1 2 3 4
17 18
Joined: 6/6/2004
Posts: 223
How well does jumping maintain speed for Tails/Eggman U-turns? It's always seemed faster to me, but I don't have a memory address for character speed lying around or anything.
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
Mr. Pwnage wrote:
How well does jumping maintain speed for Tails/Eggman U-turns? It's always seemed faster to me, but I don't have a memory address for character speed lying around or anything.
Jumping and attempting sharp turns are quite slow compared to running. I tried jumping over rails at some places in Iron Gate and it was multiple frames slower than just running around the corner. I've never had to do a U turn though, so I'm not sure on that. I'm guessing jumping would be faster than just holding the opposite of your original direction.
Joined: 1/3/2006
Posts: 334
Paused wrote:
So in Green Forest... http://www.youtube.com/watch?v=aArYWoFpY1c The running vertically up the tree trunks trick is new right? Because it looks awesome.
I have no idea what's going on
Rolanmen1
He/Him
Experienced player (764)
Joined: 2/20/2009
Posts: 569
Location: Dominican Republic
OMG, this just makes me want to see the final results. Also, i THINK i saw an improvement, during 1:26 of that video, if you pick that line of rings with that upgrade and just do one spin instead of 2, shouldn't that be faster?
Joined: 3/22/2008
Posts: 84
Even though the Light Dash is very fast, you lose a lot of that speed once it finishes. At full speed, spindashing is roughly the same speed as a Light Dash and obviously it can be maintained.
Joined: 3/12/2011
Posts: 25
Location: France
Oh gosh these Sonic speedruns are so incredible ! The wall ride trick is what players ARE expecting from a true sonic game : P Need a full-length tas of this game ^^
Joined: 5/9/2005
Posts: 752
Any chance of an update?
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
We are in the middle of redoing Iron Gate because mapler found a time saver before the first lift, and I found out that shooting the door locks separately is faster than locking on to all of them at once.
Joined: 11/20/2010
Posts: 19
Location: Germany
White Jungle M1 in 1'20"94 This is a little improvement from my last run with 1'21"32. and almost 6 seconds faster than the normal WR.
N._Harmonik
She/Her
Joined: 8/27/2006
Posts: 502
Location: Canada
ReneBalow wrote:
White Jungle M1 in 1'21"32 almost 5 seconds faster than the previous TAS WR.
Awesome! Say, are you and Dennis Balow related?
Why, oh, why do I even <i>try</i> to understand my own species?
Joined: 11/20/2010
Posts: 19
Location: Germany
N. Harmonik wrote:
ReneBalow wrote:
White Jungle M1 in 1'21"32 almost 5 seconds faster than the previous TAS WR.
Awesome! Say, are you and Dennis Balow related?
Yes, Dennis Balow is my brother.
Joined: 5/9/2005
Posts: 752
For those who do not yet know, a non tool assisted Dark story run in 28:14.52 has been completed by son1cgu1tar. I imagine you guys will know all the tricks in there, but its son1cgu1tar, so who knows?
Skilled player (1651)
Joined: 7/25/2007
Posts: 299
Location: UK
Good run, the occasional error, but still some improvements to be made. On the last boss as soon as Sonic says "I'm not done with you yet", he drops his defenses, so you can attack him then. No need to wait for the animation first, if you start a superspin and release as soon as he begins to speak, you can hit him before he finishes talking. Plus you can trigger Sonic casting the spell slightly earlier if you just run in the opposite direction to him, since he casts it once you're a certain distance away. If anybody gets bored, feel free to do a TAS of that fight.
DennisBalow
He/Him
Former player
Joined: 1/23/2010
Posts: 27
Location: Germany
I have sometimes the feeling that the Dreamcast version is in many Boss fights faster. If i see console World Records from the bosses it´s almost only the Dreamcast version
Joined: 7/16/2006
Posts: 635
So, here's something fun 80C5D724 -- Forward Velocity 80C5D728 -- Upward Velocity This applies for all characters, from what I can tell.
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
petrie911 wrote:
So, here's something fun 80C5D724 -- Forward Velocity 80C5D728 -- Upward Velocity This applies for all characters, from what I can tell.
If I was still TASing this, I would love you forever. Once read only works 100% properly and desyncs aren't so common, mapler and I might give it another go.
DennisBalow
He/Him
Former player
Joined: 1/23/2010
Posts: 27
Location: Germany
What is this code? Can that help to fixed desyncs?
Joined: 7/2/2007
Posts: 3960
Those are memory addresses, not codes, and they'll do nothing about desyncs.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Those are the addresses in memory that shows the speed of the character, so with it we can know if something is faster or not for real, instead of trusting only in our eyes. This is an awesome discovery man, great job =D
Joined: 3/22/2008
Posts: 84
I'm in the middle of a power outage (no internet except my phone), or else I'd check this myself, but how does this game run on the latest installment(s) of dolphin? I may try TASing this again if it's gotten better.
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
It really runs great on the version I have(7676 with optimizations to the SSE2 instruction) but I need to do a long video to test it's playback stability a little further.
Active player (426)
Joined: 9/21/2009
Posts: 1047
Location: California
How exactly do we use those addresses, petrie? Cheat Engine, MHS, Dolphin?
Joined: 7/16/2006
Posts: 635
you have to open Dolphin in debugging mode. Use the -d option when running it from the command line. The memory watch will be displayed. Bizarrely, MHS doesn't get along with Dolphin, and I can't figure out why. Which is a shame, because MHS has much better features than most built-in memory watch/search features.
1 2 3 4
17 18

1732354956