Posts for sgrunt

sgrunt
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Thanks to adelikat and Bisqwit for their patience in helping to get through the process of encoding the first published SMS run. :) Here are some possible screenshots (my vote is for the last one):
sgrunt
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This game and its sequels and derivatives have always annoyed me. That having been said, there are segments in here of undeniably high difficulty which are played nigh flawlessly. I will need to consider my vote, given that there are already runs of Adventure Island already up on the site and I understand it is rather closely related to this game. If that is resolved, I am presently leaning towards a yes vote.
sgrunt
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Bag of Magic Food wrote:
Can you believe I used to think the thorn was invented just so that emoticons could have a centered tongue?
I :þ at thee, sir.
sgrunt
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Congratulations on the first accepted SMS run! I'd like to claim this for encoding, as I've previously encoded it.
sgrunt
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I've done this with Snes9x and VBA previously, and I am fairly sure it is not intentional - the emulator simply doesn't see the key being released if you shift focus to another window while holding it down.
sgrunt
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v3 encoding here. EDIT: Congratulations on the acceptance of the second SMS run. I'll get on encoding this for publication.
sgrunt
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Impressive improvement. I never really liked this game, so seeing it destroyed is very much worth it. Yes vote.
sgrunt
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Good use of the L+R glitch while fighting the boss in SH3 (can't believe I didn't think of that myself).
sgrunt
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It would appear that I've been bested on UGZ2; I knew that my run there was not as optimised as it could have been so this helps greatly. For the record, I was experimenting with hexing frames during the dead time at the level intro screens into my earlier run to bring the timers to 00:00. What I discovered is that this subtly alters the lag patterns in the game such that it causes desyncs several levels in, e.g. bringing UGZ1 to 00:00 (which did cause the level to end at 00:17, btw) caused my UGZ2 to desync variously at the second jump and at the roll leading into the jump over the second mine cart.
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Derakon wrote:
Also, I would make a .smv, except that every movie I've ever downloaded desyncs, so I suspect that any movie I'd upload would also desync.
Most .smvs here appear to use the timing of 1.43-WIP1, so if you can find a Mac version of that floating around you might try using that.
sgrunt
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N. Harmonik wrote:
Very good though I have to wonder if the second boss is optimized enough since you didn't hit it at a steady pace.
The thing with the second boss is that Sonic is thrown back on scoring a hit. The trick with bouncing on the head between the second and third hits surprisingly only worked for those two hits; it proved effectively impossible to repeat with the other hits and so I had to resort to the more conventional tactic used there. It would take a lot of experimenting and thought to develop a more workable tactic here, I think.
sgrunt
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paul_t wrote:
[...]I wanted to see if you are aware of this glitch.
I did come across this in the process of making the jump there (which was annoying, as it requires essentially frame-perfect precision). As far as I can tell it has no real use. EDIT: Here is an encoding of my most recent WIP.
sgrunt
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Thanks to Quietust's suggestion I've shaved a unit off of UGZ3 and SHZ1. Due to the erratic nature of the game's timer SHZ2 loses a unit and SHZ3 gains a unit despite being completely identical to the previous WIP. EDIT: Oh yeah - the UGZ3 boss fight is a lot more entertaining now (and a lot more fun to make, too). :-p
sgrunt
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Having never heard of this game before, I definitely had a few "WTH is going on?" moments watching this. In my experience this usually means the game is being played too quickly for me to keep up. Well played and short, so yes vote.
sgrunt
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Quietust wrote:
On Underground 1 and Sky High 1, is there a reason why you didn't back off to the left on a few of the vertical springs to avoid clipping against the edge of the ledge above them (and thus preserve horizontal velocity)?
Did you mean Underground 3? I can't see any spots in UG1 that match what you describe. I'm not sure that this will yield a strong improvement, but I will see what it does as I am planning on going back and re-recording UG3 at least to make the boss fight more entertaining. I may even be able to skip the last spring entirely, similar to the ending of SH2.
sgrunt
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I am astonished at the sheer magnitude of the improvement here. Yes vote.
sgrunt
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Good improvement. I'm still amazed at some of the trick that make this speed of playing possible. Yes vote, of course.
sgrunt
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I'm convinced that Act 2 can be improved at least a unit, as TSC lists the unassisted record as 00:22 and the timer appears to behave properly in this game. On an unrelated note, this game feels a lot slower paced than does Sonic 2. ;-)
sgrunt
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Continuing on from my previous WIP, here is one that includes the Sky High Zone. I did not lose any units collecting the Emerald thanks to a fluke, though I was expecting not to due to mike89's observation that it's right in the ideal path. Also, the inconsistency in the game's timer is beginning to annoy me; I'm fairly sure Act 1 in both cases is extremely close to optimal but both display a unit higher than TSC's record because the timer starts at 00:01 for both levels. Watch closely for where the timer starts in each level - most also start at 00:01, though SH2 has about half a second of 00:00.
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N. Harmonik wrote:
YouTube version...please?
Since you asked so nicely...
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stickyman05 wrote:
The only problem i had with this wip was the wobbling while fighting the boss. i think it detracts from the movie when sonic faces left, then right then left again very quickly and multiple times in succession.
Thanks for watching the WIP. I'm open to suggestions as to what I can be doing during this boss fight as it's purely time-based so long as Sonic avoids everything properly; the wobbling was just the first thing that came to mind (in addition to cutting as close to the projectiles as close as I dared and jumping at the exact instant they bounced where possible).
sgrunt
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The WIPs for the Sonic games here achieve absurdly high scores for their absurdly fast times. I suspect it would be nigh impossible to match the scores from pure speed through more (less?) conventional means.
sgrunt
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As long as you have a valid movie file at the end of it all, I'd say anything goes as far as turning the input into the file.
sgrunt
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I've improved UG2 and UG3 for an overall improvement of 147 frames over my previous run. UG2's in-game timer is still 00:22 (around 25 frames improved) and UG3 now stands at 00:58 (for around 122 frames improvement). WIP can be found here.
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Comicalflop wrote:
Holy shit Kine swims fast.
As fast as Coo flies, it seems. :-p EDIT: A couple more comments:
  • Poor Gooey. :-D
  • Your Acro fight still looks quite cool. What did you do in the first round that you didn't do this time?