Active player (464)
Joined: 11/16/2016
Posts: 34
The speed to the tunnel was preserved by performing a spindash before the zip, which delays the camera's movement. This was used in the first Knuckles TAS and allows the character to jump through the moving ceiling before it has solidity, but a lot of speed is lost to drag. The other method should be faster if it is possible to avoid the lava. Also, I have yet to find a part of the run that just plain old sucked. It is ridiculous how well the movement was optimized.
MarbleousDave
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Player (13)
Joined: 9/12/2009
Posts: 1560
Hill Top Zone Act 2 has a crash bug in which you fall from great heights, landing on the platform below and hit a nearby enemy. There could be ACE potential there, around halfway through the game.
marzojr
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Experienced player (762)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
Falling has nothing to do with the crash, it is just hitting the badnik on some frames. The cause is well understood (there is even a guide on how to fix it). Sadly, there is zero ACE potential.
Marzo Junior
MarbleousDave
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Player (13)
Joined: 9/12/2009
Posts: 1560
Oh we'll. That means we can't get an absurdly low times without the level select (unless you're Todd Rodgers) so we'll have to make do with trying to make improvements to existing runs.
Editor, Experienced player (587)
Joined: 10/22/2016
Posts: 581
Location: Argentina
So... kaan and me discovered recently that is possible to get every possible ring on Sonic 2, so maybe we would start working on a ring-attack or better called a "perfect bonus" run (in honor of the rejected perfect bonus TAS) of this game soon. ARZ 2, CNZ 2, MCZ 2, OOZ 2, and MTZ 2 is possible to get a "perfect bonus" now. Here is a demostration of CNZ 2 Link to video
You can see more TASes on my youtube channel
Joined: 8/21/2012
Posts: 29
Location: Russia, Moscow
better called a "perfect bonus" run
And what about special stages then? They also have a perfect bonus feature.
Editor, Experienced player (587)
Joined: 10/22/2016
Posts: 581
Location: Argentina
We can't get perfect bonus on some special stages due to some bad placed rings afaik, in SS4, SS5 and SS7
You can see more TASes on my youtube channel
Joined: 4/1/2010
Posts: 52
Amazing work! How does this Tails glitch work?
SonicFan53
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Joined: 2/6/2020
Posts: 93
I'm making a TAS of Sonic 2 (Just for fun.)
*playing Sonic Chaos*
WST
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Active player (490)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
SonicFan53 wrote:
I'm making a TAS of Sonic 2 (Just for fun.)
And how’s your success? Can we see your WIPs to see if it’s good enough or give some advice on how to make it better?
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 :)
SonicFan53
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Joined: 2/6/2020
Posts: 93
Number One: It isn't intended to be a record, rather my personal best. Also to entertain people. If you want, I can link the .tasproj file (If you can link files in a post)!
*playing Sonic Chaos*
Editor, Experienced player (587)
Joined: 10/22/2016
Posts: 581
Location: Argentina
I recommend you use gens for genesis sonic games for the camhack and sonic tas tools. I know you are trying to make "entertaining" movies but you don't lost anything in learning the basic phisycs and optimizations of this games.
You can see more TASes on my youtube channel
SonicFan53
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Joined: 2/6/2020
Posts: 93
Here's the link to the movie, It contains what I have done so far. http://tasvideos.org/userfiles/info/61546754842962616
*playing Sonic Chaos*
WST
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Active player (490)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
How to perform the ARZ2 boss pause trick? Is it based on watching the PLC queue pointer, like in Sonic 1? If so, can anyone give me the RAM address? (upd) I have found this, which is very useful. Already discovered the P1 status address (0xFFB022), which can be used, for example, to determine if the player 1 is dead. Will return to the ARZ2 boss 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 :)
Post subject: ARZ2 Boss Pause Trick
Active player (464)
Joined: 11/16/2016
Posts: 34
It appears the pauses wait for the value at address (0xFFF6F8), 2 bytes, to decrement to 0, twice. Sonic Retro shows the Git label as (Plc_Buffer_Reg18). I did not know about this when making TAS's for this game. I vaguely remember seeing a post discussing the details of this sort of pause trick, and it being in the Sonic 1 thread explains why I did not have this address on my memory watch. Nice to see the location in memory that is holding up loading the boss and what function that address performs.