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Dashjump
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Route 99 Act 1 Route 99 Act 2 Sunset Hill Act 2 I think you have to open them with a completed game file, because they don't start from snapshots. Update on 100% TAS: doing Cyber Track 3 now! Cyber Track boss completed, saved 1 frame from any% TAS (timing: 46.62)
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Awesome, cheers dude. And man, your rocket pace continues; I was just popping into the thread to see if you'd had any luck with Twinkle Snow! Best of luck with the Endgame!
Dashjump
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Link to video Bonus video of Chaos Angel 3 with the new strat using Tails + Amy. Timing: 28.80
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First up, Dashjump submitted the full 100% run if anyone checks just this thread and not the workbench. Dashjump, the reason I asked for clarification on your TS2 timing method is as I believe, going by your rules, Amy/Sonic Deathless is faster in Real Time collecting the chao than your Tails/Sonic with deaths. I had a IL run that I made a couple of years ago back in my office when my work day was similarly quiet (those were the days) that your submission reminded me about and wanted to check. It's here now; http://dehacked.2y.net/microstorage.php/info/1634007790/Sonic%20Advance%203%20TSact2%20chao.vbm It is very basic, (including leaving in Amys Air A action in there at the start, as I'd never seen it before as I messed around) but if I'm understanding your timing method, I think it may be 5+ seconds faster in real time, before your optimisations.
Dashjump wrote:
Bonus video of Chaos Angel 3 with the new strat using Tails + Amy. Timing: 28.80
Neat. Mind posting the .vbm again when you have the time? And best of luck on your medical leave man.
Dashjump
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Wow, that's really interesting. I never thought of chaining boost jumps in the water like that. Thanks for sharing. Hmm, this is a really difficult gray area for me. Going by my intuition alone, I feel that switching to Amy+Sonic for this wouldn't be worth the entertainment and the extra time added on to the run. Of course, I could just be blinded by the fact that I've already finished my TAS and have no intention to redo it, but oh well... http://dehacked.2y.net/microstorage.php/info/377177739/CA3%20TA.vbm Here's the vbm. I improved it by a frame by changing up the strat a little. It's a real shame that all the spikes are inconveniently in the way every single damn time. Could've been something like 24 or 25 if they weren't.
marzojr
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Out of curiosity, is there a place where the mechanics of boost mode are described in detail? Specifically, how long it takes to reach it when running, how it is affected by rings, how much it changes top speed and jumping power (if at all)? The closest I got was a post by Nitsuja saying it increases top speed by 50%.
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Dashjump
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As far as I know, rings don't affect speed and jump in Sonic Advance 3. I've never seen a difference in the velocity values in the RAM addresses. From my experience with TASing this game, I would say that the only effect of getting boost mode is increasing your speed limit. But you would usually get boost mode from running off a booster or using Sonic's tag action, which means that, technically, boost mode increases your speed. This is a little hard for me to explain, so here are some x-velocity values for info: Immediate speed after 1-rev spindash = 1720 Immediate speed after 2-rev spindash = 2296 Maximum speed running (without boost mode) = 2432 Maximum speed jumping (without boost mode) = 2560 Maximum speed running (with boost mode) = 3072 Using Sonic's tag action while running = 2560 Using Sonic's tag action while rolling = 3064 Using Sonic's tag action while jumping (boost-jump) = 3072 Using Sonic's tag action while jumping off vertical surface = 4320 A red booster has two "blocks", touching both will give you 3072, touching only one gives 2432 (this assumes Sonic is in your team, and you are capable of getting boost mode). If your team can't get boost mode then you only get 2432 from running off a booster. There's a bug in this game where if you jump the moment you land, you retain your previous x-velocity. This is sort of the reason why it's not as important to keep boost mode in SA3 than it was in SA2, because technically you can boost-jump off a vertical surface with Tails, fly and land then just keep jumping upon touching the ground to maintain 4320 speed even without boost mode (which I do a lot in my 100% TAS) I hope this clears up some of your questions! Edit: Sorry, I missed out your question about time taken to reach boost mode. I never really tested this out but I can assume more rings affect the time taken to reach boost mode. But still, I rarely recall a situation where a level's optimal strat requires running to reach boost mode (most of the time I just use Sonic's tag action for instant boost)
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Dashjump wrote:
Wow, that's really interesting. I never thought of chaining boost jumps in the water like that. Thanks for sharing.
Yeah no worries. Found it completely by accident in frustration; I had thought there was a spring at the bottom misinterpreting the TSC maps for Amy to abuse. I had given up in frustration, and then just considered it the next day whilst doing something else completely unrelated irl. Had always just considered it salvaging a complete cock up, rather than anything useful. Haha, if any one optimises this, and it is faster in some capacity, even as just a Chao IL, it would put a grin on my face that my screw up led to even a minor find. Thanks again for posting another IL input file. Even if a few of the inputs make me wonder what the hell I was thinking back in the day.
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Dashjump wrote:
As far as I know, rings don't affect speed and jump in Sonic Advance 3. I've never seen a difference in the velocity values in the RAM addresses.
I asked about jump because speedrunners say you can jump further away; but I guess this ends up being because you have a higher speed limit then.
Dashjump wrote:
I hope this clears up some of your questions!
It does, yes; thanks.
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Dashjump
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Hello to the very few people who still bother to look through this thread :P I've been working on improving the current any% TAS lately. Man, improving nitsuja's well-optimised work is a huge challenge, and I certainly hope there will be a significant improvement ultimately that is worthy of publication. Don't have much to show for now, only Route 99 Act 1, which I've managed to save 15 frames from (timing: 28.72). I've also saved a few frames in the zone overworld, but those are trivial for now. Link to video
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Ha, well no matter what you're stuck with me checking the thread... regardless if you want me or not! Was waiting on you posting in here after all those YT ILs you posted... never expected it to be you announcing redoing the any% though! Nice start; best of luck with the rest of it! You planning on squeezing in that TK3 K+S strat? I'd assume not due to the Amy unlock thing, wouldn't know a CA3 strat without her, but I am curious. Can't recall if I mentioned it for your 100% or not, but there is that time stop glitch werster found in SH (1 iirc?) that you may choose to use for any%. Not sure if I'm a fan of it or not, but thought worth mentioning regardless. Lastly, mind me making the usual request of you posting those .vbms of those ILs you posted yesterday that wont be making it into the any%? The CA with A+S especially was interesting despite Cream being ultimately faster; shocked how much use you got out of Amys air dash that I thought would be useless. Really enjoyed that TK3 K+S run too; did wonder after seeing the real time ILs myself if that would work out faster. Course after you break through the wall you change the route too, so glad you got to it before I did. S+A R99 is always cool too, as it seems to be the one course that comes to mind its unique grind animation gets to shine. There any practical use to that grind anyway?
Dashjump
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No, I don't want you checking the thread!! jk I don't think I'll be using K/S for TK3, for the reason you mentioned: Amy is needed for CA3 and the CT boss. S/T is only slower than K/S in TK3 by 2-3 seconds, so I don't mind that. That time stop glitch is interesting, but it kinda defeats the purpose of running as fast as possible against the in-game timer ticking away. Not to mention that it takes up a considerable amount of real time as well. I don't think I'll be doing this glitch either. I'll edit my post with the vbm links later on when I get home. Yeah, I was really surprised with the result from using A/S in CA1 too! Amy's air dash is surprisingly useful in many situations, most notably for changing directions quickly; and sometimes to barely clip onto certain platforms when her jump isn't high enough. I haven't seen any changes in Sonic's speed when he's riding the surfboard, so it's probably only for show. ______ Edit #1 (for you Paused): Route 99 2 Sunset Hill 3 Toy Kingdom 3 Chaos Angel 1 ______ Edit #2: Just finished Sunset Hill boss (which was, again, an utter nightmare to optimise). Current WIP: Link to video I've also made annotated maps of every zone like what Mukki did for his Sonic Advance 2 submission. Here's a sample!
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Your rapid pace of progress is high as ever it seems. I was going to joke that at your speed you'd be done before I'm back from holiday a week on Saturday... you're now making me wonder if you'll be done before I leave! Looking great as ever. Don't really have much else to add at your technical level. Grats on not only beating the current any, but also your own Boss2 time from the Good ending run! Thanks again for posting your IL vbms! I do have a small tech issue with them this time though; did you change your emulator/settings in between the Knux and Sonic in TK3 run and the others? That one alone runs fine on the emulator I was using for your runs, whilst the others have a compatibility issue. No big deal if you don't know, I'm sure I'll figure it out when I have a bit of time to fiddle around, just wanted to check if you knew off the top of your head. Re-looking at that run though, never realised Knux could get that much speed from his 'with Sonic' headbutt move. ne; oh and looking forward to seeing the maps!
Dashjump
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Haha, this one will probably take at least 2 weeks. I did switch to a newer version of vbm (i think it's v24) to test it out, but ended up switching back to v23.5 due to desync issues. If I remember correctly, the TK3 video was done on v23.5, and the rest were done on v24. Knuckles' headbutt move is really only useful in situations where the spindash would overshoot my intended landing point. Otherwise, it doesn't actually increase your speed past normal jumping velocity (or boost mode velocity, if you're boosting).
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Yeah, I didn't really see the headbutt as a super useful tool; just shocked how much speed you got with it whilst messing around as Emerl limped off. Thanks for the emulator info; sure to save me quite some time in trial and error figuring that out.
Dashjump
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Link to video Part 3, Ocean Base zone completed. I've saved 559 frames in total for now. For anyone interested in my commentary, here are the annotated maps. These aren't finalised though, I'll be updating them again after I complete the whole TAS.
Dashjump
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Just an update, the any% TAS is done: http://tasvideos.org/4994S.html
Post subject: Calling all Sonic lovers
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It was pointed out in IRC how these Sonic games has been utterly neglected in our Game Resources. It would almost appear our editors seem to only care about Mario, Mega Man, and Metroid. I started a page: Wiki: GameResources/GBx/SonicAdvance3 Show it some love and fill it out. I also started uploading maps all the way to 73, if someone wants to complete the subpages. Anything you can do to contribute would be appreciated.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
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Paused wrote:
Your rapid pace of progress is high as ever it seems. I was going to joke that at your speed you'd be done before I'm back from holiday a week on Saturday... you're now making me wonder if you'll be done before I leave!
Well you weren't too far off doing the later, but you made the former with ease. Great improvement. Speaking of which, nice showing of your progress from your first SA3 IL in OB3 to your latest one saving over 2 seconds by switching the team members around. Any chance of getting that vbm too? And cheers for the info on the v24 vba, finally got around to playing your previous files and worked a charm. I've yet to look at the maps in depth but looking forward to checking them out.
Post subject: Re: Calling all Sonic lovers
Dashjump
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Nach wrote:
It was pointed out in IRC how these Sonic games has been utterly neglected in our Game Resources. It would almost appear our editors seem to only care about Mario, Mega Man, and Metroid. I started a page: Wiki: GameResources/GBx/SonicAdvance3 Show it some love and fill it out. I also started uploading maps all the way to 73, if someone wants to complete the subpages. Anything you can do to contribute would be appreciated.
Hi Nach, I'm glad the Sonic games are getting more attention on TASvideos! I really appreciate your gesture in uploading my maps to the page, however those maps are my commentary of the any% submission and I think viewers who didn't check out my submission wouldn't make any sense of the comments on the maps. If anything, may I humbly recommend linking to the clean maps without any comments? I would love to fill up the wiki page, but most of the useful information about Sonic Advance 3 and its mechanics was written by nitsuja in his any% submission (#1192: nitsuja's GBA Sonic Advance 3 in 35:56.75), and it wouldn't seem right for me to just copy his work. Though I will go on to add in some useful memory addresses as well as the lua script which Anty-Lemon wrote.
Paused wrote:
Well you weren't too far off doing the later, but you made the former with ease. Great improvement. Speaking of which, nice showing of your progress from your first SA3 IL in OB3 to your latest one saving over 2 seconds by switching the team members around. Any chance of getting that vbm too? And cheers for the info on the v24 vba, finally got around to playing your previous files and worked a charm. I've yet to look at the maps in depth but looking forward to checking them out.
Here you go. Both were played on v23.5, fyi. Ocean Base 3 (C+S) Toy Kingdom 3 (C+S) The Toy Kingdom 3 with Cream/Sonic was something else I experimented on a hunch, and it turned out to be way faster than Knuckles somehow. It's a pity that Cream/Sonic doesn't see much use TAS-wise, as Tails is almost always faster.
WST
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A test ring attack by Qwerty 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 :)
Dashjump
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Pretty nice run by Qwerty, although I'm not sure how I feel about missing so many rings... I also did a ring attack TAS of Chaos Angel 1 using Sonic/Cream, but I collected all the rings including those from the enemies. Very un-optimised, as I never really bothered to make it perfectly. Link to video
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Wow, this was very impressive! Did you think of making a full game ring attack? It would classify as a playaround TAS and thus would not require much optimization.
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 :)
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Dashjump wrote:
Here you go. Both were played on v23.5, fyi. Ocean Base 3 (C+S) Toy Kingdom 3 (C+S).
Thanks as always! And grats on your any% getting published too! While the thread is posting a few non standard videos, ones where enemy killing is a goal no less, I did a few casual tas'd of the defeat all enemies bonus stages for fun. Twinkle Snow Cyber Track Ocean Base Chaos Angel Nothing too exciting, but I wanted to do something that wasn't Tails/Sonic. Though due to the goal everything is Cream in some capacity instead...)
Dashjump
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Those enemy minigames were pretty interesting to watch, even though they're really short. Anyway, I'm here to post more vbms of the TASes I've done over the past few days: Chaos Angel 1 ring attack (video) Chaos Angel 2 ring attack (video) Toy Kingdom 3 ring attack (video) Ocean Base 2 0:45.60 (video)
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