Joined: 6/4/2004
Posts: 284
Before you go any further, can we assume this is solely for your own interest, and you don't plan to submit it? Otherwise, there might be a problem...
Joined: 7/29/2005
Posts: 4
The no save state rule? yah, that's a problem. The way it's meant to be done is using a save game from within the game its self, when you already have hyper sonic, but even THAT would require a .gst.
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Joined: 5/9/2005
Posts: 752
Despite that I am very intrested in this run, and hope you continue. As for advice... Well on your Marble garden boss I have no idea whats wrong but I suggest you simply dont do that boss, and do the trick that Sprintgod did in his run, and go Knuckles route. Im not sure if this would be faster with Hyper usable though. Also, Im not sure to what point you can abuse this but, after act1 I presume you can manipulate what monitor appears after the sign post hits the ground. In a perfect world you would be able to spawn 5 ring boxes and therfore start with hyper. At worst though im sure you can always spawn at least 1 ring box, and every little helps. This doesnt count against individual level time either. Its not possible in every zone to do this however due to the method of getting from act 1 to 2, Hydrocity and Death Egg come to mind, there may be more. Oh I think the Marble Garden zone 1 boss can be done faster to. Still good IMO good video, and again, please continue and finish.
Quietust
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Paused wrote:
I presume you can manipulate what monitor appears after the sign post hits the ground.
That is incorrect - each stage has a pre-set number of monitors (pretty sure each stage has exactly two) hidden under the floor which you can knock loose using the signpost, always at the same positions and always the same types.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Joined: 5/9/2005
Posts: 752
Ah, I had no idea the signpost acted like that. Well I guess my that advice isn't quite that hepfull afterall, however for levels where rings are obtainable you might as well make use of it. Obviously I dont know what the monters are in any of the levels having just found out about it. I have a feeling thought theres one in Ice cap, but Im not 100%
Joined: 7/29/2005
Posts: 4
Yah near the end of the movie you can see I'm trying to go SpeedGod's way, He does a Spindash at the bottom of the hill, and uses that to jump up to the next hill. I just can't do that :( I'll think about that ring TV thing though.
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SpritGod's S3&K movie is probably among the most perfected on this site, and trying to imitating it as your first movie is probably going to be hard. Something that might help is turning on show input (available in latest Gens), play Sprint's movie and note exactly which buttons he presses where and how far apart, and then doing the same in your own movie.
Joined: 7/29/2005
Posts: 4
I've been working on Marble Garden Zone some more, there are still several areas I can do better, but what do you think? .GMV .GST Marble_Garden_Zone Carnival_Night_Zone
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Joined: 10/3/2004
Posts: 138
I think in situations like these, cheat codes should be allowed (not to supplant the existing runs, but to supplement them). It would be awesome, for example, to see someone tear through Sonic 2 as Super Sonic from the beginning (which requires the use of cheats to turn on the "all emeralds" code). I don't think we should allow the debug cheat, for obvious reasons, and the game should start from the first zone (since you have to enable level select to access the emeralds code on Sonic 2). However, in S3&K, the debug cheat would have to be used to go this route, since the only non-savestate and non-saveRAM way to get Hyper Sonic/Tails/Knuckles is to use debug and drop an S monitor, then break it. I don't think the cheats should be utilized outside of what is required to go super/hyper, obviously.
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
Gara wrote:
Yah near the end of the movie you can see I'm trying to go SpeedGod's way, He does a Spindash at the bottom of the hill, and uses that to jump up to the next hill. I just can't do that :(
I studied that carefully, eventually arriving at this, which I successfully reproduced: - Use the fire shield move to get onto the hill and run up at speed. You have to touch one of a number of possible points on the ground for this to work. - Once on the hill, run up it as necessary. In all Sonic games, your jump height depends on the steepness of the hill you are standing on, and your current speed. So you can do a high jump from these hills. Note that you can control your jump height very effectively by releasing A/B/C at the right time. - At the bit where you have to go up a seemingly impossible jump, SG jumps off to the platform and re-spindashes. This gives the extra speed that you need to make that jump. Remember to use the shield move at the very top so that you get onto the platform at speed, and don't hit the spiked badnik there. - If this high-jump move is carried out underwater, you go even higher. Note SG's massive jump in HCZ, for instance.
Joined: 5/3/2004
Posts: 1203
Sprint, I notice recent activity from you in S3:CM on TSC. Any thoughts of making a TAS?
upthorn
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Someone on OC Remix just found a glitch in Sonic 3 which allows the player to fight Marble Garden Zone act 2's boss in act 1. So far he has been unable to make the fight occur in a location where the capsule is reachable afterwards, so it is unknown what would happen if the capsule is hit. Edit: forgot to link the thread http://www.ocremix.org/phpBB2/viewtopic.php?t=85278&sid=5d8cda499a17577850621cb3507b00b4
How fleeting are all human passions compared with the massive continuity of ducks.
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SpinDashMaster found that not long ago - is that him? I haven't clicked the link. Anyway, I also got stuck in an area where the capsule was not able to be hit - and I'm just as curious as you are as to the results.
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The last post seems to contain a video that hits the capsule (via debug mode), but nothing happens afterwards. Link: http://rapidshare.de/files/22068515/Untitled3.avi.html
upthorn
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Truncated wrote:
The last post seems to contain a video that hits the capsule (via debug mode), but nothing happens afterwards. Link: http://rapidshare.de/files/22068515/Untitled3.avi.html
Yeah, the thread was updated after I made that post. Appearantly, if you hit the capsule after defeating robotnik in Marble Garden act 1, nothing happens.
How fleeting are all human passions compared with the massive continuity of ducks.
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Well, that sucks. Back to the drawing board?
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
Talking about glitches, does anyone know why Sonic dies if he takes Knuckles's path (using debug mode) in AIZ2? And back on-topic, my guess is that unlike in Sonic 2, the capsule is hard-coded to perform different code depending on the act its in. So since there's no code for a capsule in MGZ1, it does nothing. And the end-of-level signpost is only spawned if you beat the miniboss.
Post subject: The Sonic 3/S3&K Glitch Hunt
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
Not a serious movie or anything... but I wanted to find as many glitches in S3 and S3&K as possible (I won't be doing an S&K one because all S&K glitches can be found in S3&K as well). I'll be doing debug glitches and non-debug glitches, using all characters. http://invhost.com/share/S3k_glitches.gmv So far I've only done some stuff with AIZ. Don't worry about the special stage, that's just there cos I wanted to see if it would do anything but it didn't, and I couldn't be arsed to rerecord over it. :P I particularly like the "hyper sonic as rings" glitch... Anyway, if you're wondering what the point is, it's just a movie that will hopefully show all the glitches in S3&K. I'll make an S3 one afterwards (because I absolutely MUST include the Dolius Stage and Marble Garden glitches, which don't work when locked on). It's also nice if you want to stop the movie at any point and mess around from there by yourself. Don't hesitate to post a glitch here if I don't know about it already (or forgot it)!
JXQ
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Joined: 5/6/2005
Posts: 3132
I no longer have the savestate, but in Hydro City zone, by messing around with debug-mode on one of the bobbing-rotating platforms, you can put Sonic into a mode where he rapidly goes through all his possible frames of animation. I'll try to reproduce it. I believe it was in Sonic 3 that I did it. (Not S3&K)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
It works in any zone. You just hold C and press B. :P I'll remember to put that in somewhere, most likely in the middle of a long wait. And as I was going to put in my first post, but for some reason the board won't let me edit it: if anyone thinks that a glitch run would be interesting as a proper submission, I just *might* do a time-optimized one.
JXQ
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Well here I am all excited cuz I got it to work and...yeah. Anyway, blah. Had fun with A-button = gravity switch also. And the beginning is the same as bobxp's since I didn't feel like doing the code. As far as time-optimized, I don't think it would make a good official submission, because you could always debug through lots of walls to make it faster.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 2/15/2005
Posts: 246
Location: Torquay, England
JXQ wrote:
Well here I am all excited cuz I got it to work and...yeah. Anyway, blah. Had fun with A-button = gravity switch also. And the beginning is the same as bobxp's since I didn't feel like doing the code. As far as time-optimized, I don't think it would make a good official submission, because you could always debug through lots of walls to make it faster.
True, but the idea is to try and find all possible glitches :P But you have a good point, in order to prove that a glitch doesn't require debug (and some of them don't), you have to go from the start of the level without using debug at all. Also, I would have to utilize SRAM if I wanted to show, without using debug, the "go behind Knuckles' wall in HCZ2" glitch, as it uses Hyper Sonic. I've updated the GMV (already! but then again, I'm not optimizing it yet) - it now goes up to the end of HCZ2. Here are the glitches shown: AIZ1 - Knuckles forgets to steal the green emerald (needs debug) AIZ1 - Weird area beyond normal map (needs debug) AIZ1 - Sonic turned into rings (needs debug) AIZ2 - Hyper Sonic turned into rings with afterimages that AREN'T rings (needs debug) AIZ2 - Two Bosses (needs debug) HCZ1 - Screwed up palette at start of level (needs debug) HCZ1 - Boss fails to arrive (needs debug) HCZ2 - Sonic gets behind Knuckles' wall (needs Hyper Sonic) HCZ2 - Screen stays white while in the water current tube (needs Hyper Sonic) HCZ2 - Sonic and Tails get stuck on the water's surface HCZ2 - Tails dies and empty water spout appears If you know of a glitch for those two zones that isn't in that list, please inform me ;) Don't tell me about the "Drown after beating the HCZ1 boss, then debug so you don't die and the results screen comes up, so that the screen stays locked and you die afterwards" glitch, as it was impossible to pull off with the water shield. I will include it when I re-do the run. Also, don't tell me about the "Get Sonic turned into Tails" glitch, as I'm planning to do that in Lava Reef, as a "tribute" to where I first found it. :P And finally, don't tell me about the "Screw up the game by using a dozen S monitors in the HCZ1 boss", because that stops you getting to the S3 levels. I'll do that in the FBZ1 boss instead, where it is more rare but won't be a point of no return. ;)
Post subject: Sonic 3k - Launch Base Act 2: 2 New glitches to make Tas on?
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
Hello everyone... Long time i post something on this forum... i wonder here is a link 2 image from Launch Base Act 2? Angerfist was surpised what i had discoverd... with his permission to post his nick on on this post. Here is the link to the image and the 2 way what i think is possible to improvement with a new Sonic & Tails Run for Sonic & Knuckles. I'm not a TAS video man but, a Game Lurker man.. =) Bad thing is... i don't know how to go threw solid terrain walls... :/ //Greets DMTM http://www.speedyshare.com/394329219.html
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
Post subject: Re: Sonic 3k - Launch Base Act 2: 2 New glitches to make Tas on?
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Mr_Sweed wrote:
Angerfist was surpised what i had discoverd... with his permission to post his nick on on this post
For the record, Mr_Sweed did not need my permission, nor did I imply he needed my permission to post. I am nobody :) I merely urged him to post what he found in case Nitsuja determines its useful.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
upthorn
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Looking at the screenshots, it looks like a glitch that allows for falling through pipes that nitsuja described to me as not being very usefull - there was only one place he could find to use it which would have saved time (by skipping a cutscene and mid-boss), but he was going for in-game time, and using that glitch causes the timer to keep going when it normally would be stopped.
How fleeting are all human passions compared with the massive continuity of ducks.