Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Here I have a route that can be used with super sonic. (A gitch in Wing Fortress) http://dehacked.2y.net/microstorage.php/info/1564828270/Sonic%20The%20Hedgehog%202%20Wing%20Fortress%20%28supersonic%29.gmv
Player (52)
Joined: 4/10/2009
Posts: 226
finished Chemical Plant. next up Aquatic Ruin zone, my least favorite level of s2, should be interesting :P http://dehacked.2y.net/microstorage.php/info/1853213839/S2.gmv you should note however that all of EH (except the capsule hit) was done by upthorn, and most of CP1 was an imitation of a WiP by aglar. (I managed to save 1 frame over him at the very end of the level)
Joined: 5/9/2005
Posts: 752
Probably just me, but just in case... De synced for me shortly in to CP2. Great to see progress though.
Player (73)
Joined: 12/20/2006
Posts: 154
Felipe wrote:
Here I have a route that can be used with super sonic. (A gitch in Wing Fortress) http://dehacked.2y.net/microstorage.php/info/1564828270/Sonic%20The%20Hedgehog%202%20Wing%20Fortress%20%28supersonic%29.gmv
looks like this uses left/right at the same time which is unfortunate for a regular speedrun, cool trick though. i couldn't replicate it. Nice job on the run so far it looks super clean. love the EH1 route i have been trying to do it in real time but i haven't had success yet.
Player (52)
Joined: 4/10/2009
Posts: 226
its quite possible to get the slope glitch without left+right at the same time. iirc all you need to do is do a spindash off the booster thing at the right time. I actually used it in a run of wing fortress a few times, but you have to go out of your way to grab invincibility to kill the boss with out super sonic.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
I got 45 sec. in AR2 and 25 sec. in CN1 without spindash, but do not know how I can do to continue with the recording of CN2, until the end.
Player (73)
Joined: 12/20/2006
Posts: 154
cn1 in 25 without spindash sounds pretty good, oh i forgot that you get speed shoes in it so spindash isn't as important. mind posting your video up through there so i can see it?
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Could upload file (GMV) of the movie. For that you will see it from the emulator?
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Player (52)
Joined: 4/10/2009
Posts: 226
AR2 and CN1 look pretty well done, although you're still missing the AR2 boss glitch. (kill him as he starts swinging the hammer) I think EH1 (and possibly 2) could be improved greatly by following the new WiP of those levels more closely.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
I do the glitch with the boss in AR2. And improved to 44s, but to final time, increases slightly. That was due to the time score was 10,000 points. In 45s. are 5,000 points.
Player (73)
Joined: 12/20/2006
Posts: 154
Sonic games are usually run ignoring bonus count up. I would stay by this precedent. Nice wip and eh1 i think is improveable.
Player (52)
Joined: 4/10/2009
Posts: 226
Aquatic Ruin zone is finished http://dehacked.2y.net/microstorage.php/info/114930917/S2.gmv 79 game frames saved in AR1 and just under 6 seconds saved in AR2! also my previous WiP of Chemical Plant zone was improved by 10 frames in game time and 50 frames on the capsule thanks to sonikkustar for exactly a second improvement. this totals about 10 and a half seconds of game time saved and 13 seconds real time saved over the published movie.
marzojr
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Experienced player (761)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
Nice work. The only jarring thing are those pauses at the end of AR2 -- is there no way to spread them slightly during that last stretch? they are far too long, and quite noticeable even in normal time. Edit: also, I take it that any possible frames gained by jumping at 0:16::52 in AR2 aren't enough to achieve the luck manipulation that those pauses do?
Marzo Junior
Player (52)
Joined: 4/10/2009
Posts: 226
the pauses arn't really luck manipulation, they're more like timer abuse. as far as I can tell (although I don't fully understand it) the AR boss has 2 timers. the first one causes the screen to shake and the second timer to start, the second timer causes the pillars to come up and the boss to start. the timers also don't count down while you're standing over the pillar and at the speed I'm going its impossible to break and I'm forced to be over the pillar for 2 frames. while pausing seems to stop the timers for 1 frame, after that it continues on as if you're not paused. causing the boss timers to go by with out the game timer to go by. after a certain amount of time I have to unpause to let the second timer start. the end result is a in game savings of ~1-2 seconds and an exactly even real time. although jumping gives you notable more speed, you have to wait for the screen to lock, and you're already ahead of the screen at that point, also jumping causes sonic to completely stop for one frame. iirc the end result is no gain or loss over not jumping. although those timers seem to start just before the screen locks, so its possible that they're based on sonics position and not the screens position, its something to look into. (although if memory serves the pillars still come up at the same time whether you jump or not)
marzojr
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Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
Hmm. By that explanation, it seems that there is no other way then -- the pauses have to occur all then and there. But now that they are properly explained, the impact is much lessened... just be sure to include a variation on the above explanation on the submission to prevent more people from complaining :-).
Marzo Junior
marzojr
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Experienced player (761)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
I have been poking in the S2 disassembly, and indeed the boss in AR2 is triggered by the camera position -- camera X needs to be >= 10816 for the boss to be loaded and start moving.
Marzo Junior
upthorn
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Emulator Coder, Active player (391)
Joined: 3/24/2006
Posts: 1802
All bosses in all the Gen/MD sonic games are triggered by camera position. In S3K, however, the Y position matters as well.
How fleeting are all human passions compared with the massive continuity of ducks.
Player (52)
Joined: 4/10/2009
Posts: 226
thats weird because the camera position actually is NOT greater then that during my pauses. which is what caused me to wonder.
marzojr
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Experienced player (761)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
Sorry, you are right: the boss itself is loaded when the camera gets past that position; the pillars, however, are loaded when the camera position is >= 10256.
Marzo Junior
Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
FuzZerd wrote:
Aquatic Ruin zone is finished http://dehacked.2y.net/microstorage.php/info/114930917/S2.gmv 79 game frames saved in AR1 and just under 6 seconds saved in AR2! also my previous WiP of Chemical Plant zone was improved by 10 frames in game time and 50 frames on the capsule thanks to sonikkustar for exactly a second improvement. this totals about 10 and a half seconds of game time saved and 13 seconds real time saved over the published movie.
Man, could you to post your WIP's in Mediafire? This link doesn't working more. Thanks.
Quietust
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Emulator Coder, Former player
Joined: 7/14/2004
Posts: 250
Marcokarty wrote:
FuzZerd wrote:
Aquatic Ruin zone is finished http://dehacked.2y.net/microstorage.php/info/114930917/S2.gmv
Man, could you to post your WIP's in Mediafire? This link doesn't working more. Thanks.
The link will start working again once DeHackEd fixes his site's database and brings it back online.
* Quietust, QMT Productions P.S. If you don't get this note, let me know and I'll write you another
Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
Quietust wrote:
Marcokarty wrote:
FuzZerd wrote:
Aquatic Ruin zone is finished http://dehacked.2y.net/microstorage.php/info/114930917/S2.gmv
Man, could you to post your WIP's in Mediafire? This link doesn't working more. Thanks.
The link will start working again once DeHackEd fixes his site's database and brings it back online.
Ok, thanks.
Expert player (3643)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
Wow, I didn't know it was that long since I last checked this thread... nice to see progress is being made! I just wonder - in EH2 it seems that my test run, using the upper route (which I sent to FuzZerd), is just 6 frames slower than in the run you last posted. Would that be your final version of that level? My knowledge about the game was very limited when I did that level so I'm pretty sure at least 6 frames can be squeezed out from my version of that level if a "real" Sonic TASer would try it out. I might be wrong though but it's worth trying if you haven't.
feos wrote:
Only Aglar can improve this now.
Player (52)
Joined: 4/10/2009
Posts: 226
is it really that small of a difference? I'll look into it, but considering I copied your CP1 almost exactly, (I even had to copy the early input exactly using a to jump instead of my usual c or I lost some time) I'm guessing you're better at TASing sonic 2 then you give yourself credit for. also since I already ran EH2 and didn't get close to either of your times, and couldn't see obvious improvements, I didn't feel like going back and redoing it.