Posts for Aglar

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Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Guess I'll never be fully free from this game. Here's something for you to work further on: http://dehacked.2y.net/microstorage.php/info/161121800/Sonic%20the%20Hedgehog%202%20%28JUE%29%20%5B%21%5Dtas.gmv
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Bisqwit wrote:
At 2:02 , did you just jump on spikes unharmed?? Also at 2:40, and a few other locations too.
Well, it's due to the invulnerability you get from taking damage just before. This makes you blink every 4 frames but that effect is sometimes not viable if you watch the run via the youtube video (you lazy ol' fella :D)
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
mklip2001 wrote:
Nice! I liked playing this game when I was younger. The electric boss in Stage 3 was always so hard for me, but TAS runs just jump in his face and own him hard. The shop music glitch in 2-2 was pretty surprising and was a welcome change to the run. It seems like you found a way to regain control quicker after damage sometimes? You especially used this on little flying brown gremlins. The new approaches in 4-2 and 5-1 were also pretty cool, after having seen people use a balloon in 4-2 for years now. I only have a couple optimization questions. Randil's run said that you gain a little bit of time if you face the direction you want to go in the next stage when the previous stage ends. It doesn't look like you take advantage of this between 2-1 and 2-2, for instance. Also, you have an extra hit left at the end of 3-2; was there nowhere else that damage would save time in that stage? Yes vote!
Getting hit while on ground makes you regain control faster. I do make the start boost trick at those levels but at the last frame; and since the animation lags one frame behind the controller input, it's not viable. As getting hit slows you down it's only worth it if you can cut a significant amount of distance with it, and in world 3 I couldn't find another such spot. The shop music was a surprise to me too as didn't notice it until I played back the run because I had frame advance muted :)
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Couldn't improve anything before frame ~5740, so I kept the inputs from the previous run up til then. http://dehacked.2y.net/microstorage.php/info/816698377/streemerz-v02-v9-agladelirayasaraTall.bk2 Cheers
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
I can try going through the whole run once more. I spotted some minor improvements, and just splicing them in isn't my style :)
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Tee-N-Tee wrote:
How low can it go?
Dunno, but lower than this: http://dehacked.2y.net/microstorage.php/info/1819474126/Sonic%20and%20Knuckles%20%26%20Sonic%202%20%28JUE%29%20%5B%21%5DGHZ1.gmv Just a concept demo how to get more speed out of the loops. BTW Tee-N-Tee, when will you destroy my S2 run?
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
So far I've gotten that if your y-subpixels are between 201 and 235, then you will survive if you just hold left all the way, but yeah the odds of this is only 35/256; you have a nice 24 frame window to pull it of though. It'll be hard to do further analyses of strats that can consistently be pulled off in real time, but if you have certain interval for the number of frames you push left I can quickly check if there's a consistent pattern for these.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Naegleria wrote:
Can the x/y subpixels make this trick literally impossible? Or is there always atleast 1 frame where Sonic is above the boundary?
If you can tell exactly how many frames after the level wrap you start holding left, and for how many frames you hold left I can give the likelyhood of it to succeed. And FYI only the y-subpixels are variable here, x-subpixels reset after a level wrap.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
feos wrote:
I have no idea of what happens there, can you explain the difference?
You can exit the room one platform earlier by first scrolling the screen high enough then drop back down on it.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Great job :) But... you can end the game earlier by doing like Hotarubi here: http://www.youtube.com/watch?v=LHb_Sz_rfbs (15:30)
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
cak wrote:
Hmm, I can't figure out how to consistently skip layers of sand through Shyguys in the digging parts. Any ideas? edit: Ok, I figured out that quickly pressing jump before digging the last layer seems to trigger something.
Unfortunately there's no way to make this consistent in real time. In order to land on an enemy right below a layer of sand you must cut through the first 3 pixels of the platform right above, which becomes a subpixel story when falling from one sandblock above. Your y-subpixels can be of 16 different values and in this particular case only the 4 lowest ones (while standing on the block above) make you cut through the below sand block, so there's 25% chance to pull it of - if you don't hold the a-button while falling, otherwise the chance is even smaller.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Nahoc wrote:
Hey Aglar, just wondering if you had some sort of 100% WIP or something for this game? I mean, the 100% TAS is so old, took me 4 minutes to save 58 frames: http://www.youtube.com/watch?v=LClNa_1dc2s
I never started a 100% run but I tried out that particular level just now: http://dehacked.2y.net/microstorage.php/info/793045876/MC%20Kids%20%28U%29Level2.fm2 Taking dammage at the start doesn't save time as the speed-management works quite strange in this game. Any value between 121 and 127 makes you move at the highest speed. You obviously would've noticed this though, as you only did a quick test.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
EDIT: Stream done. Watch the highlights of it at http://www.twitch.tv/ihdl/profile
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
cak wrote:
Is there a trick to manipulating the Beezo spawn? Maybe some pre-level controller input?
There is, but I don't know how feasible it is in real time. The Beezos spawn according to a global timer that only counts up when you're at places with Beezo swarms (such as in 2-3 and 3-1). Maybe you could wait a little at the end of the swarm in 3-1 (for a certain Beezo to appear as a reference, for instance) and use that to always manage that jump, if it doesn't cost too much time.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Zurreco wrote:
The publication page says that this is a 0.58s improvement, but the time difference (7:06.02 vs 7:04.73) is actually 1.29s. I get that the first number is pulled from the frame improvement (assuming this game runs at 60fps), but there is still a disparity. Am I misreading something?
The old run was made in FCEU which runs at 60fps while the new one was made in FCEUX which runs at the more accurate ~60.01fps.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Zenon wrote:
I'm sorry if this has been posted, but could this way http://www.youtube.com/watch?v=XTuAlx4EdZw be used by Sonic and Tails to bypass Act 2?
Wait and see...
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
WST wrote:
Wow, nice new zip! Now waiting for DMTM to say that you forgot to give him credits ^^ (upd) may I have a gmv?
Better late than never: http://dehacked.2y.net/microstorage.php/info/460831384/Sonic%20and%20Knuckles%20%26%20Sonic%202%20%28JUE%29%20%5B%21%5DMCZ2.gmv
LTRP wrote:
This is my run on OO2.
Why not take the bottom route like Sonic?
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Nice to finally see an up to date TAS of this game. Big kudos to you for making it and such a great work it is. I only got 1 question from watching it. At the Spark Man revisiting stage in the second room where you climb up the ladder you shoot the enemy from the ladder instead of falling off it first in order to avoid the long throwing animation. Was that faster? I'm quite sure I tested that shooting the enemy while in air beat that method, but maybe you found a way to make it even faster?
mklip2001 wrote:
* Can you share more details about the "purging glitch" in the Top or Spark stages? What about the early Rush Jet glitch?
You turn around for a frame when the enemies you want to purge have just entered the screen, if I remember right.
mklip2001 wrote:
* I saw a place in Top Man where you shot to the left, but an enemy on the right was killed. How did that work?
Seems to be horizontal underflow, that is the bullet wants to have a negative position when leaving he screen to the left which doesn't work and gets a very high horizontal position on the screen instead. This was new to me as well.
mklip2001 wrote:
* In the Wood Man fight, why start with Top Spin? I understand the idea of saving a round, but Top Spin is pretty weak... is it the only other weapon which can damage Wood Man when the leaves are up?
Top Spin is the only weapon that can damage him with the shield up. Something I didn't know when making the previous TAS.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
MESHUGGAH wrote:
I don't know if yours would be faster, but here's my latest WIP.
I grab the second vine 1 frame faster here by that subpixel thing.
MESHUGGAH wrote:
I'm gonna look at boss RNG now. I know that "killing enemies differently" can change boss 1 and boss 3 behaviour. Boss 2 (didn't started to debug yet) depends on in-game timer. So if I remove a lag frame (by not holding that arrow before the lag frame) will be the same as entering the boss fight 1 frame later (literally, saves 1 frame).
Yeah, that's a good old strat. It might work to advance quite a few ingame frames without losing time on the falling bridge, which I guess you've thought about already.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
MESHUGGAH wrote:
I did that already (actually have 896.0 because I change subposition at wall).
I thought you might have, after having better understanding in the physics. Though position 896.128 is better since you'll grab the next vine 1 frame earlier (frame 913).
MESHUGGAH wrote:
Currently I have to delay 5 frames at level 2 boss start to get the "fastest" hit for 1st time (so boss flies up a little bit and starts to move right and down). So I'm trying the other possible routes (level 1 - level 5 - level 2 for example). However sometimes this spawns extra lag frames.
Somehow it should be possible to manipulate the bosses without losing time. In the moon level I remember being able to do so to the rat boss by playing the level up til that point a little different but always getting there at the same time. I suppose you can spot what variables the boss pattern depends on in the code?
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Got to the first vine 1 frame faster here. In this and similar cases, test what exact pixel you need to be at in order to hit an enemy (vertically in this case), then try to position yourself so that you're as close to that pixel as possible at the frame before you would hit it. EDIT: Ok, apparently the last part of the input wasn't recorded. Here is the full one. Notice that I didn't left the wall above the plant with the best x-subpixels in order to grab the vine with even better subpixels. This might make you either lose or gain time later on so try the other subpixel pattern as well.
feos wrote:
Only Aglar can improve this now.
Experienced Forum User, Published Author, Expert player (3588)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
MESHUGGAH wrote:
Now that I write this sentence, maybe this is the reason your newer wip has scrooge humping the air after beating the 1st boss in Duck Tales?
Nah, that's a common thing which I did already in 1991 I think. It sometimes happens when you have the cane jump animation after beating a stage, don't know what causes it.
feos wrote:
Only Aglar can improve this now.
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