Skilled player (1306)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
...marzojr, You amaze me at your Sonic TASing skills. I feel ashamed now. Seriously, Its amazing you managed to improve AI1. I never thought of using Tails like that! Good luck with the timed platform.
marzojr
He/Him
Experienced player (748)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
Sonikkustar wrote:
...marzojr, You amaze me at your Sonic TASing skills. I feel ashamed now. Seriously, Its amazing you managed to improve AI1. I never thought of using Tails like that! Good luck with the timed platform.
Thanks for the kind words, but you have nothing to be ashamed of -- you are very good too, as the S2 run proves. All in all, I did manage to have good luck in that timed platform. Better use of Tails right after it also gave me 5 more frames of improvement, for a total time of 0:37::56. I don't think that a better time is possible in this zone (except for maybe 1 frame or 2 at the final ascent before the boss) without Hyper Sonic.
Marzo Junior
marzojr
He/Him
Experienced player (748)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
Another new WIP, this time up to AIZ2. AIZ2 is finished in 1:04::37, 92 frames faster than the previous version. The new zip was finally pulled off by MrSweed, after I had long given it up; the rest of the improvement is better optimization. I used the cutscene skip, but using a flame shield this time; this made the skip 13 frames faster than the version in the any% run (although I was worried for a time that it was slower, because the fire shield version has a smoother start). Before anyone asks: yes, I loiter a few frames after entering the ground on the first zip of AIZ2. If I didn't, I wouldn't grab the bubble shield monitor and I wouldn't be bounced back to the ground, thus avoiding quite a speed loss. Also, by the end of the level, flying off from the tube is 6 frames faster than jumping out of it because the setup for it makes me traverse the tube slower, and Hyper Sonic's acceleration is high enough that I can keep some of the difference after the tube.
Marzo Junior
Skilled player (1306)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Nice! While you were doing these improvements, I went back to AI2 of my WIP to put in a new improvement. WIP Im stuck trying to do the jump though because I randomly lost about 4 pixels, Whih seems to just miss the bridge. The new zip was found by NaturalLorenzo which I saw in one of his vids.
marzojr
He/Him
Experienced player (748)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
Well, whenever you reach IceCap, you can base it on this WIP. I used DMTM's and Qwerty's trick, but going right instead of left. It is probably possible to improve, I am not that good at TASing Knuckles. Here is an encode of the WIP, skipping the stage selection code: Link to video
Marzo Junior
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
Nice run, marzo. Do you plan on finishing this project any soon?
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!
marzojr
He/Him
Experienced player (748)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
I have no project with Knuckles, if that is what you are asking. I am merely contributing to it should Sonikkustar (or anyone else) wish to do it.
Marzo Junior
Post subject: Knuckles in Flying Battery Zone Act 2 in 1min11sec by DMTM
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
Recorded a heavy improvement on Knuckles flying battery Zone Act 2 today. Thanks to qwerty for the zip discover: Youtube link to it: http://www.youtube.com/watch?v=6BXxCP8sEWY Youtube Link to the new run: http://www.youtube.com/watch?v=ez3P1G7-mGs GMV & GST can be find here: http://www.mediafire.com/?ea9t14aks2bfe6w Was useing the glitch then now announceing the loop zip glitch. Hope this will be useful in the future runs of Sonic & Knuckles: Sonic The Hedgehog Sonic 3. //Regards DMTM
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
Post subject: S3k: Flying Battery Zone Act 2 in 1min10sec by DMTM
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
Few days ago I was post the run for Knuckles FBZ Act 2 in 1min10sec. But i was aware of the improvements and it was all about to make the zip faster done. From now, I can't do the zip faster and the route faster done. The time is now: 1min10sec for Flying Battery Zone Act 2 with knuckles. Here is the link for GST and GMV: http://www.mediafire.com/?m1yv53evaztlcnq Youtube link http://www.mediafire.com/?m1yv53evaztlcnq Have fun and watching. =) //Regards DMTM aka Mr_Sweed
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
Er, that second link is not a Youtube link. >_>
Post subject: Flying Battery Zone Act 2: youtube + video file
Joined: 3/18/2006
Posts: 971
Location: Great Britain
youtube http://www.youtube.com/watch?v=yd1OmUA4N_Q video file http://hotfile.com/dl/124571667/37a4edc/Sonic_and_Knuckles3.avi.html
Mr_Sweed wrote:
Few days ago I was post the run for Knuckles FBZ Act 2 in 1min10sec. But i was aware of the improvements and it was all about to make the zip faster done. From now, I can't do the zip faster and the route faster done. The time is now: 1min10sec for Flying Battery Zone Act 2 with knuckles. Here is the link for GST and GMV: http://www.mediafire.com/?m1yv53evaztlcnq
Post subject: Re: Flying Battery Zone Act 2: youtube + video file
marzojr
He/Him
Experienced player (748)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
antd wrote:
youtube http://www.youtube.com/watch?v=yd1OmUA4N_Q
My ears! They bleed! What exactly did you do that made the video sound that badly? Anyways, here is the Youtube video from DMTM's channel: http://www.youtube.com/watch?v=0L0KQKtxk6c.
Marzo Junior
Joined: 6/4/2009
Posts: 570
Location: 33°07'41"S, 160°42'04"W
I like this new FBZ2.
Post subject: Spinning top glitch in Marble Garden
Ajavalo
He/Him
Joined: 7/19/2011
Posts: 35
Location: Cáceres, Spain
Hey Marzo! I've found a new zip in Marble Garden 2! I don't think it could save time compared to the current TAS, but it's worth looking into it. Basically: you defeat the act 1 boss while riding a spinning top and keep on it for the transition to act 2. When act 2 starts and loads, you can move past the left edge of the screen with the top and zip to Sonic's boss! By the way, to defeat the boss without leaving the top, you'll need a Super transformation or 2P Tails.
Antes de una TAS: -Malo: ¡Voy a conquistar el mundo! -Héroe: ¡Por poco tiempo!
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
Ajavado: This trick is not new, or faster -- it was already considered old news at The Sonic Center several years ago, when I first made my 100% Knuckles TAS, but thanks for staying on the lookout, you never know when a new glitch is going to be discovered.
How fleeting are all human passions compared with the massive continuity of ducks.
Post subject: Spinning top glitch in Marble Garden
Ajavalo
He/Him
Joined: 7/19/2011
Posts: 35
Location: Cáceres, Spain
OK, then I'm sorry, I hadn't seen it anywhere and found it really interesting. Now that we can simply skip the whole act 2 by defeating the loopback boss... anything from that act would be irrelevant for the S&T run, anyways.
Antes de una TAS: -Malo: ¡Voy a conquistar el mundo! -Héroe: ¡Por poco tiempo!
skychase
He/Him
Joined: 3/25/2007
Posts: 212
Location: Quebec, Canada
I guess you already know this but with Knuckles in Marble Garden, it's possible to zip through the floor here, (got there by accident) http://i281.photobucket.com/albums/kk227/skychase2rebirth/zip.jpg I don't know if it can be of any use.
Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
So, I have an interesting theoretical question for you. http://www.youtube.com/watch?v=YdSOLalEs7Q&feature=related Doing this with debug allows the Marble Garden 2 boss to appear in Hydrocity 1, and when you complete the boss the game sends you straight to Carnival Night! The video isn't overly descriptive about how you get to the position where it starts, but basically you have to die in the first area, activate debug and go across to the area in the video. What I'm most curious about, is obviously, why the hell does the boss appear, and secondly can it be done elsewhere, or with other bosses? Interestingly there are at least two related videos that show the Carnival Night 1 miniboss appearing in interesting places... though that isn't as useful. Also, when I tried this on my console, when I tried to pass below the water level I crashed my game. Is there anything in the emulation that would explain this?
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
I can't tell from your post if you've actually managed to replicate the glitch or not. If you can replicate this, I'd be very interested in a gmv of the glitch happening.
How fleeting are all human passions compared with the massive continuity of ducks.
marzojr
He/Him
Experienced player (748)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
The crash could be due to an address error, which Gens doesn't emulate; if you try on Regen and the same crash happens, it is definitely it. I tried replicating it without debug by using Hyper Sonic (as he can get there without debug mode), but no dice -- nothing special happened. It may be tied to debug mode.
Marzo Junior
Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
OK, I made a quick gmv here. If you take over control once I'm near the tube, you can play around with dropping below the water level at certain points and observe what happens. Too far to the left and nothing happens at all, move too far down and the game resets... stuff like that. As I mentioned earlier, though, on console as soon as you drop below the water level, the game resets. I'm just interested in what causes this boss to appear...
upthorn
He/Him
Emulator Coder, Active player (388)
Joined: 3/24/2006
Posts: 1802
Err, I meant the one in the video, with MG2's boss appearing in HC1. Or does this gmv replicate that glitch?
How fleeting are all human passions compared with the massive continuity of ducks.
Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
It does indeed.
marzojr
He/Him
Experienced player (748)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
After doing some testing with Regen (the debug version), I found out that the crash in real hardware is due to a word- or long-sized access at an odd address -- an address error. Moreover, there are multiple such crashes, depending on where exactly you turn off the debug placement mode, all at different addresses -- some involving reads, others involving writes. It doesn't appear to be doable without debug mode, and it seems that the boss only appears due to an emulation error -- the fact that Gens does not generate an address error exception.
Marzo Junior
HHS
Active player (282)
Joined: 10/8/2006
Posts: 356
Well, when you are in debug mode, object procedures don't run, and they don't remove themselves when they're off screen. Therefore, the object table fills up, and the game can't load any more sprites. The left edge of the loading zone passing behind the right edge, which is stuck. As you exit debug mode, objects that are off the screen disappear, and the game can again load sprites. Moving down, the game tries to load sprites from the area between the left and the right edge, but the length of the loading zone underflows, so it just continues to load sprites from the following levels until the object table fills up. Could you tell me where these address errors happen?