Post subject: Sonic Rush Adventure
Skilled player (1308)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Although this is essentaily Sonic Rush with the same mechanics, It seems different enough to have its own topic. I tried the Backwards Air Dashing in this game and it seems to be much more severe than its prequel. Heres the WIP: http://www.megaupload.com/?d=YIHO2BOR (Yes I know that its Megaupload. I dont know of any other sites that let you host files for free.) I am aware that this is much faster. I just wanted to get the hang of this game first. I dont know a lot of info on this game (RAM Addresses, Glitches,etc.). If anybody has some knowledge, can you please tell me?
Joined: 5/9/2005
Posts: 748
I am going to be a bastard and say, that unlike the previous Rush game I would love a 100% run more. Ignoring that, looking forward to seeing more of this game. It is one of my favorites.
Post subject: Re: Sonic Rush Adventure
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Sonikkustar wrote:
I tried the Backwards Air Dashing in this game and it seems to be much more severe than its prequel.
I think it's exactly the same, actually. (By the way, you can get a slightly higher average speed by letting go of the rush button after 2 frames each time, although this really eats up tension.)
Sonikkustar wrote:
I dont know a lot of info on this game (RAM Addresses, Glitches,etc.). If anybody has some knowledge, can you please tell me?
Here's a Lua script that shows some useful values from RAM:
-- info display script for sonic rush adventure (needs desmume 0.9.5 or newer)

local drawinfo_y = 10
local drawinfo = function(msg,val,xoff,xoff2,color)
	gui.text(180+(xoff or 0),drawinfo_y,msg,0xffffff3f)
	gui.text(220+(xoff2 or 0),drawinfo_y,val or _G[msg],color)
	drawinfo_y = drawinfo_y + 10
end

gui.register(function()
	if input.get().capslock then return end -- makes caps lock hide the display

	local baseaddr = memory.readlong(0x02133884)
	local xvel  = math.floor(memory.readlongsigned(baseaddr + 0xBC) / 16 + 0.5)
	local yvel  = math.floor(memory.readlongsigned(baseaddr + 0xC0) / 16 + 0.5)
	local speed = math.floor(memory.readlongsigned(baseaddr + 0xC8) / 16 + 0.5)
	local tension = memory.readwordsigned(baseaddr + 0x5f8) * 300 / 4800
	local time = memory.readword(0x021338C8)
	local xpos = memory.readlongsigned(baseaddr + 0x44) / 4096
	local ypos = memory.readlongsigned(baseaddr + 0x48) / 4096
	local angle = memory.readlongsigned(baseaddr + 0x34) * 180 / 32768
	angle = angle<180 and -angle or 360-angle
	if -angle == 0 then angle = 0 end

	local topontop = memory.readlong(0x02133AD0) < memory.readlong(0x02133B40)
	drawinfo_y = not topontop and 20 or 20-192

	drawinfo('speed', speed)
	drawinfo('xvel', xvel)
	drawinfo('yvel', yvel)
	drawinfo('angle', angle)

--	drawinfo('rush', string.format('%.1f%%',tension))
--	drawinfo('time', time)
	gui.text(0,not topontop and 46 or 46-192,string.format('%.1f%%',tension))
	gui.text(152,not topontop and 17 or 17-192,time)

	drawinfo('x', xpos, 0,-30)
	drawinfo('y', ypos, 0,-30)
end)
It looks like this while running: Note that "speed" means "ground speed", not "current speed". It stores a velocity value that will kick in the next time you touch the ground if it exceeds your actual velocity. "angle" is in degrees and represents Sonic's current rotation around the z axis. "x" and "y" are in pixels.
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
Paused wrote:
I am going to be a bastard and say, that unlike the previous Rush game I would love a 100% run more. Ignoring that, looking forward to seeing more of this game. It is one of my favorites.
I'd only back a 100% run just to see Deep Core TASed. Even so, to even to an any% run you would need to trade off fast times to get S ranks. The S ranks ensure 4 material items which are used to make the seacrafts. Some levels may have to be played again (possibly Plant Kingom) in order to make the Deep Tyhpoon submarine later on in the game. In fact, the first emerald race against Johnny you must play in order to get to Coral Cave (Zone 3).
Post subject: Re: Sonic Rush Adventure
arflech
He/Him
Joined: 5/3/2008
Posts: 1120
Sonikkustar wrote:
(Yes I know that its Megaupload. I dont know of any other sites that let you host files for free.)
I'm surprised that DeHackEd hasn't changed his script to allow uploading DSM files and the other recent movie files.
i imgur com/QiCaaH8 png
Skilled player (1308)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Thanks for that lua script nitsuja. I improved the Training Stage by a lot: http://www.megaupload.com/?d=F0WWP520 Its still slower than rogueyoshi's WIP by 1 frame. EDIT: I finished in 475 frames. So now I'm ahead of rogueyoshi by 3 frames. EDIT: 474. This is as best as I can do.
Skilled player (1308)
Joined: 9/7/2007
Posts: 1354
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http://www.megaupload.com/?d=J30HAGL0 This goes uo to the Wave Cyclone.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
I'm not sure if this is the best way to do it either, but here's how to get past the training level a bit faster (timer at 463, or 50 real frames faster due to the ending). Also, keep in mind that the touch screen might be the fastest way to move Sonic around on the island. I think it's the same speed as holding B (if it's not too close to the center) but with better precision.
Skilled player (1308)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Thats what you mean by Dashing for 2 frames? Wow. I also see the correct tactic for loops. Thats what I had some trouble on also. I'll try to improve this now. I dont know how to repay you nitsuja! :D Using the stylus on the island bits gives better precision, yes. But the time it takes to accelerate seems longer Also when Sonic is near the stylus point, he starts to slow down. This is a major problem and I'll try to fix this. EDIT: I completed the Training Stage in 462 frames, which is I think 7.7 seconds. I might still be able to improve it by another frame. I'm not sure though. Heres the movie btw: http://www.megaupload.com/?d=T3BZIJDV
Skilled player (1308)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
New WIP: http://www.megaupload.com/?d=JJJ2V266 http://www.speedyshare.com/files/20075682/Sonic_Rush_Adventure_TAS I cant improve it any more. I guess I'll move on. This goes to the Wave Cyclone again. I make use of the stylus now.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
I know this is a really minor thing, but on the way to the Wave Cyclone you slide against an edge, which is slower than aiming directly at the corner you're sliding toward. You can get there 1 frame faster by avoiding that.
Skilled player (1308)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
http://www.speedyshare.com/files/20080853/Sonic_Rush_Adventure_TAS I'm past the training and now it on to the Wave Cyclone!
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
Now i have to say the training island totally blew my mind away. Can't wait to see how you tackle the Wave Cyclone X)
Skilled player (1308)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
I posted my latest WIP onto Youtube: http://www.youtube.com/watch?v=SZzBe8mclWA
Joined: 7/2/2007
Posts: 3960
Man, that bonus stage was dull. The normal gameplay looked good, though!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Former player
Joined: 9/1/2005
Posts: 803
I would agree that it was dull, however, I would also comment that it looks too "rigid" in terms of the movement. Question: does filling the guage with rings/jumps get you a longer overall boost than using it partially when you did?
Skilled player (1308)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
I WILL do this over again. I believe the time could be faster & I could make it more entertaining. Atma, Yes filling up the gauge is the fastest way I believe. Although I dont know of any ways to make it more entertaining :/. I'll try though.
Joined: 5/9/2005
Posts: 748
Are the Wave Cyclone sections usually that slow? Orwas it due to it being a tutorial? If it was due to being a tutorial, is there anyway to skip it? Or at least make it shorter? Is it possible instead of tracing your route all the way to the next island, make the route as short as possible, get the tutorial over with, and then do a full speed route to the island? Loved Whale point.
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Paused wrote:
Are the Wave Cyclone sections usually that slow? Or was it due to it being a tutorial? If it was due to being a tutorial, is there anyway to skip it? Or at least make it shorter? Is it possible instead of tracing your route all the way to the next island, make the route as short as possible, get the tutorial over with, and then do a full speed route to the island? Loved Whale point.
Yes, its because of the Tutorial. And No, you cant skip it sadly. The length is fixed. So it wouldnt make a difference. I have to draw the route to the island, otherwise it wont let me continue.
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
that dashing technique made me come in my pants multiple times O_o btw, about Wave Cyclone, have you noticed that moving around slows you down? but I guess you make up for the time loss with enterteinement one thing you should probably be doing though, let the boost gauge fill, that'll give you unlimited boost for a while, which is certainily faster than randomly wasting it
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Posts: 1354
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Hellllllllllllllllllllllo fellow members!that sounded incredibly wrong. I have decided to give another shot at Sonic Rush with my new experience. Expect something soon.
Skilled player (1308)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Here is something. Something Feel free to comment.
ALAKTORN
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Posts: 2527
Location: Italy
can someone put the video on YT or similar?
Skilled player (1308)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
ALAKTORN
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Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
I thought of TASing this game's Bosses, does anyone have useful addresses? (speed above anything) edit: can I also get a save…? mine tells me "Unable to save game data. Turn off etc" also that WIP doesn't sync for me Sonikkustar, I'm using E ROM, is that why?