Posts for joojamoi

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Joined: 12/29/2009
Posts: 10
Thanks to Ben for showing his current RTA route for S3&K special stage 5 and opening my eyes on how fast it's to navigate between different sections by jumping over the red spheres instead of going through the middle... Here's a further optimized route which is 122 frames faster than the currently published knuckles 100% TAS: http://tasvideos.org/userfiles/info/63404872837707951
Experienced Forum User, Published Author, Player (98)
Joined: 12/29/2009
Posts: 10
There's a crash in AIZ2 which looks rather curious. It's definitely known that getting pushed back by the tunnel just before the boss causes graphical glitches. But I couldn't find any mentions that if you enter a special stage or die after that and then try to go to the boss the game will crash. This seems to be caused because something overwrites horizontal and vertical interrupt handlers with more or less random garbage (at memory addresses 0xFFFFF0-0xFFFFFF). Having even minor variations in input may cause different garbage to be written. gmv reproducing the crash http://tasvideos.org/userfiles/info/49065907235942714
Experienced Forum User, Published Author, Player (98)
Joined: 12/29/2009
Posts: 10
boct1584 wrote:
Presumably the new Special Stage strats can be spliced into the Sonic 100% run?
Special stages can almost certainly be spliced as is but with high probability there will be desyncs somewhere later in the movie. For example in this run there were desyncs at MGZ2, MHZ1, LR1 and SS bosses.
Experienced Forum User, Published Author, Player (98)
Joined: 12/29/2009
Posts: 10
Just trying to find new routes on special stages. That run just has input ready to reach all the special stages.
Experienced Forum User, Published Author, Player (98)
Joined: 12/29/2009
Posts: 10
Here are a few more improvements on S3 specia stages 2, 6 and 7. All input before the improved parts on the special stages are exactly the same as in marzojr's published movie. Special stage maps are taken from Sonic Retro wiki. S3 special stage 2: 100 frame improvement by adjusting the route at 2nd 3x4 and then using the glitch at 5x5: Jumps over blue spheres are denoted with gray and backwards sections with orange. http://dehacked.2y.net/microstorage.php/info/644260335/S3%20special%202%20improved.gmv Special stage 2 begins around frame 7800. S3 special stage 6: 143 frame (140 + 3 on ring bonus) improvement by completely new route. The new route is about 20% longer than the current TAS (about 211 paces vs 174 paces) but takes 38 turns less (46 vs 84) and takes most of the turns before running speed goes up. http://dehacked.2y.net/microstorage.php/info/1705518723/S3%20special%206%20improved.gmv Special stage 6 begins around frame 40000. S3 special stage 7: 21 frame improvement by turning on a red sphere near the end. I wonder if this strategy is prone to desyncs though delaying the movie start by one frame still synced perfectly. http://dehacked.2y.net/microstorage.php/info/562531663/S3%20special%207%20improved.gmv Special stage 7 begins around frame 48600.
Experienced Forum User, Published Author, Player (98)
Joined: 12/29/2009
Posts: 10
Slightly adjusted route to take advantage of the glitch and save a few frames on the first special stage: http://dehacked.2y.net/microstorage.php/info/995096064/S3%20special%201%20improved.gmv Jumps are marked with gray
Post subject: New glitch for turning blue spheres into rings
Experienced Forum User, Published Author, Player (98)
Joined: 12/29/2009
Posts: 10
I figured out a glitch in blue sphere stages that it's possible to turn blue spheres into rings without surrounding them completely with red spheres. This can be done with any 3x4 or larger formation of blue spheres but practically it's useful with most 4x4 or larger formations. Stages that can be improved with this glitch include at least S3 stages 1, 2, 3, 4, 6 and S3&K stages 1, 3 and 7. The most notable improvement will be in 4th S3 special stage where the large formation of blue spheres can be turned into rings by collecting only 11 spheres, making it nearly 5 seconds faster than conventional way. Time saves on other stages range from a couple of frames to a few seconds. It does not matter from which direction the last sphere is collected so in these images it's collected from the angle that gives best view: Huge thanks to mike89 (mike89sda) for showing this variation of this glitch in his stream which made me research this subject quite a bit more: Below are ascii representations of the glitch in case the images will be removed in the future. Legend: X = red sphere . = blue sphere o = bumper # = blue sphere, collect this next to turn all remaining touching blue spheres into rings. There are several ways to trigger the glitch. First main method is to turn 3x3 area completely red and then collect 2 adjacent blue spheres from a corner:
.#X
XXX
XXX
XXX
This also works if there are more touching blue spheres remaining, for example all in the following formation will turn into rings:
.....
...#X
..XXX
..XXX
..XXX
The centermost sphere can even be a bumper:
..#X.
.XXX.
.XoX.
.XXX.
.....
Second main method is to surround an area of blue spheres but leave one corner "open" (the blue spheres in the middle must not form a rectangle because then only that rectangle would turn into rings and not the outside area):
.XXX
#X.X
X..X
XXXX
Or more blues remaining in the middle and/or outside (also works if there are any bumpers in the middle):
..XXX
.#X.X
.X..X
.X..X
.XXXX
Experienced Forum User, Published Author, Player (98)
Joined: 12/29/2009
Posts: 10
skychase wrote:
WST wrote:
Sorry, I prefer Amy… By the way, if I want to try some level, how do I call level select menu in this game? The splash screen does not suggest options item, only says «press start»…
up, up, up, down, down, down, left, right, left, right, a, start (if I remember correctly)
That's it, but you need to hold A while pressing start.
Experienced Forum User, Published Author, Player (98)
Joined: 12/29/2009
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Just watched the ringless run and it was pretty amazing. SLZ2 can be crossed without any zips though: it's easy to jump over the first two loops even in real time as shown here.
Experienced Forum User, Published Author, Player (98)
Joined: 12/29/2009
Posts: 10
I wonder if this time is even close to the optimal time. I have managed to finish the level 9 on novice in only 20 seconds (measured with the in-game timer) without aid of emulator but of course the initial arrangement of jewels and the pieces were different. It might be possible to improve it for example by stacking more unsuitable pieces on the sides and wait until you get a piece that fits better and removes more jewels at once.