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Don't worry I'm not too serious about it. I know we can't actually do anything with ACE. Right now the closest thing we have to ACE are debug glitches. Besides I kinda want to move on from AIZ2. Out of all the other levels in the run this is definitely the one we've spent the most time with. I'm not saying that's a bad thing. It's just that this is the 4th iteration of AIZ2 I now have to make. Then again it will be a while before I start tasing it so I guess we can spend a bit more time :) You know I think it would be kinda interesting to see an AIZ ring attack in Sonic 3 alone.
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For now I prefer to finish finally AIZ2, in the future there will be more time to research.
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The script by WST is correct: whenever an attracted ring goes out of range and gets deleted, this address is executed. At this location is a branch to Delete_Current_Sprite. Regarding ACE: there is actually one instance in marble garden 2 which does not depend on debug mode, and instead involves the rising terrain at the end and a spinning top. With this glitch, you can execute some parts of RAM and ROM. ROM always leads to a crash (or boots you to another game mode which is not useful, such as 2p mode). And unfortunately, most of the RAM you can access cannot be modified at all (it is set when the level loads), and the parts you can modify are sparse and allow very limited control (a few things related to Tails' tails, super/hyper/invincibility stars, and shield). I haven't found a way to use this yet, and this includes finding a way to create a return or branch elsewhere because it will inevitably end in a crash otherwise.
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Evil_3D wrote:
For now I prefer to finish finally AIZ2, in the future there will be more time to research.
Yeah let's do research on this later. I just want to focus on the rest of the run right now. I can gaurentee you this will be the last run of AIZ2. Like I said the remaining 50 rings are physically impossible to collect because of the death boundary. Plus the new run will have even more time improvements so I don't think we'll have a reason to redo AIZ2 again after I finish my new run. Just be ready to do the bridge transition skip again. WST's script does work properly? I guess I'll have to take a closer look at MGZ2 when I start resyncing the run then. I thought we wouldn't be able to do anything useful with ACE. Still kind of an interesting concept though.
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Todo the bridge skip in our AIZ2 follow this steps: Brake with Tails in possition ~13153 when Sonic is on possition ~16816 Brake with Tails in possition ~13143 when Sonic is on possition ~16839 Brake with Tails in possition and roll ~16790 when Sonic is on possition ~16937 Brake with Tails in possition ~18054 when Sonic is on possition ~18020 Brake with Tails in possition ~18107 when Sonic is on possition ~18129 Brake with Tails in possition ~18183 when Sonic is on possition ~18269 Brake with Tails in possition ~18238 when Sonic is on possition ~18371 Brake with Tails in possition ~18330 during 11 frames and roll Is just like the any% TAS, if you perfom this correctly the bridge will trigger early.
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Oh that help thanks. I'll try my best but I still can't gaurentee I'll be able to do it. I love the gif for your new profile picture btw.
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Here are my notes, as present on a pdf I started doing some time ago:
marzojr wrote:
Act 2 Cut-scene skip (Based on explanation by HHS) Only Sonic + Tails and Sonic solo can perform this trick. The game must start from the beginning Tornado cut-scene, with no deaths, special stages or bonus stages. Before you begin, the word at $FFFAA4 must contain $B1BC. This is because at the start of the level, Knuckles is loaded into this address; entering special and bonus stages, or dying, causes this to be cleared. This address is used by the switch to determine which OST entry represents Knuckles in order to know when it should be triggered. When playing as Sonic + Tails, this must be performed:
  1. When Sonic's X position is around $41B0, Tails must perform 3 1-frame brakes;
  2. after the ship cut-scene, when Eggman is leaving the screen, and Sonic reaches position $4680 (18048), have Tails do a 1-frame brake and start running again;
  3. when position $4700 is reached, have Tails do 3 1-frame brakes.
When playing as Sonic solo, this must be performed:
  1. When Sonic reaches $41E8, do 3 1-frame brakes (or 1 5-frame brake);
  2. at position $4700, do a 1-frame brake.
The objective of this exercise is as follows:
  • When the bomber ship is flying above the players, the code pointer of OST $FFB1BC must be $00050390;
  • when entering the boss arena, OST $FFB1BC must be free;
  • if playing as Sonic + Tails, OST $FFB172 must be free.
If everything goes according to plan, the switch will mistake itself for Knuckles and trigger itself when it loads, destroying the bridge and allowing you to go to the next level.
I am thinking that maybe I should convert it to markdown and put it on GitHub. Code pointer = long word (4 bytes) at the given address; and an 'OST being free' means 'code pointer == 0'.
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marzojr wrote:
I am thinking that maybe I should convert it to markdown and put it on GitHub.
IMO, for this place it fits even better: http://tasvideos.org/GameResources/Genesis/SonicTheHedgehog.html
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
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Thanks Mazro. That simplifies things somewhat. I guess I'm gonna have to learn how to read ram addresses sooner or later. Also I just tased the first 29~ seconds. I think I've already saved enough time to counteract the time I'm going to lose to get that extra ring. How? Well I can tell you it wasn't easy. I hope to god I don't have to tas that part of the level again.
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Well, if you are tired I can do the rest of the level if you want.
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marzojr
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marzojr wrote:
Here are my notes, as present on a pdf I started doing some time ago:
marzojr wrote:
Act 2 Cut-scene skip (Based on explanation by HHS) Only Sonic + Tails and Sonic solo can perform this trick. The game must start from the beginning Tornado cut-scene, with no deaths, special stages or bonus stages.
I just want to draw attention to this bit, in case it is relevant.
Marzo Junior
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Evil_3D wrote:
Well, if you are tired I can do the rest of the level if you want.
Nah it's fine. It's just that this was difficult to pull off. Link to video @marzojr, Yeah I'm aware of the that criteria. I'll definitely be able to meet it by the end of the level just like I did in the previous run.
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Here's the new AIZ2 run. There even more time improvements in this one. It definitely would've been sub 3:00 if I didn't have to go for that extra ring. The end of the level and stuff in the video above kinda inflated the rerecord count. I had to do the transition skip a bit differently because I couldn't get Tails to brake at the first position (you'll see why). As for resyncing the run. The only thing I was planning on doing right now was adding the inputs but it seems that most of the run synced anyways (yay!). It desyncs at LBZ1 because Sonic gets hit by a flamethrower. I can very easily fix this so don't worry about it. Here's the gmv
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I love the new AIZ2! and is nice the see the movie is not very hostile anymore syncing it, the only thing I would like to change from LBZ1 is the infinite invulerability music, for me breaks the LBZ1 environment, but well it's just something aesthetic.
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I love it too. I finally made an AIZ2 run that I'm fully satisfied with. We got very lucky with the resync. I didn't even have to waste any frames to get the right rng this time. I'm still concerned about MHZ2 though. I didn't like the infinite invincibility music glitch in LBZ1 either. Unless we save a buttload of time on our way to the 200th ring from the invincibility monitor I'm afraid we can't really do anything about it.
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I'll see if it's possible to fix it, but I think I will have to redo part of LBZ1 and LBZ2 because I'm sure some subpixels will change.
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You'll have to save enough time to where the invincibility music plays for at least 1 frame after (or before but you'll probably have to waste time to do that) the extra life jingle plays. I'd suggest saving as much time as you can up until you get the 200th ring or somehow avoid the invincibility monitor altogether. Actually we can probably get Act 2 to sync by using the bonus stage.
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I tried but is not fixable without losing so much time, the glitch It runs when I break the lightning shield monitor while the 1UP theme is displayed when the invisibility theme end at the same time, the game continued reproduced this music for this reason. So, yeah that's no matter, you can continue without obstacles now.
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I figured you wouldn't be able to fix it. I also tried to myself and I couldn't either. The glitch has nothing to do with the lightning shield though. It happens when the 1up theme is playing when the invincibility times out. The same glitch also works with running shoes (this variant I like). Anyways I should be able to sync LBZ pretty soon. I just gotta extinguish those flamethrowers by pausing.
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I got the run to sync near the end of MHZ2. we didn't gain or lose any frames in LBZ because I had to deal with 4 flamethrowers like last time. We gained 2 in MHZ2 because there was less lag. MHZ2 desync'd a few times. All but one of those were due to lag differences (which I easily fixed). I ran into a problem near the end. So you remember how you got Tails to catch 2 rings. Yeah one of them disappears for some reason. What's weird is that Sonic and Tails' movements appear to be unchanged. I'd say just redo it since it's at the very end anyways. You might wanna leave the capsule to me though :p The gmv
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I want to watch the gmv, but the savestate link does not work anymore. (yes, I never save your gmvs/savestates, I delete them immediately after checking out new WIPs).
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
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Dehacked and the userfiles really should have a place for savestates. Anyways here's the savestate. gens 11b savestate I don't know why you wouldn't just keep the savestate though. Well if this happens again you can always use the one from the published Sonic and Tails NG+ run. It's the same exact one we're using for this run. It just has a different name.
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Actually, just because I save them into /tmp — the folder that’s automatically cleaned up on reboots :) I’ll keep it now.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
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Well, the savestate is uploaded in mediafire with my account and never expired for avoid these problems, and you can use marzojr's newgame+ savestate because I only change the name :P http://www.mediafire.com/file/gmk7k145a3x9txv/Evil_3D-ST-ringattack-savestate-gens11b.gst And yeah I will check MHZ2 to see what I can do.
You can see more TASes on my youtube channel
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Here is MHZ2 2:48:31 new time :) GMV Ed: Sorry I forgot pasting FBZ inputs, I'm a bit fool sometimes and I hope FBZ don't desync
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