upthorn
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marzojr wrote:
This is probably the very same one used already in the run.
I can vouch for the fact that it is.
How fleeting are all human passions compared with the massive continuity of ducks.
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There were some people on IRC who told me to post This here. Its about half a second faster than Upthorn's 100% TAS. Any feedback is nice. ;D
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Sorry for the double post, but i just want to say....SUB :54 FTW! In fact, The time is 0:53.53 according to the timers. Here is living, breating proof of it!
upthorn
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Sonikkustar wrote:
Sorry for the double post, but i just want to say....SUB :54 FTW! In fact, The time is 0:53.53 according to the timers. Here is living, breating proof of it!
Actually, that's 0:53:53, the subseconds are 1/60, not 1/100. Also, I've been working on an improvement of my own. It's stalled at the moment, due to the collision anomalies in Marble Garden Zone causing me frustration. I was keeping it under wraps, but I'm posting a wip now so that you can get better results from your effort. In total, Angel Island 1 is around 30 frames faster than your wip in real time, but only 4 frames faster on the ingame timer.
How fleeting are all human passions compared with the massive continuity of ducks.
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If youre doing an improvement, then I dont have to work on this. Its nice to see you TASing again! :D EDIT: I was trying to get close to your time. I ended up saving 4 frames in the first part of Act 1. Shall I continue with this run?
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I was messing around in MH1 and I did an instashield into the ring/fire shield combo, and at the same time I got hit by the mushroom guys mushrooms and got pushed into the ground enough to zip (I wasn't expecting it and flew to the left) I'm not sure if this would save time but you might want to give it a shot when you get there. I was having trouble replicating it though.
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Thanks for the info FuzZerd. I'll make sure to check that out. I redid Angel Island 1 and got a new time of 0:53:44, Beating Upthorn's run by 5 ingame frames. Here is my progress so far.
upthorn
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Err, knuckles doesn't have instashield.
How fleeting are all human passions compared with the massive continuity of ducks.
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oh hes doing the knuckles 100% run, nevermind then <_< still might want to look into it for the sonic any% run though.
marzojr
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In another front, I made some progress into the Hyper Sonic from the start front. For now, I am starting from this save state, and the WIP is up to the end of Hidrocity 1. The times are:
Angel Island 1    0:35::34 (191)
Angel Island 2    1:06::42 (581)
Hidrocity 1       0:32::59 (22)
The numbers in parenthesis are the amount of frames by which the WIP is faster than the any% run. I can make Angel Island 2 faster by some 10-20 frames if I skip the fire shield, but the transition will be much slower with a bubble shield. The only "rule" I have been use is to finish as fast as possible, which means that Hidrocity 2 will probably end up identical to the any% run -- there is no way to gather 50 rings that fast. Marble Garden 2 and Carnival Night 1 will both probably suffer the same fate, but Marble Garden 1, Carnival Night 2, IceCap (maybe) and Launch Base 1 & 2 can all be improved with Hyper Sonic. For the Sonic & Knuckles part, I know that Mushroom Hill 1 can be vastly improved from the any% run with Hyper Sonic, and Mushroom Hill 2 can see some improvement. Flying Battery 1 & 2, Lava Reef 2, Hidden Palace and Sky Sanctuary will all probably look like the any% run, as it is faster, but the remaining levels will be mostly similar to the 100% run with some improvements due to Tails. If anyone wants, I can provide the movie I used to make the initial save state, but it isn't terribly optimized (as a good chunk of the start was played in real time). I couldn't hex edit the 100% run to use Tails as he causes desynchs due to lag (and I decided not to resynch it that way), and having Tails around helps differentiate from the 100% run.
Marzo Junior
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I managed to reduce Hidrocity 1 time to 0:32::44; the new WIP is here.
Marzo Junior
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New WIP until end of Marble Garden 1. Hidrocity 2 is almost identical to the any% run -- but the death at the start is slightly more optimized, being 11 frames faster (although there is no reason why the any% run can't be updated to include this change). Marble Garden 1 is finished in 0:25::56, or 273 frames faster than the any% run. Now a teaser: early tries show that Launch Base 2 can be brought down to 0:45::23 and possibly slightly less. I'll leave you to try to puzzle out how until I finish the intervening 6 levels :-)
Marzo Junior
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Nice work marzojr! Although there is one thing. At the Hydrocity 2 Boss, did you hit Robotnik later? Im a little blind but it looks like you hit him a little later then neccessary. Other then that, really nice work! Will you be working on a fresh new any% marzojr with these new frames saved?
marzojr
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The entire Hidrocity 2, including the Robotnik fight, is exactly like the any% run. Since there is no bubble shield to bounce high enough, and given the need to jump to get Tails back on the playing field, the first hit is as fast as possible -- Tails saves a lot more time than the alternative. Other than the first hit, there is only one of the hits there (the fifth) which is delayed by a few frames from the first frame where it can be delivered. This was done to avoid an even greater loss of frames: you have to either fall to the ground or get hit by the propeller blades, both of which take longer to recover from than delaying the hit.
Marzo Junior
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I see. Well, I hope you find improvement to the any% while working on this run. ;) Im going to try to complete Angel Island 2 soon. Im not working with any Camhacks right now so expect a revision when I post.
BigBoct
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marzojr wrote:
Now a teaser: early tries show that Launch Base 2 can be brought down to 0:45::23 and possibly slightly less. I'll leave you to try to puzzle out how until I finish the intervening 6 levels :-)
I'm going to guess either by horizontal underflow (which would involve a death to eliminate the X-position lock from the Act 1 boss,) or some generic zipping.
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marzojr
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Nice guess(es). The act 1 of Launch Base sees Hyper Sonic battling the twin hammers, similarly to the any% run, which means that act 2 starts after dying, indeed. But sadly, it is impossible to zip into an horizontal underflow: the sole good place for that is the very first giant ring room, which is underwater -- this means I can't control the ground entrance and fall into a place where I can't get out. But the generic zipping is indeed the key: there are many zippable places this level, so much so that it is very much the reason for the run's title. You see those squiggly tubes that are everywhere in this level? They are *just* wide enough for Hyper Sonic to go into them and do a shallow zip. There are six zips in the route I chose -- including one of which I wasn't able to pull out earlier, and may reduce time by a further 2-3 seconds or so.
Marzo Junior
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I don't know why I didn't do this before, but I have defined and used a more standardized way to create the initial save state, consisting of the following steps:
    [1] Generate the SRAM (from the same movie I used for creating the previous starting savestate) by playing the generating movie until you are back at the Sega screen; [2] close Gens and reopen Gens; [3] load the ROM, quickly pausing before even a single frame elapses (it is possible); [4] the previous two steps can possibly be replaced by reloading the ROM, but I haven't tried; [5] the desired SRAM is still loaded, so start recording a new movie from the current save state -- Gens will ask you to create a new savestate, do so; [6] advance at least one frame, pause, then start watching from the beginning (not even one frame should elapse); [7] make a new savestate, rename it into a *.gst file and overwrite the save from step (5).
Steps (6) and (7) prevent Gens from complaining that the save state is incompatible with the current movie when you load it; I submitted a bug report about it. With this setup, the generated savestate and the recorded movie are both consistent with starting a game from power-on with the given SRAM; in fact, if you hex-edit the movie to run without a savestate, and you don't clear SRAM when loading the movie, it will synch up perfectly. Until GMV2 is finished, this is a very robust workaround; it also has the advantage that it will make the movie easier to convert to GMV2. Starting from this standardized savestate caused some lag and luck differences from the previous WIP, which forced me to resynch the run; but there were some minor benefits too, as I managed to improve Angel Island 1 & 2 in the process. Marble Garden 1 was improved by a slightly earlier hit on the boss. All of these improvements were possible on the earlier WIP. The new starting save state, created with the above procedure, the new WIP using the new starting state and the new times:
Angel Island 1     0:35::33 (1)
Angel Island 2     1:06::09 (33)
Marble Garden 1    0:25::53 (3)
Here, the number in parenthesis indicate how many frames faster than the previous WIP this new WIP is. A note: in Angel Island 1, after meeting with the flame bot for the first time, quietly waiting for the flames to go up as in the movie is faster than anything else -- it can make a difference of up to 30 frames (!) if you keep bouncing around while the screen is in flames.
Marzo Junior
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Will the Sonic & Knuckles part of the run just be like from the Sonic 100% run? If it will be, then I wouldnt find anything new marzojr. Youre doing a great job destroying these acts though. I have been considering. Instead of making a Knuckles 100% run, I thought about doing a 2p Glitchless run. While it might not be as entertaining, I feel like it will show a different feel of speed. Besides, Upthorn is doing the improvement and he has experince.
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Keep in mind that the beginning of S&K involved getting all of the super emeralds, so the first few stages would be different. And once those are done, the later stages might be different because he's not preventing himself from using the horizontal underflow glitch.
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marzojr
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Sonikkustar wrote:
Will the Sonic & Knuckles part of the run just be like from the Sonic 100% run?
I talked about this in an earlier post.
Sonikkustar wrote:
I have been considering. Instead of making a Knuckles 100% run, I thought about doing a 2p Glitchless run.
There is a certain interest in that, I hear; it could be fun to watch.
Marzo Junior
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Whoops forgot about that. XD Alright, I'll try to see about a Glitchless TAS. A WIP should come in my next post.
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Okay. I did some work on the Glitchless run. Tacos It's a little bit, but I just want to get the hang of Sonic and see if I m doing anything wrong. I suspect this can be very improvable. I just dont know a lot of knowledge about Sonic (Physics, Tricks, etc.). Feedback would be great. I KNOW this is improvable. Dont worry.
MarbleousDave
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I would like to see a 100% run with Tails.
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why? the game ends on DE2 whether or not he gets all emeralds. there's no hyper tails. you don't get super tails till you have all 14 emeralds. and super tails is completely useless.