Posts for Aglar


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Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
While watching I thought I saw a potential improvement at the start of 6-2, and indeed the unassisted speedrun uses it: https://www.twitch.tv/videos/243996322?t=0h17m59s At least it's close to the end and shouldn't pose a big problem adding in :) Great job on the run nontheless!
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Congratz kaan! Not much to say about it. Best "Genesis Sonic"-TAS ever made!
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Fortranm wrote:
Is it possible to grab the feather item early with the first pixel trick?
You mean getting it after entering the third area "the backway"? Then no, you wouldn't even be able to get past the first of those rooms (23,09).
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
sinister1 wrote:
MAJOR UPDATE: This strat obsoletes the current TAS by over 2 seconds. Probably more since you can likely find a way to trigger the zip like in the current TAS, which is much faster than this box throw setup that can be done easily in real time: https://twitter.com/sinister1sda/status/1168773232276541440
Nice to see such crazy strats are making it's way into the spectacular world of RTA! Regarding the TAS though, there are faster ways to make it past that (and every other) area. I made a post about it way back in this thread, with some movefiles. But I suppose not many people check those nowadays, so here a youtube link to the fastest completetion of the first level: https://www.youtube.com/watch?v=BSdsym76GKA&feature=youtu.be
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Alyosha wrote:
Koston wrote:
On the second Youtube video, at 2:13-2:25 nothing meaningful is done and should be removed. Just proceed directly right to the first barrier skip.
ahahaha shows what I know! Thanks for pointing that out I'll fix it later today.
^ LOL Also, the ceiling grappling at 2:40 in the second video is very different from the published run. Did you check that you didn't lose any time there?
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Stovent wrote:
Wow, very impressive ! This clearly deserve Stars for me ! Just a question : In Oil Ocean 2, why didn't you wait for all the birds to go out of the screen before walking, like you did in hte others levels ?
Zurggriff wrote:
The platforms in Wing Fortress that retract and extend into and out of play are controlled by a power-on timer and limit when Sonic can pass through without losing time. With a movie file that did not waste time at any of the capsules, Sonic was 2 frames late to getting through with an earlier platform cycle. Rather than pausing there for 245 frames to catch the next cycle, the time delay was distributed to the capsule animals in Casino Night 2 and Oil Ocean 2.
Submission text is your friend :)
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
feos wrote:
Comparison downloadable:
The delay between Marble Zone 3 and Spring Yard 1 was a bit off (put 4 instead of 14?) Thanks a lot though. Hope it can be enjoyed by anyone besides me :)
WST wrote:
Hey, Aglar, I just wanted to do something cute for you :3
Well thank you - I believe :D
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Dwedit wrote:
What happened to the audio in that encode?!
Me being the encoder happened. Once a better encode exists I'll replace the link with that one.
WST wrote:
Out of curiousity, why in the world you start GHZ1 with....
The [>] comes before the ingame timer starts, so it's not registered.
feos wrote:
Only Aglar can improve this now.
Post subject: Re: Improvements
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Zurggriff wrote:
When looking through the forums, it appears that there has been interest in an updated Any% TAS for a few years so here is a WIP: WIP through HTZ2 All of the known improvements were in the first half of the run. It looks like the rest of the levels will likely be unchanged from the published run.
That's awsome how you extended the zip in HTZ1 all the way to the tunnel. Was this an extremelly tight move, or did I just suck?
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
should say Trunchahahaveryfunny
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
I've now formed a team with TehSeven, thelegendarymudkip and Truncated.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
I'm a noob, but I suppose I could give it a try
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Arcree2 wrote:
Anyone know why the wr rta sum of best segments is 9:52 and the tas is 9:54 ?
The TAS is about 9:32 using their RTA timing.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
A new trick found after my submission - how unusual ^^. You can also push either of "up", "down", "B", "A" and "select" for the same effect. Anyway I don't know if this would be allowed on TASVideos either. Second controller inputs are often viewed upon as debug codes. It exists for example in The Legend of Zelda (allowed) and Mega Man 3 (not allowed). My spontaneus thought is that it shouldn't be allowed.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Here it is: http://tasvideos.org/userfiles/info/33149401386582222 Sorry for the inconvenience!
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Small timesaver found, relatively late in the run, so I'll add it in. Please wait with the publication.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Samsara wrote:
PGCX864 says the screen-wrap saves 80 frames, but the new file is only 64 frames faster. Were those 16 frames unavoidably lost, or was it just a miscommunication in how much time is actually saved?
The second form has a 64 frame rule for when it can be defeated :/
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Will never understand how people find stuff like this :D Anyway, here's the run with the glitch included. Please replace the existing submission file with this one: http://tasvideos.org/userfiles/info/33056559340655847
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Well, I think it's safe to say that I'll never complete this run, so here's some resources I dug up from my PM box. http://dehacked.2y.net/microstorage.php/info/640070465/Chip%20%27n%20Dale%20Rescue%20Rangers%20%28U%29%202playertestrun.fm2 - almost completed test run http://dehacked.2y.net/microstorage.php/info/221249344/Chip%20%27n%20Dale%20Rescue%20Rangers%20%28U%29%20TASL1.fm2 - zone 0 better optimized The most important RAM addresses: 68 - chip's x pos 470 - chip's x-sub pos 510 - chip's y pos 460 - chip's y-sub pos 69 - dale's x pos 471 - dale's x-sub pos 511 - dale's y pos 461 - dale's y-sub pos To execute the zip glitch one player must throw the other one frame before hitting the ground, then wait for 2 frames and then jump into him. What y-pixel you need to be at when throwing the other player depends all on the characters' y-subpixel values. In order to get the zip to work while throwing from the same y-pixel as the platform you're about to land on you should aim to have the carried character's y-subpixel value to be as low as possible (when being carried) and the other one's as high as possible (at the frame before you jump into the other one). Just think about that the highest subpixel for this character is 170 since the game checks for what the next value would be which is 170 + 85 = 255, for the carried character this isn't the case though and thus the lowest subpixel value is 0 instead of 171. It doesn't need to be perfect though, I don't know where the exact line is between it working or not but the margin is at least 100 subpixels combined, meaning if you can get the subpixel value 50 with the carried and 120 with the other it should still work. If the subpixels are arranged differently you must either throw the other character from 1 or 2 pixels above the ground (depending on how the subpixels are set). Apparently the screen scrolls slower if Dale is first of the characters while zipping.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
"UNFAIR + all items" or bust
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
It's about skipping all pixels where the slope value is > 32. Just inch your way forward to find where it starts.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
First of all you MUST run faster than 13 pixels/frame at a 45 degree angle (the value 32 in the lua HUD), which means at least a speed of 3329. 4663 * sin(45) = 3297 so no it will not work from here, Sanic gotta go faster.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3586)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
About the monitor thing, if you're 1 pixel in front of it on the frame before you hit it you'll catch some air and thus run again once you land. The adjustment of position needed for this is the answer to your others questions, except for the loop one which I simply didn't spend too much time on. That's the reason why I suggested you to work further on it, have fun ^^
feos wrote:
Only Aglar can improve this now.
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