marzojr
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Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
Some happened in the underwater palette ($FFF080-$FFF0FF); some in the plane data buffer ($FFF100-$FFF57F); others in the VRAM buffer ($FFF580-$FFF5FF). I got errors at various addresses in these ranges depending on how I moved and where I turned off debug mode; I don't know if all addresses on these ranges are equally affected, and I can't claim that the address errors are restricted to these regions of RAM. But in any event, your description makes it clear that it is unique to debug mode; hence, I don't expect it to appear on many TASes or speedruns. Unless another way of filling up the object tables like that, which I doubt.
Marzo Junior
Joined: 4/25/2004
Posts: 498
Ah yes, the famous debug-mode-moving-around-after-death glitches. There's actually a whole crapload of these glitches on YouTube. These three guys in particular have found quite a few: http://www.youtube.com/user/Sonic8000#p/c/D37F02BFE839C4DB http://www.youtube.com/user/attltb http://www.youtube.com/user/WetSeahorse As their videos show, it's not just limited to spawning bosses in the wrong levels. Some of the crashes that can be produced through these glitches are spectacular indeed, in some cases even trashing graphics across the entire game.
Post subject: New Route!
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
Succeed to get Sonic into Knuckles route! =D Here is a link to the new route below: http://www.mediafire.com/?7jwsddl3am9mj9d Knux route: http://www.youtube.com/watch?v=0L0KQKtxk6c&feature=channel_video_title
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
Post subject: Ice Cap Zone & Carnival Night Zone Act 1
Joined: 10/11/2006
Posts: 76
Location: Göteborg/Sweden
This is just a demo and a useful one! =D By the lift up from the flagpole in the beginning of the stage. Lose the snowboard on the lift way up! Emulator Used: Gens_11b-s3k Movie link: http://www.mediafire.com/?eu2oqog73b0pfpq No more smashing in the wall no more! MarzoJR did discover this. After that i have seen i started to try different strats and found it could be done quicker the zip and the 2 frames waiting for the spikes can be removed. Carnival Night Zone Act 1: http://www.mediafire.com/?evb3bzw6re4gie8 //Regards DMTM aka Mr_Sweed
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
Joined: 6/7/2008
Posts: 123
Location: Portugal
Allow me to explain. Basically, in a 100% run, one can collect enough rings on the slide in Icecap to become Super Sonic and not lose the snowboard. At least that's what I saw in the movie. I didn't see the CNZ one though.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
marzojr
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Regarding the CNZ video: (1) In my video, there weren't 2 frames waiting for the spike to go down, and I told you so. I charge a full spindash and release it as soon as it is done charging. Releasing it sooner (or charging it closer to the spikes) results in Sonic bumping against the spikes. You can watch it in frame advance. (2) The bottom route is faster, yes -- I had already tried it, and managed to knock off 40 frames faster than my previous video. I still didn't need to go all the way down, as I managed to get the spikes to get out of the way. (3) Neither of the videos have been released yet, and I will wait until I have finished the run up until at least CNZ before posting a WIP.
Marzo Junior
marzojr
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What is this, I don't even Requires one of the following savestates: Savestate for Gens 11a Savestate for Gens 11b This shows many things in the previous WIPs, but it has been so long that I am going to talk about them anyway. Angel Island 1 benefits from forced early Tails spawn, the fact that that you can jump if Tails is carrying you (even if you shouldn't, as shown), and the fact that you can jump from Tails' grip in any direction you want. This moves an annoying swinging handle out of the way further on. The end-of-act miniboss fight was done by Sonikkustar. Result: 0:34::58, an improvement of 35 frames over the published run. The trick with Tails at the start can be done in the any% run too, as I have shown in another post. Angel Island 2 uses a new zip which DMTMMMarks found; I improved it after by bouncing off of the bubble shield to lose less speed. I tried to chain it to the next zip, but it doesn't seem possible... A bit of improved precision helps up to the flying bomber ship, while I setup the cutscene skip with Tails offscreen. Sonikkustar did the bomber cutscene and the boss fight. The cutscene skip has a slightly slower start due to bubble shield instead of fire shield, but it is much faster overall than in the any% run. Result: 1:04::37, an improvement of 92 frames over the published run. Hydrocity 1 is improved by managing Tails' grab timer and by using a variant of DMTM's Super Fly Tails trick (saves 3 frames in this case). Result: 0:29::31, an improvement of 175 frames over the published run, and of 55 frames over the any% run. Also, sub-30 for the win! Hydrocity 2 uses an improved entrance from mike89's 2p coop run at SDA. The different subpixels led Tails to be 3 pixels higher at the start of the boss, which also improved the fight a bit. I also optimized the capsule hit -- it was 20 frames slower than it should. Result: 0:23::33, or 111 frames of improvement over the published run (and 4 frames over the any% run). Marble Garden 1: Tracking Tail's grab timer gives a good bit of the improvement. Better precision, including faster Hyper, account for the rest. Result: 0:25::17, or 36 frames of improvement over the published run. Marble Garden 2: The new Tails trick is courtesy of mike89 in his SDA 2p coop run; initially, I did not think it would save time, but decided to try it anyway. It saved quite some time. I also managed to improve the zip by landing one floor above (128 pixels), in a single pixel. Result: 0:33::58, an improvement of 98 frames over the published run. Carnival Night 1: Brand new route featuring Hyper and new zip. At the end, I setup an improvement for the next act -- DMTM found it, but his method of entry used the bubble shield, which I didn't have; so Tails came for the rescue. Result: 0:32::02, or 168 frames of improvement over the published run. Edit: fixed attribution error.
Marzo Junior
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Wow! Those are great improvements man! So any good TASes being done at the moment here =D Can someone encode this WIP please?
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Joined: 9/7/2007
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Nice work marzojr! I guess its time I spit something out of my own. I dont really know what to say about it. Movie
Post subject: sonic 3+k 100% wip1: youtube
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Link to video
Sonikkustar wrote:
Nice work marzojr! I guess its time I spit something out of my own. I dont really know what to say about it. Movie
Post subject: sonic 3+k hyper sonic wip1: youtube
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Location: Great Britain
WST
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Sonikkustar wrote:
A TAS by Sonikkustar only? Damnit!
lol go on bro
marzojr wrote:
using a variant of DMTM's Super Fly Tails trick (saves 3 frames in this case)
Sorry for being annoying, but why was mr. mmarks banned here? Just wondering.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
marzojr
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marzojr wrote:
using a variant of DMTM's Super Fly Tails trick (saves 3 frames in this case)
Sorry for being annoying, but why was mr. mmarks banned here? Just wondering.[/quote] FYI, DMTM != MMarks; DMTM is the IRC alias of Mr Sweed. As for MMarks: read this.
Marzo Junior
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marzojr wrote:
FYI, DMTM != MMarks; DMTM is the IRC alias of Mr Sweed. As for MMarks: read this.
Oh, sorry, just tried to guess who is who on youtube and here.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
marzojr
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New WIP, up to the end of Launch Base 2. See savestate links in the other post. Carnival Night 2 got a new zip at the start (but you all saw that coming from the other WIP) and improved precision further on. The result: 0:38::37, or 107 frames faster than the published run. I recommend watching the start in frame advance, especially the part where Hyper Sonic grabs the 3 monitors. The starting zip can also be used in the any% run, depositing Sonic in the upper path, where he can grab the bubble shield; using a similar trick with Tails cuts speed loss up to the balloon. IceCap 1 gains an improvement in precision; also, it also uses a new method to trigger the anti-gravity glitch that DMTM discovered with Knuckles (but which Hyper Sonic can also use). I also make the transition to LBZ1 1 frame faster with better positioning at the capsule. The result: 0:58::05, an improvement of 112 frames over the published run (plus an improvement of 1 frame in "IceCap 2"). Launch Base 1 gets a better start (20 frames faster to the big ring), an optimized zip, better positioning resulting from the zip allows me to enter the boss arena faster, a much faster boss fight and a faster death after that. There is another zip by DMTM using the crusher, but as it turns out, the boss spawns slightly later than my new zip trick. The result: 0:30::39, or 99 frames faster than the published run. Launch Base 2 uses the any% route. This means a nominal time of 0:26::26, or 32 frames faster than the published run; it also means a longer cutscene at the end (wasting 0:11::29 -- 689 frames -- in in-game time), but no Knuckles cutscene. The resulting real-time improvements on this level amount to 0:38::17, or 2297 frames. At the very beginning of Mushroom Hill, total in-game improvements are 377 frames (0:06::17), including the longer Death Egg cutscene. Total real-time improvements so far are 3813 frames (1:03::33), of which more than half are due to the Launch Base 2 cutscene skip.
Marzo Junior
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Wow, just wow!
Post subject: sonic 3+k hyper sonic wip2: youtube + video file
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Link to video video file (60 fps lossless) http://www.multiupload.com/6NDY2PPIDM
marzojr wrote:
New WIP, up to the end of Launch Base 2. See savestate links in the other post.
Joined: 6/4/2009
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Location: 33°07'41"S, 160°42'04"W
... the only thing I can say about this is "OMFG".
Editor
Joined: 3/31/2010
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I saw the ending to Angel Island 2. Sonic says, "Been there. Done that. Bye!" If this gets submitted. I suggest the broken bridge as a screenshot.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 1/14/2012
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... the only thing I can say about this is "OMFG". [2]
Sorry me for my bad English.
marzojr
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New WIP, up to Flying Battery 2. Mushroom Hill Zone 1 has Hyper Sonic being pissed that normal Sonic had beaten him, then showing who is boss. I "waste" 11 frames before the boss to set up the loops for the next act; this saves 24 frames in act 2 and 139 frames in real time in the transition to the next level. The result: 0:32::30, an improvement of 225 frames over the published run, and of 20 frames over the any% run. Trivia: I have tried this "new" zip point before the one used in the published run, but I never could get it to work despite dozens of tries because of the curve the terrain does. When I was trying out to see if turning hyper was faster (even at the same zip point), I used a downwards hyper launch to spindash after, and ended up entering the wall in the right way. On the first try. And now I can't not enter the wall after a few tries. Go figure... Mushroom Hill Zone 2 starts faster because of the loops are broken the "right" way; I can thus start inside the ring room (if I didn't setup the loops right, I would have to start from the left of the ring room, or I could not exit to the right), while jumping makes the screen scroll up faster: I turn hyper 24 frames faster. From there, better positioning gives a much higher speed, and some optimizations on the route save the rest. The result: 0:30::18, a 32-frame improvement over the published run. Flying Battery 1 sees improved precision; and I can't believe how sloppy I was before! I also did a brand new boss fight, which I guess people will like (and yes, I did not waste a single frame on it). The result: 0:54::43, a whooping 93 frames of improvement over the published run! Flying Battery 2 also sees improved precision; both characters can reach the handle faster than in the published run, and I manipulated Tails' grab timer to be zero at the start of the level. I also managed to be faster after the handle and right up to the zip. A tidbit of information: not even Hyper Sonic can kill the boss faster -- only Super Tails can (because of the flickies). The result: 1:10::30, an improvement of 51 frames over the published run.
Marzo Junior
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Oh damn! MHZ2 is so fast! Btw, defeating bosses with both Sonic and Tails looks much more impressive than using Sonic alone, even if it takes the same time. And very nice gameplay at FBZ1 miniboss, I liked when you’ve caused the gravity glitch and declined it. But I did not like how you killed Tails in FBZ2 (was there a reason to do that?) :)
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
marzojr
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WST wrote:
Btw, defeating bosses with both Sonic and Tails looks much more impressive than using Sonic alone, even if it takes the same time.
I have been trying to do that whenever it doesn't lose time; but sometimes (as in IceCap), it takes too long for Tails to spawn (even with forced spawn) and I have to do it as Sonic alone.
WST wrote:
But I did not like how you killed Tails in FBZ2 (was there a reason to do that?) :)
That was a weird emulator glitch -- there was whole set of stuff that Tails was supposed to be doing in that area other than stand idly and then spastically jump when the CPU took over. I was recording Sonic first, then Tails, using multi-track recording, each a few seconds at a time. I did the whole scene, as well as the boss fight. Then, when I went to play, nothing I had recorded for Tails between 0:28 and 0:51 was saved. Due to sheer luck, he ended up synching afterwards until the end of the boss. Since Tails was scheduled to die anyway (by jumping at the spikes when they were offscreen, so he got pushed into the wall and got killed), I decided to leave it as it is -- especially since it helped illustrate how close to being crushed Sonic actually was.
Marzo Junior
Post subject: sonic 3+k hyper sonic wip3: youtube
Joined: 3/18/2006
Posts: 971
Location: Great Britain
Link to video
marzojr wrote:
New WIP, up to Flying Battery 2.
Post subject: Re: sonic 3+k hyper sonic wip3: youtube
marzojr
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antd wrote:
[on YouTube description]boss input by Sonikkustar
FYI, Sonikkustar only did the Angel Island bosses.
Marzo Junior