Post subject: Sonic Jam 6 (Bootleg)
Experienced player (691)
Joined: 11/23/2013
Posts: 2239
Location: Guatemala
http://tasvideos.org/userfiles/info/17054804855406011 I made a WIP of this REALLY crappy bootleg game of SMB with Sonic. Please tell me what you think.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Experienced player (691)
Joined: 11/23/2013
Posts: 2239
Location: Guatemala
Link to video WIP 2: http://tasvideos.org/userfiles/info/17075644032177334 Unfortunately, theres NO vines in this game. Yeah the game is broken as hell. This game has a lot of lag when theres too many things on screen, but I don't really know how to avoid it.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
ars4326
He/Him
Experienced player (778)
Joined: 12/8/2012
Posts: 706
Location: Missouri, USA
How's it going, Kurabupengin? When you go down the first pipe in 1-1, have you checked to see whether it's faster to just run off the ledge into the pipe below, instead of jumping? Also, I noticed you double-jumped a few times in 4-1. Is there a useful pattern to this? For example, is there a way to double-jump somewhere in 4-2 so that you could make it to the ceiling and save time? The run looks to be shaping up well, although I'm sure there's still some technical details to iron out. Are you working toward submitting this in the future?
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
Experienced player (691)
Joined: 11/23/2013
Posts: 2239
Location: Guatemala
ars4326 wrote:
How's it going, Kurabupengin? When you go down the first pipe in 1-1, have you checked to see whether it's faster to just run off the ledge into the pipe below, instead of jumping? Also, I noticed you double-jumped a few times in 4-1. Is there a useful pattern to this? For example, is there a way to double-jump somewhere in 4-2 so that you could make it to the ceiling and save time? The run looks to be shaping up well, although I'm sure there's still some technical details to iron out. Are you working toward submitting this in the future?
Thanks, I'm doing fine I guess... I was planning to submit it when finished. About the improvements... As I said, the game is really really broken. When you stop running, you slide like it was ice or something and you can't go down the pipes when that slippery thing stops. Double-jumping is no use on open stages, it just delays like 1 frame on the jump/fall animation and you can perform a jump. I haven't checked 4-2 on double-jumping, but I'll try that soon.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Experienced player (691)
Joined: 11/23/2013
Posts: 2239
Location: Guatemala
http://tasvideos.org/userfiles/info/17097454642419348 This is a watch file for 2 RAM adresses for the game. The first one (00E4) is for Sonic's X Speed in movement. The highest value I could get is 768. The second one (00E6) is when you hold the C button while jumping. The highest value in height is 6400, the value is set down to 0 when you stop holding the button.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Experienced player (691)
Joined: 11/23/2013
Posts: 2239
Location: Guatemala
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Active player (274)
Joined: 2/1/2014
Posts: 928
Kurabupengin wrote:
http://tasvideos.org/userfiles/info/17098866972630551 I beated W5-3. Up to the castle.
Link to video
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
I've been waiting for the VDP glitch to be fixed to run this - otherwise the Lakitu spawns infinite spinys causing a lockup. Why do you keep posting this? This run is very suboptimal. You are some seconds behind after just the first stage, and the second stage can also be done faster. I have work to do tomorrow it looks like...
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Experienced player (589)
Joined: 2/5/2011
Posts: 1417
Location: France
Also levels are same as classic Mario.
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Spikestuff
They/Them
Editor, Publisher, Expert player (2656)
Joined: 10/12/2011
Posts: 6449
Location: The land down under.
got4n wrote:
Also levels are same as classic Mario.
Thank You Sherlock. Also agreeing looks like it could be improved.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
World 1-1: Saved at least 4 frames in the level itself, possibly more except for the skip execution. So I am currently 909 frames ahead of Kurabupengin after just one level. Should I continue? Edit: World 1-2 is 28 frames faster; total difference is now 937 frames. Not even trying... Also, I believe most of the lag in this game is simply input lag and the game renders every frame. Unless there is something with this emulator I don't know about... The biggest contributor to this lag is coins, and only when there are large numbers will it actually slow the game down IIRC - I could be wrong. A far bigger problem are the transition points, probably every 256 pixels or so but I will need to check again, where if you are in the air going through them you will slow down to speed 1 for a frame. Need to figure this out and put this in my display script. Edit 2: Another source of the lag is the bass notes in the music. But again it seems to just be input lag, the game continues to render without any lagged render frames.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Experienced player (691)
Joined: 11/23/2013
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Location: Guatemala
Please finish this... "It seems" that you are doing a much better job than me, so I would really want to see a finished movie. I'm just doing movies just for fun, but please explain me a little bit more the improvements that you made, it would help me a lot to get better at TASing stuff that way. )
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
1) When you find something weird, try everything you can with it. Everything. You might be surprised. 2) Re-check everything. 3) Find out why everything happens. The glitch I use to save ~900 frames is very obvious and refers to #1. You already know what I am talking about, now think of where you can apply that to save some time. The savings in frames in my run refer to #2. I'm not optimized yet because I myself haven't applied #3 to my TAS. Before getting too far I will do this. Here's a script to show you some important data. I need to add more. This game is simple enough that it doesn't need anything more fancy than this, but there is some important data (at minimum Y boundary areas) that should be displayed.
char_x = 0

while true do
	lev_x = memory.read_u16_le(0xFFB6) 		-- not correct

	screen_x = memory.read_u16_le(0xF006) - 0x80 	-- this is first actor, not sanik
	screen_y = memory.read_u16_le(0xF000) - 0x80 	-- this is first actor, not sonique

	jumptimer = memory.readbyte(0x7150)

	-- if memory.readbyte(0x6D95) == 255 and memory.readbyte(0x7151) == 255 then
	if jumptimer == 255 then
		djump_ok = 'Y'
		gui.drawBox(screen_x, screen_y + 31, screen_x + 20, screen_y + 32, white, white)
	else
		djump_ok = 'N'
	end

	gui.text(120,  0, "DJumpOK? " .. djump_ok)    -- NOTE: not always reliable, especially near the floor
	gui.text(120, 12, "Screen-X " .. screen_x)

	gui.text(256,  0, "JmpTimer " .. jumptimer)
	gui.text(256, 12, "Screen-Y " .. screen_y)

	gui.text(392,  0, "Lev-X  " .. lev_x)
	gui.text(392, 12, "Spd/px " .. memory.readbyte(0x00E4))

	gui.text(424, 40, (memory.readbyte(0x97) * 256) + memory.readbyte(0x96))

	if (lev_x ~= 0xffff) and (lev_x - char_x) <= 3 then
		real_speed = lev_x - char_x
		char_x = lev_x
	elseif screen_x - char_x <= 3 then
		real_speed = screen_x - char_x
		char_x = screen_x
	else
		real_speed = 0
		char_x = lev_x
	end

	-- show actual speed
   gui.drawText(screen_x + 7, screen_y - 15, real_speed, 0xB0000000)
	gui.drawText(screen_x + 6, screen_y - 16, real_speed)

	emu.frameadvance()
end
Edit: 4-1 is 873 frames faster. Not including the skip it is 7 frames faster. Approaching 2K frames saved out of about 3.6K frames. Can maybe be improved, but I don't think I have any hitch points in the recording, will have to check carefully. Is anyone else other than Kurabupengin interested in a WIP of this shitty game?
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Experienced player (589)
Joined: 2/5/2011
Posts: 1417
Location: France
Spikestuff wrote:
got4n wrote:
Also levels are same as classic Mario.
Thank You Sherlock. Also agreeing looks like it could be improved.
WHAT ELSE WATSON
Current: Rayman 3 maybe? idk xD Paused: N64 Rayman 2 (with Funnyhair) GBA SMA 4 : E Reader (With TehSeven) TASVideos is like a quicksand, you get in, but you cannot quit the sand
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
5-4 requires a mushroom to complete. There is no way to avoid the flames. There are no mushrooms in 5-4 and 5-3 as there are on the NES port. Need to keep working my way back, or writing a script to show what will come out or dumping the maps just in case there is a hidden mushroom somewhere (unlikely). edit: run is done, would like for someone experienced to look at it.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Darkman425
He/They
Editor, Judge, Skilled player (1293)
Joined: 9/19/2021
Posts: 263
Location: Texas
So I was reminded of this game due to Discord. I just remembered that I saw a weird early exit glitch in an old race video from 2018. It could skip ahead a few levels. This plays the Super 2 Mario Bros. version of this bootleg, though they're the same game pretty much aside from some text and the main character sprites. Pay attention to the top left screen for the glitch in question: https://youtu.be/YG2ajOVoyeU?t=1525 Not sure if it would help a warps run but it's potentially worth looking into for anyone somehow interested in this.
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