. I've tried to TAS AIZ again and it became painfully harder. Everytime when I gain good speed, I stuck on a bungee. And I don't know how to manipulate those bungees. (upd) this is a test run of the new version. Link to video And by the way, while making this run, I discovered this glitch (one more variation of spike diving), maybe it can be useful somewhere :)
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 :)
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Found a new glitch in Amy@S3K, but it is useless for tasing. If you [down+A] into this device, you will stuck there forever :) Also found the way to completely crash the game in Ice Cap zone. Btw, Amy seems to be the best character for spindashing through objects.
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 :)
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Tired of tool assisted speedruns? I present you a tool assisted longplay Link to video
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While TASing Megamix, I’ve detected that under some conditions red springs can throw you backwards, in wrong direction. P.S.: Can anyone please tell me the RAM addresses for X/Y/on-ground speed in Megamix?
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 :)
marzojr
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Given Megamix is ultimately based on S1, I would try x_vel = $FFD010, y_vel = $FFD012, and g_vel = $FFD014. As for the springs: the main collision routine (which is the same for basically all solid objects) checks for collisions with the top, bottom and sides of the object. For collision with sides, the game checks if you are touching the side and if you are pushing on the side. Each of these (collision with top, collision with bottom, touching a side, pushing a side) becomes one bit in the return value, so information as to which side you collided with is lost. In the spring code, it determines which side you collided with by checking your relative position to the spring: if the player is to the left of the center, then it collided with the left side, and likewise for the right side. The spring then propels you on the direction you hit it, not checking if it matches its facing. S1 and S2 springs only accept spring collisions if the pushing bit is set (which requires the player to be on the ground); S3&K springs check for the touching side bit too, meaning they also work if the player is on air. The bottom line is that this is a bug inherited from S1, but probably not visible there due to the level layouts.
Marzo Junior
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Thanks, marzo! Link to video Made this test run using Mighty. I have a feeling that I cannot make a run of this game (even if only one level) which may be called «optimized». There are too many places where you can glitch through walls, and too many possible routes. Even making thousands of rerecords does not help to be quite sure that it’s done well… I will try to TAS this again soon, since now I know speed value addresses…
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 :)