Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
http://dehacked.2y.net/microstorage.php/info/792419006/Sonic%202%20mike89.mmv Summary: UG3 57 (and two or three frames >:O), SH1 19!, SH2 13, SH3 28
sgrunt
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Emulator Coder
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Good use of the L+R glitch while fighting the boss in SH3 (can't believe I didn't think of that myself).
Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
I've redone SH3 so it's down to 27, but I'm not posting a new WIP because I haven't been able to beat (or even match) Sprint's real time AL1 (or AL2, but we'll wait until we need to deal with that). If anyone has any advice for handling certain parts of that level it'd be greatly appreciated. EDIT: I changed my mind and put a new WIP up. This one includes Aqua Lake 1, so if anyone could be really nitpicky and work out where I could possibly be losing half a second or more to Sprint it'd help immensely. http://dehacked.2y.net/microstorage.php/info/1995310553/Sonic%202%20mike89.mmv
Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
Okay put simply I haven't got a clue what's going on. I had a substantial early lead in AL2 but it got whittled away in a hurry. But I've at least got something to show for the past few hours' work. Link EDIT: for the sake of comparison with existing resources, I finished the level without the emerald and came out with a low 1:04, from a 1 second start.
Player (74)
Joined: 12/20/2006
Posts: 154
God, AL is so fricking slow as a level :-(. Stupid programmers making water levels in a sonic game slow. Anyways, looking good so far mike.
Active player (301)
Joined: 8/8/2005
Posts: 296
Location: NSW, Australia
I was so glad to see the back of Aqua Lake, that I blitzed Green Hills last night/today. Link This may or may not be my last one, I'll decide after I finish with Gimmick Mountain whether to upload that one too.
Joined: 5/17/2007
Posts: 393
Location: Sweden
Ah Green Hill. I remember the first time I played it... Wait I never got that far in the game :(. mike89:Well, what's the point in making it if no one sees it?
"No love for the game gear"
NitroGenesis
He/Him
Editor, Experienced player (550)
Joined: 12/24/2009
Posts: 1873
OK, so I'm workin' on improvin the published tas, and I have some decent improvements planned. Here's a WIP. It's fairly optimal but I think a few frames can be shaved. At the end of the level I'm 47 frames ahead of the published run in ingame time. http://tasvideos.org/userfiles/info/12635838219184403 Sadly 16 appears to be impossible :(
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Player (158)
Joined: 5/13/2012
Posts: 51
NitroGenesis wrote:
OK, so I'm workin' on improvin the published tas, and I have some decent improvements planned. Here's a WIP. It's fairly optimal but I think a few frames can be shaved. At the end of the level I'm 47 frames ahead of the published run in ingame time. http://tasvideos.org/userfiles/info/12635838219184403 Sadly 16 appears to be impossible :(
Hi, I tased this level too, since I saw a couple realtime runners getting 16s. It took me a while till I figured that they're running on PAL and that the PAL timer is borked :D Your run clocked in at 17::28, but since mike89's run had already a 17::??, the difference can't be 47 ingame frames??? Anyhow, I got a 17::13 and another 26 frames by getting to the score tally screen earlier. http://tasvideos.org/userfiles/info/14877144677004556
Challenger
He/Him
Skilled player (1634)
Joined: 2/23/2016
Posts: 1033
I decided to post my WIP for preservation (Works on the recent versions of BizHawk): http://tasvideos.org/userfiles/info/40691688330422581 (This WIP doesn't include the BIOS, since I worked 2 weeks before the creation of ''The Dega Project') Also, a RAM Watch: http://tasvideos.org/Addresses-110.html I TASed a bit of Sonic 2, but lefted because of 2 problems: 1 - in-game time and 2 - lag management. So, I only finished Underground Zone 1. EDIT: I forgot to mention that I used the same route of Tee-N-Tee's Old WIP.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
Skilled player (1634)
Joined: 2/23/2016
Posts: 1033
A while ago, I found 2 more bugs (by accident): Link to video After touches the signpost, if you pause and unpause (pause button of SMS), the timer will continue and until sonic finishes the stage (sonic must be off-screen as soon as possible, stopping the timer again). Probably this timer bug could be useful for get less score during the score screen. Now about the softlock: During the stage clear (before the score screen) by pausing the game on the last frame possible while sonic will be off-screen as possible (you'll unable to control during this path), the sound mutes, the graphics will be glitched, and you'll unable to play the next stage, soflocking this game. I haven't tested this softlock completely.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Experienced player (945)
Joined: 10/13/2014
Posts: 408
Location: nowhereatthemiddleofnoone
Challenger wrote:
A while ago, I found 2 more bugs (by accident): After touches the signpost, if you pause and unpause (pause button of SMS), the timer will continue and until sonic finishes the stage (sonic must be off-screen as soon as possible, stopping the timer again). Probably this timer bug could be useful for get less score during the score screen. Now about the softlock: During the stage clear (before the score screen) by pausing the game on the last frame possible while sonic will be off-screen as possible (you'll unable to control during this path), the sound mutes, the graphics will be glitched, and you'll unable to play the next stage, soflocking this game. I haven't tested this softlock completely.
Excellent discovery... Like you said, it will perfect for the score screen. Good luck to finalize this cool glitches.
GAW sms... Totally destroyed