Combine this with the super sonic glitch for extra fun.
100% run is much more interesting as a real time speedrun than as a TAS, though it has become a lot less interesting now that there are so many zips.
Maybe you shouldn't post that in both topics in an attempt to get views, Ajavalo. Also if you can do it, so can I advertise my old videos :P
DDRKhat wrote:
DDRKhat wrote:
"Super Sonic Glitch"? Mind offering a bit more info on the subject?
I am still hoping for an answer on this one... ?
I always thought the Super Sonic glitch, better known as Hyper Sonic glitch, AFAIK was that glitch were you jump into an OOZ launcher from getting hurt (or if you get out of a launch by entering debug mode). It just increases Sonic's speed, jump power and fall speed. Never seen it get stacked like that, though, that's awesome.
I'm Espyo from the SRB2 Forums.
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Friends, I got a question (usually used to ask marzojr such questions, but now cannot contact him for some reason).
Is there a bit in memory, indicating if Sonic is staying or ducking?
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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WST wrote:
Friends, I got a question (usually used to ask marzojr such questions, but now cannot contact him for some reason).
Is there a bit in memory, indicating if Sonic is staying or ducking?
When Sonic ducks, the counter at address $FFF66D starts to increment (from zero) by 1 every frame until it reaches 120 - that's when the screen starts to scroll down. So in some way if this adress has a value > 0 then Sonic ducks as the counter resets to 0 if you stand up again; however if you spindash the counter doesn't reset right away and instead waits until Sonic is in a non-rolling/non-ducking state. Depending on what you will use this for there should be ways to work around it though. Or just try to find a better indicator yourself, as this isn't my expertise. :)
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Thank you very much, this may be enough if I do not find a better solution.
Aglar wrote:
Or just try to find a better indicator yourself, as this isn't my expertise. :)
This is way harder than, for example, to locate life or X-speed counter. Boolean flags (yes-no) are usually stored in memory as separate bits, which makes them unsearchable with the „RAM Search” function. So, the only way to make it is to analyse the game’s code (which is beyond my abilities), or checking some known bytes (like $FFB022 mentioned by marzojr on the previous page) for presense of such bit (and proving, at least by many successful tests, that it actually shows ducking status, and not something else).
(upd) by adding a bunch of random memory watches around the mentioned address, I’ve found byte $FFB01D, which looks promising. I will check it deeper later.
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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Well, it seems to me that the fifth bit (from the left) of the mentioned byte certainly indicates that Sonic is ducking. Even more — it seems that the entire byte’s value may be only 8 when Sonic is ducking. Would be pleased if someone more experienced at this corrected me, if I am wrong.
The fact that ducking is so easy to detect makes it easy to write, for example, a script for finding the best possible input for faster on-slope braking (which should not take much time, considering my previous experience with brute-forcing slope glitch), and so should be handy.
(upd) Aglar, feeuzz found out that you often abuse slope to brake even faster than usual. For example, when your speed is ~360, and the slope angle is +4, you press [<>] to get speed exactly 128, and (what a surprise, lol) the slope angle on the next pixel is 0, which allows you to start charging spin dash. How do you manage to find those tiny things like that small slope, and realize how to manage the speed? Asking because the best thing I can do on a slope is try and fail (sometimes complete brute-force), but that tiny border between 2 pixels where the slope angle changes from +4 to 0, it’s impressive how you found that… I tried to play with NumLock enabled, but it’s hard to notice such things there.
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 :)
Hey everybody, I made a video today showing that Sonic can beat EHZ w/o jumping. I'm working on Chemical Plant Zone right now. Please refer to the video's description if you have any questions.
I made a video today showing that Sonic can beat EHZ w/o jumping.
Made the same ages ago :p
Haha, nice! Sadly, Chemical Plant Zone act 2 is impossible. So is Aquatic Ruins Zone act 2.
Is it impossible because of the boss fights ?
Even before boss fight, there are two routes to come to the boss, the upper one can be taken only by a jump, and the lower one needs at least two jumps to come to the boss.
Emerald Hill can be done much faster as shown in this video of mine:
Link to video
Patashu: Wouldn't that be a bit of an arbitrary goal?
LTRP: Very beautiful work! There is just one thing that kind of bothers me... why ban jumps and not the spindash?
GoddessMaria15: Too arbitrary for tasvideos, but if an arbitrary goal makes for an interesting challenge and end result, what's the big deal? Other goals like 'what's the minimum number of rings you can beat the game with' and 'how much of the game can be beaten with knuckles and no d-pad' are interesting.
LTRP: Very beautiful work! There is just one thing that kind of bothers me... why ban jumps and not the spindash?
Thanks for your kind words! The reason why I allowed spindashes is because I don't really see him "jumping" during a spindash (hence the title of the challenge: Blue Hedgehogs Can't Jump). ;)
Hey everybody, this is the Chemical Plant Zone of "Blue Hedgehogs Can't Jump". Act 1 is possible, and act 2 isn't. As you may expect, I'm going to upload a zone daily. Please refer to the video's description if you have any further questions.