WST
She/Her
Active player (489)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
marzojr wrote:
For what is worth, it was only me that asked that WST keep it under wraps — but Aglar has talked to me and we will be releasing AIZ1 with the trick so WST is free to show his work.
Okay, but I’d like to solve AIZ2 issues first. I already sent a message to Qwerty so he tries his hand too… (upd) marzojr suggested a potential improvement for Angel Island 1, which I overlooked. I’ve just tried it and it works, but I am not sure if it will save time — need to do an optimized attempt to see. So the release of Angel Island run is postponed again. Sorry guys, but… You know, all these efforts are to make this level even faster :) (upd2) the trick saved only 12 frames, but it’s still an improvement. Also it looks very impressive, the level is now completely broken, I am happy. The final rerecord count for AIZ1 will exceed 9000, and it’s the second time in my life when I consume over 9000 rerecords for just one single act. The previous time was this. Sadly, I already proved that attempt beatable, btw. (upd3) I’ve deleted the outgoing PM for Qwerty
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 :)
morningpee
They/Them
Player (55)
Joined: 11/28/2013
Posts: 119
Wow, AIZ1 sounds really optimized now. I can't wait to see the finished product!
WST wrote:
The final rerecord count for AIZ1 will exceed 9000, and it’s the second time in my life when I consume over 9000 rerecords for just one single act. The previous time was this. Sadly, I already proved that attempt beatable, btw.
All for the greater good.
Projects: Tetris DS Genesis Toys: Let the Toy Wars Begin
marzojr
He/Him
Experienced player (760)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
For what is worth, this particular improvement I suggested is the same one that is used in the new Hyper Sonic run (it has been there for quite some time); you will be seeing it tomorrow, when I am back home. Normal Sonic can use this particular trick only with a lightning shield, so don't be surprised when Aglar posts the AIZ1 video and it isn't there.
Marzo Junior
Expert player (3640)
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
feos wrote:
Only Aglar can improve this now.
Active player (360)
Joined: 12/17/2013
Posts: 74
Location: Argentina
Thanks to this, helped me in my run Sonic 100% And even this run is in progress but I'm very slow and of to bit Also, I have a problems with Hydrocity 1 and 2, I have that generate the "glitch death" in the end of HZ1 EDIT: Link to video
Current Projects: - GBA: Advance Wars 2: Black Hole Rising Future Proyects: - Genesis games - GBA games
WST
She/Her
Active player (489)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
Meanwhile, Qwerty improves his MGZ time Link to video
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 :)
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Damn that AIZ1 was just amazing! The new trick has something to do with the great speed that Sonic gets after that first loop?
WST
She/Her
Active player (489)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
Brian_pso wrote:
Damn that AIZ1 was just amazing! The new trick has something to do with the great speed that Sonic gets after that first loop?
No, it’s in another place, but… Anyway, let me finish the run (I hope I’ll do it tonight), and I will show :)
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 :)
WST
She/Her
Active player (489)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
Damn. I give up. This still could be 2-3 frames faster, but I am so bored from TASing this level that I just cannot do the last out-loop jump. I already succeeded to make it twice, but every time I had to go back and redo some things. So I’m leaving it as is; the result is 0:40.42. Enjoy, friends :) Link to video This run is labeled as «TAS by WST», since all of the input is mine, but it’s meant to be part of mine and Qwerty’s cooperative project, and I also want to thank marzojr and Aglar for their help. I’ll finish this run and proceed to AIZ2 as soon as I have mood again. Important notes 1. In the video above, I loose 1 frame on the boss fight, which is visible because the frame rate is 30 FPS. It’s because I was extremely tired. 2. Just after the first “ultra” jump, before landing onto the red spring, it is possible to spindash through the rock for extra entertainment, but it’s 3–4 frames slower than what I did. 3. It is possible to perform the “ultra” jump in the very last loop, but it’s useless there.
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 :)
Patashu
He/Him
Joined: 10/2/2005
Posts: 4042
I am loving the new AIZ1 and MGZ1 :)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Just saw it *.*
marzojr
He/Him
Experienced player (760)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
Ah, so qwerty has finally figured out you can drop down levels in MGZ1 for the level wrap. Anyway, due to the airline cancelling my flight, I could not return home until now. You will be seeing the WIP of the newgame+ run tomorrow.
Marzo Junior
WST
She/Her
Active player (489)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
marzojr wrote:
Ah, so qwerty has finally figured out you can drop down levels in MGZ1 for the level wrap
He also suggested me his help with Angel Island 2. So I’ll try to finally do the missed out-loop jump in Angel Island 1 and send him my gmv. Welcome back, btw :) (upd) okay I sent my WIP to Qwerty, hopefully he can help me with Angel Island 2
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
He/Him
Experienced player (760)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
Now that I finally had time to encode and upload it, here it is: Link to video Edit: uploaded a higher quality version.
Marzo Junior
THC98
He/Him
Experienced player (920)
Joined: 8/7/2012
Posts: 279
Location: Brazil
Amazing work, wow!
Youtube Channel | Twitch Channel • Finished projects: GC Sonic Adventure DX - Sonic | GC Sonic Adventure DX - Tails | GC Sonic Adventure 2: Battle - Hero Story | GC Sonic Heroes - Team Sonic • Current projects: GC Sonic Adventure 2: Battle - Dark Story - 1st WIP • Paused projects: GC Sonic Adventure DX - Knuckles - 1st WIP • Individual levels records: Sonic Adventure DX | Sonic Adventure 2: Battle • My Discord: Tales98#0408
Patashu
He/Him
Joined: 10/2/2005
Posts: 4042
Beautiful~
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Player (37)
Joined: 9/9/2006
Posts: 388
That is gonna be FANTASTIC to watch.
A whisper in the wind~~
Joined: 8/20/2012
Posts: 37
Location: Russia, Moscow
Sorry for stepping in with this, but just wanted to share this little piece I came up with. Goal is to make all GOAL signs appear in the S3&K bonus area. Not a speedrun, but still an (I hope) enjoyable superplay. Link to video
marzojr
He/Him
Experienced player (760)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
Hehe, it is entertaining. Now, some bad(?) news: I just realized that there is a 11-frame improvement to HS+T AIZ1. This means redoing the level, redoing AIZ2 and then resynching the run up to SOZ again...
Marzo Junior
Editor, Active player (380)
Joined: 7/13/2013
Posts: 138
marzojr wrote:
Hehe, it is entertaining. Now, some bad(?) news: I just realized that there is a 11-frame improvement to HS+T AIZ1. This means redoing the level, redoing AIZ2 and then resynching the run up to SOZ again...
How come you only have to redo AIZ and not the rest of the levels? Is it easy to resynch them after that point, and is it likely they will stay in synch up to SOZ after that? Basically, how does resynching work?
Knuckles does, what Sonican't.
marzojr
He/Him
Experienced player (760)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
TheYogWog wrote:
How come you only have to redo AIZ and not the rest of the levels? Is it easy to resynch them after that point, and is it likely they will stay in synch up to SOZ after that? Basically, how does resynching work?
Resynching the other levels is easy once you know what to do; I suffered a lot more to resynch levels in the past because I did not understand all factors involved. There are two basic sources of desynch in this game (or most games, to be honest): lag and luck. Sometimes, lag can push around the input at the start of the level; this is easy to resynch using TASEditor. Sometimes, there is more (or less) lag inside a level; this is a lot more annoying to resynch, but can also be done with TASEditor -- you compare both runs near the point where desynch happens and add add or subtract frames to compensate for lag difference. Changes in lag between levels is very rare (it is much more common in S1, a lot less common in S2 and S3&K). Luck differences are due to differences in the V-Int run count (i.e., number of frames since power on modulo 2^32) having different values in "important" points -- say, when it is used to determine whether or not to use the RNG. This is more annoying to manage, but in many cases, it can be managed by manipulating luck -- adding pauses in strategic points can cause some objects that would sample the RNG to either never be created (keeping the RNG seed intact for some more time) or to be created faster than they otherwise would (rapid-fire changing the RNG seed) so the RNG seed can have a value you want at a frame when it is important. In other cases, you just have to add enough pauses (or remove them if they were there already) because an object uses the V-Int run count to determine when to toggle its collision (say, the thrusters of the MHZ1 mini-boss) instead of sampling the RNG. The most important thing that level wraps and zips do is remove randomness, so luck becomes less of a factor. I anticipate needing to resynch MGZ due to lag, CNZ2 due to luck -- those damned balloons always get in the way (done by deleting sparkles from the act 1 signpost), MHZ1 boss due to luck (by adding or removing pauses at the start of the act to have his exhaust flames hit Tails when I need them to) and MHZ2 due to lag.
Marzo Junior
Active player (360)
Joined: 12/17/2013
Posts: 74
Location: Argentina
Qwerty: I'm taking a bit time in "AIZ2" work because it makes me even harder, but I'm working as I can ... I try to follow the project at the same time with WST
Current Projects: - GBA: Advance Wars 2: Black Hole Rising Future Proyects: - Genesis games - GBA games
Editor, Active player (380)
Joined: 7/13/2013
Posts: 138
Well I'm pleased to say I finally found a way to get the rings inside the capsules in FBZ1. I discovered it pretty much at the last minute, after hours of experimenting one last time before continuing with my WIP, right when I was about ready to give up thinking it was impossible. I haven't tried it on the 3rd capsule yet, but I expect to be able to get 6/6 rings there as well. All of the rest of the levels I've completed up to this point can be seen on my YT channel. Link to video Also, here's some code for automating spindashing and climbing. Until now I've been doing everything manually but that's starting to get pretty old for me. I haven't seen this posted elsewhere so I thought I'd share mine in case someone else wants to use it. I don't know much about LUA though so please feel free to recommend improvements, etc.
-- Macros for spindashing and climbing walls on the right
local hotkey_number1 = 1;
local hotkey_number2 = 2;

input.registerhotkey(hotkey_number1, function()
	joypad.set(1, {down=1, A=1})
	emu.frameadvance ()
	joypad.set(1, {down=1, B=1})
	emu.frameadvance ()
	joypad.set(1, {down=1, C=1})
	emu.frameadvance ()
	joypad.set(1, {down=1, A=1})
	emu.frameadvance ()
	joypad.set(1, {down=1, B=1})
	emu.frameadvance ()
	joypad.set(1, {down=1, C=1})
	emu.frameadvance ()
end);

input.registerhotkey(hotkey_number2, function()
	joypad.set(1, {up=1, right=1, A=1})
	emu.frameadvance ()
	joypad.set(1, {right=1, A=1})
	emu.frameadvance ()
	joypad.set(1, {right=1, A=1})
	emu.frameadvance ()
	joypad.set(1, {right=1, A=1})
	emu.frameadvance ()
	joypad.set(1, {A=1})
	emu.frameadvance ()
	joypad.set(1, {A=1})
	emu.frameadvance ()
	joypad.set(1, {A=1})
	emu.frameadvance ()
	joypad.set(1, {A=1})
	emu.frameadvance ()
	joypad.set(1, {B=1})
	emu.frameadvance ()
	joypad.set(1, {B=1})
	emu.frameadvance ()
	joypad.set(1, {B=1})
	emu.frameadvance ()
	joypad.set(1, {B=1})
	emu.frameadvance ()
	joypad.set(1, {B=1})
	emu.frameadvance ()
	joypad.set(1, {B=1})
	emu.frameadvance ()
end);
Knuckles does, what Sonican't.
Player (81)
Joined: 6/10/2013
Posts: 41
Location: The Netherland
Kiske wrote:
Qwerty: I'm taking a bit time in "AIZ2" work because it makes me even harder, but I'm working as I can ... I try to follow the project at the same time with WST
No problem =)
Active player (360)
Joined: 12/17/2013
Posts: 74
Location: Argentina
Qwerty6000 wrote:
Kiske wrote:
Qwerty: I'm taking a bit time in "AIZ2" work because it makes me even harder, but I'm working as I can ... I try to follow the project at the same time with WST
No problem =)
Okey :) I have a question... I'm trying the "Glitch dead" in Hydrocity 1, but I lost time at arrive to special stage, as 2 o 3 seconds from marzojr's run There is another way to do it?...
Current Projects: - GBA: Advance Wars 2: Black Hole Rising Future Proyects: - Genesis games - GBA games