I have resolved to stop working on this game, so I have decided to share what I had done so far (just the first act) in case someone is interested in TASing this gem.
http://dehacked.2y.net/microstorage.php/info/1447592189/stt-gt1-sonic.mmv
I used Sonic the Hedgehog - Triple Trouble (U) [!] and Dega MAME Core to record it.
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3
xxNKxx wrote: ok thanks handsome feos :D
Help improving TASVideos!
We are on this game with Cooljay, still in the "dissection" phase.
There are already some neat tricks discovered:
-a way to murder bosses when they get near the edge of the screen
-quite a bunch of ram addresses (useful or not...)
-2 speed "caps" and how to bypass the first one without bumpers or spindash, etc...
-little tricks that might be helpful. or not (like jumping from the top of a waterfall)
-how the end panels work, at least in the first level, didn't try elsewhere yet.
There is one thing with this game: the only TAS possible is a 100% run (maybe a time attack, too), because if we don't get all the chaos emeralds, we don't see the credits. Instead we have a frustrating "TRY AGAIN" screen at the end ^^
We're going with Sonic.
I think that's all...
On the bright side, 3 of the 5 special stages are more akin to normal stages than the 'collect rings' auto scrollers. You also get 3 extra bosses in 100% IIRC.
Glad to see this get some attention. (And to be honest would prefer 100% in this game anyway.) Good luck.
Just posting to show (to Zeupar) the "waterfall jump" trick.
Here is the movie file.
To perform it, you just have to jump at the right frame, the downside is that it resets horizontal speed to 0.
The first WIP is here:
Link to video
Unless we find some hidden trick or bug (zipping, please ^^), I don't think we can go under 0:18.
There is a "sub-timer" that counts to 60 each time before adding a second to the actual clock. Here it stops at 30, so that makes it 0:18.50 I guess.
The movie file is here.
No thanks! ^^
Glad to see that a TAS of the game looks as nice as I had hoped.
I saw that your route went through a Special Stage monitor, but did not get the rings to use it. What is your Chaos emerald route going to be? I'm surprised that there are quicker Special Stage monitors to use than that one.
Hum, in fact, after thinking about it and all... We're going for an any% run, "bad ending" branch considering the end screen.
The major point is that it's better to show the fastest time on every level, not sacrificing 5 of them to get the emeralds.
I have to say, this is good opening progress. Though you can actually go through the level end transition a little quicker. In general, I say good luck on this!
Also: Poor Tails... gets no respect as always.
I have to say, this is good opening progress. Though you can actually go through the level end transition a little quicker. In general, I say good luck on this!
Also: Poor Tails... gets no respect as always.
Yep, the end transition can be (and has been ^^) improved. The time, too, now it's 0:18.40. Six frames faster, 25 more and we could have a nice 0:17.
The thing is that lag frames count towards ingame time, they are not ignored, the counter still runs.
I can't say if it's possible to achieve without finding some new glitch, just by managing lag.
Maybe there is some hope if it's possible to hit the diagonal bumper without touching the ground at all before it; it seems unlikely...
It's nice to see people workin in such an awesome Sonic handheld! Keep up the good work!
By the way, isn't there a way to measure in-game time in Boss Acts? Or at least an approximation, it's already pretty awkward that the game doesn't show it.
Antes de una TAS:
-Malo: ¡Voy a conquistar el mundo!
-Héroe: ¡Por poco tiempo!
It's nice to see people workin in such an awesome Sonic handheld! Keep up the good work!
By the way, isn't there a way to measure in-game time in Boss Acts? Or at least an approximation, it's already pretty awkward that the game doesn't show it.
Hum, measuring ingame time is possible but there's a problem...
In normal acts, it stops right when we hit the panel, but here it continues even after the boss is dead and when the "cutscene" with Knuckles plays... In fact it doesn't stop until the next act begins ^^
We could come up with something arbitrary, like when the Boss' HP hits 0 in RAM, but I don't know if that's ok.
Edit: Just did the math with the boss, his HP reach 0 at 0:21.67
Well, I'd say the most consistent point to stop the time in Boss Acts is when the boss music stops (in other words, when you lose control of Sonic), but I guess that's okay. Thanks a lot for the quick answer!
Antes de una TAS:
-Malo: ¡Voy a conquistar el mundo!
-Héroe: ¡Por poco tiempo!
And here is Sunset Park act 2:
Link to video
We discovered that hitting a ceiling after a jump can have interesting results sometimes. After it happens, Sonic lands and stays in ball form, but the best part is that he keeps his max speed.
In fact it was used in Great Turquoise act 1 (in the breakable tunnel), but we didn't know why sonic kept his speed at the time. We just assumed tunnels like that had some magic properties :P
Here you can see it just before the end of the act.
Nice! :P Levels are getting way less linear from now on, let's see how they turn out.
About Act 3, is there some special strategy to TAS it, or is it just holding right and jumping?
Antes de una TAS:
-Malo: ¡Voy a conquistar el mundo!
-Héroe: ¡Por poco tiempo!
Nice! :P Levels are getting way less linear from now on, let's see how they turn out.
About Act 3, is there some special strategy to TAS it, or is it just holding right and jumping?
There is absolutely no strategy required for act 3... The only options are:
-move left
-move right
-jump
Since I doubt we can find a glitch or something to spice it up, we are thinking of ways to make it less boring and try to add variety (if it is possible...). It is a typical autoscroll level, but with almost nothing to do :P
(don't worry, we'll try to move to the beat at some points, since it's quite a good music we have here)
Now it's time for Robotnik Winter act 2, this snowboard is nice in combination with not-so-accurate collision detection. Huge lags have been avoided thanks to that.
Link to video
Wow, I am really looking forward to this. Great job so far, guys!
Edit: Shucks, just read it will be an any%, not 100%. Oh well.
Is the sign post picture random? I do not remember ever getting a Sonic before. All I remember was the flicky. If the sign is not random, how do you get Sonic, by getting the emerald box?
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Wow, I am really looking forward to this. Great job so far, guys!
Edit: Shucks, just read it will be an any%, not 100%. Oh well.
Is the sign post picture random? I do not remember ever getting a Sonic before. All I remember was the flicky. If the sign is not random, how do you get Sonic, by getting the emerald box?
The sign is "random", yes, but as any random thing in games, it can be predicted or manipulated.
After a bunch of tests, we can predict it because it depends on the number of lives and rings you have. But in fact there is at least another factor, I think it is the number of continues, because it just started not being predictable anymore after Meta Junglira (where a continue was gained).
But in the end, since it's the ingame time that matters for this run, there is no need to care for the result because the timer stops right as Sonic touches the sign (even when it ends up being a sign that needs to be touched again). We can't afford to lose time to avoid or get some more rings/lives just to manipulate the sign ;)