Posts for DDRKhat

1 2
15 16
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
Atsu wrote:
Hi, I'm back after long time... I've a project with this TAS for fun: Link to video
Atsu wrote:
Hi, I want to present a little TAS (Work in progress) to Sonic Megamix (v4.0b) using Shadow, in this case. Just playing in Sunset Hill and no collect emeralds (for now). So, here upload the video that show this progress :) Link to video
And for this, I want to continue with this but I need a little help because I feel that it is not as fast like I think it is The vídeo is removed but, here is the .gmv http://dehacked.2y.net/microstorage.php/info/1588208705/atsu-s1mm-cd-shadow-any%25.gmv
# Looks pretty good to me! At least compared to the other 100% Sonic run which was done by Fano and myself back in 2k8
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
feos wrote:
Maybe. Try and see. It's about how the default region formats the right addresses, or you can use System Bus region and memory will look like in Gens.
If you could explain what those two variables are in Sonic Advance it'd better help me understand what it may need to be turned into. I don't know what OffsetX is meant to be at all, unless it's the camera pan that happens when moving at high speed?
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
feos wrote:
This should work if you put the right addresses in https://github.com/TASEmulators/BizHawk/blob/master/Assets/Lua/GBA/SonicAdvance_CamHack.lua
offX,offY would be the character's position, just to confirm? And to check, how would you convert the addresses? For example S3K's cameraY is FFEE7C would that become 0xEE7C?
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
Is there a reason you didn't control tails to help get rings to enter the special stages quicker? Your entry points feel very slow compared to mine from way back in 2011 when I proposed a All Emeralds Route. Link to video Below is a table of our (in-game counter) seconds to enter each one. Emerald #10:170:13 +0:04 Emerald #20:130:12 +0:01 Emerald #30:150:20 -0:05 (this is admittedly much smoother) Emerald #40:130:14 +0:01 Emerald #50:160:13 +0:03 Emerald #60:130:21 -0:08 (impressively faster!) Emerald #70:13s0:11 +0:03
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
DarkShamilKhan wrote:
DDRKhat said:-
Having a playaround during the credits scroll is typically done when people are unable to speed it up. Additionally, whilst I'm not against it personally as I find it fascinating from a technical point, using horizontal underflow in a hack like this isn't really doing much that a normal Sonic 1 play can do except quicker by using "cheats" and so perhaps refraining from that might be better from a entertainment standpoint. Just F4F.
Now tbh play around during credits scroll was intentional and I was already bored seeing the same stupid thing over and over again for the past few days. Well horizontal underflow or level warp was used because it was a any% run. And the reason why I chose this hack was this hack is fast and I love Hyper Sonic. Well I could've used normal Sonic 1 glitches but that would take too much time. So I had to find some more glitches aswell that people didn't knew of. Anyway I appreciate the feedback.
I appreciate and understand it was an any% run and as such typically people use the fastest means possible but I'm not certain that's gonna result in the best entertainment except with maybe the underflows that would be unique to Super/Hypic sonic only, such as what you did in Labyrinth 3. I'm not fully certain but that's just what I got from my viewing of it I found it most interesting when you found clips I didn't expect and had to go back and re-watch them.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
DarkShamilKhan wrote:
Thoughts because I need feedback:p
Having a playaround during the credits scroll is typically done when people are unable to speed it up. Additionally, whilst I'm not against it personally as I find it fascinating from a technical point, using horizontal underflow in a hack like this isn't really doing much that a normal Sonic 1 play can do except quicker by using "cheats" and so perhaps refraining from that might be better from a entertainment standpoint. Just F4F.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
dez_Games wrote:
I am currently on Neo Green Hill Zone Act 2.
I fancied doing a little more with the test video so I completed the special stage and did act 2 of GHZ. Link to video All the way to "Aquatic Ruin" though you say? That's quite impressive you have done that much so far. What's your stage times up to this point, out of curiousity?
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
dez_Games wrote:
DDRKhat wrote:
dez_Games wrote:
Now I’m done with TASing Sonic Classic Heroes, and onto TASing other hacks. Sonic 2 Heroes, Sonic Delta v0.39a (40Mb), and Sonic 1 - Score Rush are the ones on the list. In Sonic Delta, I finished Casino Night, and onto Hill Top (or another beta or prototype level). But is that all there is to it? Oh no, no, no. Sonic Delta 40Mb is a hack created by Esrael Neto that combines the levels of Sonic 1, Sonic 2 (prototype, beta, final), AND Sonic 3 & Knuckles. In one hack!! It’s a Sonic 3 & Knuckles hack as of version 0.29, when it transferred the codebase to S3K. I cannot link the ROM, but I’ll give you the Sonic Retro page: http://info.sonicretro.org/Sonic_2_Delta Download the latest version. Are you up to it? Actually, I need some help in the Sonic 3 & Knuckles part, glitchless please! Thank you to anyone who reads this post.
Specifically the S3K part? Isn't that technically the whole game? I'm curious why you are after glitch-less, or do you perhaps mean no horizontal under-flows?. Additionally, will you be going for Emeralds or no? View this for your consideration of what could be neat. Link to video
1. Yes, no warps, just some glitches like accessing Knux’s route with Sonic. 2. Yes, all emeralds, it is a 100% run. 3. Nice test you have there.
Thanks. Shame you didn't see the improvement video yet. How is your own coming along? Seeing as you were seeking 3&K assistance.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
Managed to lose the original recording file. Got really annoyed with the heat the other day, and ended up re-creating it. Subsequently, turns out I saved some frames at "Sega" skipping and even managed to save a few frames during the stage. Comparison video is below, old recording on the left, new on the right. Link to video
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
dez_Games wrote:
Now I’m done with TASing Sonic Classic Heroes, and onto TASing other hacks. Sonic 2 Heroes, Sonic Delta v0.39a (40Mb), and Sonic 1 - Score Rush are the ones on the list. In Sonic Delta, I finished Casino Night, and onto Hill Top (or another beta or prototype level). But is that all there is to it? Oh no, no, no. Sonic Delta 40Mb is a hack created by Esrael Neto that combines the levels of Sonic 1, Sonic 2 (prototype, beta, final), AND Sonic 3 & Knuckles. In one hack!! It’s a Sonic 3 & Knuckles hack as of version 0.29, when it transferred the codebase to S3K. I cannot link the ROM, but I’ll give you the Sonic Retro page: http://info.sonicretro.org/Sonic_2_Delta Download the latest version. Are you up to it? Actually, I need some help in the Sonic 3 & Knuckles part, glitchless please! Thank you to anyone who reads this post.
Specifically the S3K part? Isn't that technically the whole game? I'm curious why you are after glitch-less, or do you perhaps mean no horizontal under-flows?. Additionally, will you be going for Emeralds or no? View this for your consideration of what could be neat. Link to video
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
dez_Games wrote:
DDRKhat wrote:
Only just started watching so I can't quote for it's quality yet. But as of the first few minutes into the run you enter a special stage - it would be much more beneficial and entertaining if you manipulated all 3 players to gain rings in them. As the score countdown will go a lot faster if the rings are divided between all 3 players. As you can see here in a scrapped run; https://www.youtube.com/watch?v=5p4pL_356P8 [Edit] And this is why I should've kept watching before I made that comment. You have the capability to skip the score count, and it's all combined into one anyway. Redundant message is redundant. Sorry to have bothered you! [/Edit]
Um, yeah! That would be fun to see three players collecting some rings! By the way, the score counts skip by themselves (if you got the GMV and turned on Input Display, you could see that). Thank you very much!!
Yeah, sorry about that. As my Edit states, you are able to score calculation skip, I hadn't seen that when I made the initial post. That's what I get for jumping the gun on trying to suggest improvements (:
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
Only just started watching so I can't quote for it's quality yet. But as of the first few minutes into the run you enter a special stage - it would be much more beneficial and entertaining if you manipulated all 3 players to gain rings in them. As the score countdown will go a lot faster if the rings are divided between all 3 players. As you can see here in a scrapped run; https://www.youtube.com/watch?v=5p4pL_356P8 [Edit] And this is why I should've kept watching before I made that comment. You have the capability to skip the score count, and it's all combined into one anyway. Redundant message is redundant. Sorry to have bothered you! [/Edit]
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
Hey guys. Quite an odd question for you all so I'm not sure what can be achieved. As you guys might know, through a series of inputs it is possible to get the game to a point where it's inputs become volatile to the games data and can allow you to corrupt the main system's memory data (More usefully, the range in particular that handles recording of "what players" are active, etc). Through messing around with your inputs you can get the value stored at 0xFFFF0A to become a non-expected value (0 - 3 is the intended range) and a value of 128 becomes a "Blue Knuckles". This is mostly just a goof-around project but I have gotten my inputs (admittedly lifting inputs from aglar and marzojr's runs, as they are amazingly optimized for the early areas of the game) to a point where it puts the game into this state but I cannot seem to get the game to "crash" successfully and write to that area of the memory, bit of a out-there question but I don't suppose anyone has suggestions or inputs on how I can achieve this? The input file so far. Note: This input requires making a save and takes up the first slot (going from a clean SRAM) [Edit] p.s this is recorded in BizHawk, as I need to be able to do a console reset [/Edit]
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
WST wrote:
DDRKhat wrote:
This is some super crazy progress you guys have made here. It was a blast to watch these, keep up the good work!
Just in case you missed :)
Wow, thank you, I did in fact miss that! Although to clarify, at the time incomplete hacks (such as Megamix) were not accepted by the rules. As a way to satisfy the passion for this fan-hack it was instead relegated to this topic but thank you for the mention.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
This is some super crazy progress you guys have made here. It was a blast to watch these, keep up the good work!
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
diggidoyo wrote:
Link to video
Wow. That. Was. Amazing to watch.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
All the advice I can offer is that it's possible to skip some bosses due to the Casino Night boss. https://www.youtube.com/watch?v=xA6EI476AzA is also a speedrun of this in about 4:34:81; if it's still the same hack. https://youtu.be/-yaG39Es7tY?t=1m26s is my explanation for it. Not sure if it's accurate.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
diggidoyo wrote:
Backend is Direct3D and CPU emulator is JIT. But like I said I'm pretty sure the error comes from the wii mote settings, as I sometimes get the error when I switch from keyboard to controller input without changing anything else.
Short of you giving me a copy of your Wiimote's configuration; I have an identical setup, from the sounds of things.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
diggidoyo wrote:
diggidoyo wrote:
biggyboy wrote:
Pardon me for my noobish question but how do I get your movie to play on dolphin? I get this error on dolphin 4.0-5396.
Yea I get that error sometimes, too. I tried searching online but never really found an answer. We're using revision 4.0-4796, but just make sure that idle skipping and dual core are both turned off, and use the DPS LLE sound recompiler. But I'm pretty sure the error comes from the controller settings, so make sure all the gamecube controllers and wiimotes 2-4 are set to none. Then make sure wiimote motor and speakers are off. Or try changing some settings in the emulated wiimote 1. Hope that helps.
--------------------------- Fatal desync. Aborting playback. (Error in PlayWiimote: 7 != 4, byte 380.) --------------------------- Backend: ??? [OpenGL?] Cpu Emulator engine: ??? [JIT Recompiler (recommended)]
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
I keep getting fatal desync when I try to play these back, out of interest. Any suggestions? Any particular revision I should use? I've gotten my own Wii data as well, allowing me to use the recommended settings in the other topic... anyone able to run through their settings?
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
diggidoyo wrote:
Good question. Ignore the fancy tornado sprites. The weapon actually acts a horizontal line that moves up the screen. As you've mentioned, Mega Man's vertical acceleration is increased while above this line, and some enemies and projectiles are blown away. Larger enemies such as bosses take damage as they pass through the line. This is the reason why Magma Man can be killed in 4 T.blows. If he's at the bottom level and you time your shot until he's about to jump, he will take the first hit immediately, and follow the line up as he jumps. After his invincibility wears off he will still be inside the line and take his second hit from the same T. Blow.
Ah. That is a very good explanation of the double T.Blow hit that even the AGDQ runners don't know about yet. My final question in this would be; do we know -how- it affects Mega's jump arc? Because you have to be jumping in order for it to affect you (at least that's how it's felt to me?) do we know the nitty gritty of that?
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
I would just like to ask; do we fully and confidently know how the Tornado Blow weapon works? It enhances jump height, blows projectiles, small and medium sized enemies off-screen... but do we know the technical know-how of how it works at all?
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
WST wrote:
DDRKhat wrote:
As far as I understood jumping from a rolling state gave you 0 horizontal control and you didn't want to [>] until you hit a ceiling, then you could and your speed would be locked in.
Nope, after hitting the ceiling you still don’t have horizontal control. If you are trying to guess why GoddessMaria claimed it was slower to jump than to continue rolling, my guess will be that she repeated her first mistake by releasing the jump button too early. For more info, see the “jumping” section behind Aglar’s link.
To clarify, I did not mean that you re-assumed horizontal control (you do not get this until you land). I had meant that if you are so interested in holding forwards then you can do so once you have hit a ceiling as it will not pull you to speed cap.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
As far as I understood jumping from a rolling state gave you 0 horizontal control and you didn't want to [>] until you hit a ceiling, then you could and your speed would be locked in.
A whisper in the wind~~
Experienced Forum User, Published Author, Player (37)
Joined: 9/9/2006
Posts: 388
I think they are equally good. But I prefer MrSolidSnake's simply because it doesn't use a midi track in the actual audio to support it, it relies purely on the HDDs to provide the music.
A whisper in the wind~~
1 2
15 16