marzojr
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Felipe wrote:
I discovered that the metropolis zone 2 can be passed in 27 sec
27 seconds? Try 14 seconds.
Marzo Junior
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Holy cow, just how out-of-date is the current run, anyway?
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marzojr
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Not much, it seems; that level appears to be the only one for which there is (such) an improvement.
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So marzojr... as you are here, any chance of seeing you give the all emerald Super Sonic treatment to this game also?
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casino night 1 can be done in 23. I think theres also a lot of other small improvements that I don't know of.
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Toothache wrote:
Hate to tell you, but 0:14 in real time is the real record for this stage: http://speeddemosarchive.com/demo.pl?Sonic2/Sonic2_m2_014
marzojr wrote:
Felipe wrote: I discovered that the metropolis zone 2 can be passed in 27 sec 27 seconds? Try 14 seconds
Does anyone read my posts?
marzojr
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As PikachuMan noted, it would be a lot better to do it as Knuckles -- with the rings not resetting after a special stage, grabbing all emeralds would be blazing fast, with minimal backtracking. In any case, it would be possible to have all emeralds by the end of Emerald Hill 2, although the zones would be a lot slower in original Sonic 2. Moreover, Super Sonic isn't all that useful or different from Sonic, though: the routes would be faster, but Super Sonic doesn't really open new routes. This would probably lead to conflicting similarities between the runs -- which is another point in favor of doing the Knuckles version instead. But in any case, I have to ask: what about DDRKhat? Has he given up?
Marzo Junior
marzojr
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Toothache wrote:
Does anyone read my posts?
Yeah, I was just about to edit my previous post pointing to yours (as I had just noticed it) when you posted this. So it seems that no, nobody reads your posts :-)
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Thanks for the confidence boost :-p As for Metropolis 2, I don't know if optimised, the same tactic could go sub-14 seconds in a TAS. It seems the counter was about to tick to 15 when stanski passes the checkpoint, and I doubt there is close to a full second of improvement.
marzojr
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Toothache wrote:
As for Metropolis 2, I don't know if optimised, the same tactic could go sub-14 seconds in a TAS. It seems the counter was about to tick to 15 when stanski passes the checkpoint, and I doubt there is close to a full second of improvement.
Indeed the best I have been getting thus far is mid-14 (0:14:27 to be accurate) in Metropolis 2: see this.
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marzojr wrote:
But in any case, I have to ask: what about DDRKhat? Has he given up?
Not quite. I've just been terribly busy so progress has been at a crawl. I had planned to give up originally (quite stupidly) over the debate about keeping the flow. But later realized it was just common sense really. So I've been sat trying to find new routes to achieve Super Sonic while not killing the time too much. I may submit two runs however. One using my original input which obtains all Emeralds in EHZ (Treating it as a "Obtains Super Sonic Early") and the other as more of a Speed-run while obtaining Emeralds.
A whisper in the wind~~
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DDRKhat wrote:
marzojr wrote:
But in any case, I have to ask: what about DDRKhat? Has he given up?
Not quite. I've just been terribly busy so progress has been at a crawl. I had planned to give up originally (quite stupidly) over the debate about keeping the flow. But later realized it was just common sense really.
Good news. I was worried that you had been dissuaded by my attempts to help. It is good to know that my intentions did not go so horribly awry.
How fleeting are all human passions compared with the massive continuity of ducks.
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marzojr wrote:
Toothache wrote:
As for Metropolis 2, I don't know if optimised, the same tactic could go sub-14 seconds in a TAS. It seems the counter was about to tick to 15 when stanski passes the checkpoint, and I doubt there is close to a full second of improvement.
Indeed the best I have been getting thus far is mid-14 (0:14:27 to be accurate) in Metropolis 2: see this.
I'm pretty sure I did a 0:14:06 run and synced up the rest of metropolis (although SC desyncs) I thought that upth had more improvements earlier in the run though so didn't feel like putting effort into the other improvements..
marzojr
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FuzZerd wrote:
I'm pretty sure I did a 0:14:06 run and synced up the rest of metropolis (although SC desyncs)
What strategy did you use to get to the zip point? This is the biggest issue I am having in improving it.
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upthorn wrote:
DDRKhat wrote:
marzojr wrote:
But in any case, I have to ask: what about DDRKhat? Has he given up?
Not quite. I've just been terribly busy so progress has been at a crawl. I had planned to give up originally (quite stupidly) over the debate about keeping the flow. But later realized it was just common sense really.
Good news. I was worried that you had been dissuaded by my attempts to help. It is good to know that my intentions did not go so horribly awry.
It was a bit disheartening at first to have put all that effort into planning the routes to get the Emeralds as fast as I did but theres nothing stopping me from submitting my old input under a different category. By chance have you done any research into some routes for this so you can offer me some more advice? It'd help alot in getting me restarted on this. I still have that Gens modified for keeping Tails locked on screen but unfortunately I couldn't figure out your guide about changing the information at the top right to the currently locked character (So that I can find out Tails' acceleration etc) I'd appreciate it if you would try to explain again how I may do it.
A whisper in the wind~~
marzojr
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DDRKhat wrote:
I still have that Gens modified for keeping Tails locked on screen but unfortunately I couldn't figure out your guide about changing the information at the top right to the currently locked character (So that I can find out Tails' acceleration etc) I'd appreciate it if you would try to explain again how I may do it.
If you prefer, you could use the LUA script I posted over here instead of those. It shows position (down to subpixel), speed (and inertia), ground angle and predicts jump speeds -- how your speed will look like in 2 frames if you hold 'C' for the next 2 frames. Although I should probably make the predictor not press any directions as in SCD since S2 has an air speed limit too...
Marzo Junior
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marzojr wrote:
DDRKhat wrote:
I still have that Gens modified for keeping Tails locked on screen but unfortunately I couldn't figure out your guide about changing the information at the top right to the currently locked character (So that I can find out Tails' acceleration etc) I'd appreciate it if you would try to explain again how I may do it.
If you prefer, you could use the LUA script I posted over here instead of those. It shows position (down to subpixel), speed (and inertia), ground angle and predicts jump speeds -- how your speed will look like in 2 frames if you hold 'C' for the next 2 frames. Although I should probably make the predictor not press any directions as in SCD since S2 has an air speed limit too...
The thought is appreciated and I may very well grab that script and use it later. However with my current Sonic 2 "Gens" , if I view Tails, it doesn't show hitboxes 100% correct.
A whisper in the wind~~
marzojr
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DDRKhat wrote:
The thought is appreciated and I may very well grab that script and use it later. However with my current Sonic 2 "Gens" , if I view Tails, it doesn't show hitboxes 100% correct.
One thing I keep thinking of is that the camera hack, hitbox and solidity displays should be offloaded into a Lua script. That would make them better customizable and let them be toggled independently without having to recompile Gens.
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marzojr wrote:
DDRKhat wrote:
The thought is appreciated and I may very well grab that script and use it later. However with my current Sonic 2 "Gens" , if I view Tails, it doesn't show hitboxes 100% correct.
One thing I keep thinking of is that the camera hack, hitbox and solidity displays should be offloaded into a Lua script. That would make them better customizable and let them be toggled independently without having to recompile Gens.
I wasn't aware that Lua could do that to Gens ? Especially the camera hack?
A whisper in the wind~~
marzojr
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DDRKhat wrote:
I wasn't aware that Lua could do that to Gens ? Especially the camera hack?
From the descriptions of it given elsewhere, the camera hack seems to save a state, change the camera position (in game RAM) to center on the off-screen character, emulate 10 frames while preventing all objects from moving, render the result and load the saved state without redrawing; that would be doable in Lua. But note that this is from descriptions of it -- Upthorn or Nitsuja will have to correct me if I understood it incorrectly.
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http://dehacked.2y.net/microstorage.php/info/951661746/m2testSonic%20The%20Hedgehog%202%20%28W%29%20%5B!%5D.gmv metropolis zone 2 in 16 seconds it's slower because i jumped into the glitch in 3 jumps instead of 2, i was too lazy to perfect that part 13 might be possible
marzojr
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Just a bit upthread (first post in this page, then 4th post in this page) there is a link to 0:14::27 and mention of 0:14::06 in Metropolis 2.
Marzo Junior
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heres my 14:06 with metropolis 3 synced (but it desyncs in sky chase) http://dehacked.2y.net/microstorage.php/info/1070024381/nitsuja-sonicthehedgehog2.gmv
marzojr
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Nicely done. Still, it is possible to get it down to 0:14::03 with a minor change: in frames 47410 and 47411, hold L+R, do a 2-frame jump (holding right) starting on frame 47412 and start holding left on frame 47450 and until frame 47489. Hold right on frames 47494 until 47499. The rest is easy. Edit: Also, Sky Chase desynchs because there are 2 fewer frames of lag between Metropolis 3 and Sky Chase in your version: deleting frames 54426-54427 should be enough to resynch it (if there are no further lag differences).
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upthorn
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Wing Fortress will still (probably) desync due timing changes in the platforms that disappear into the background.
How fleeting are all human passions compared with the massive continuity of ducks.