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Hello HDL, a recently Knuckles any% got published some months ago, if you want a good feedback I recommend you to see it, and/or ask marzojr for expert help about genesis sonic games [3425] Genesis Sonic 3 & Knuckles "Knuckles" by Evil_3D, WST & marzojr in 22:07.68
You can see more TASes on my youtube channel
HDL
Joined: 11/24/2012
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I've seen the TAS before, and I typically ask marzo questions whenever I need some deep technical insight but I haven't been able to get in touch with him. The problem is that watching a TAS doesn't help for real time speed runs. In a TAS you simply get slope glitch and forget it, whereas speed runs have to account for variance and inconsistencies. My aim is to make the trick as consistent as possible, but there is some factor I'm overlooking that's making it a problem for Knuckles only.
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Well Marzo has been somewhat active on these forums lately. I'm sure he'll respond here soon. You'll just have to wait. As for your slope glitch problem. I would try to find a more consistent setup for it myself but I can't play the game at all right now. Have you observed what you do in Sonic/Tails runs vs Knuckles runs on your way to the platform? I think that may have something to do with slope glitch being more inconsistent for Knuckles.
Joined: 7/27/2017
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Is there any way to hide the frame / input data on the upper left of Gens? Or is there a better way to play back TAS footage now?
Editor, Active player (381)
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owlgame wrote:
Is there any way to hide the frame / input data on the upper left of Gens? Or is there a better way to play back TAS footage now?
There should be a setting somewhere in Gens. Try poking around the menus.
Knuckles does, what Sonican't.
BigBoct
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Period toggles frame data display, Comma toggles controller input display.
Previous Name: boct1584
Editor, Experienced player (588)
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Location: Argentina
owlgame wrote:
Is there any way to hide the frame / input data on the upper left of Gens? Or is there a better way to play back TAS footage now?
Go to: -> options -> general -> unmark the 3 options in the image below inside the red cube
You can see more TASes on my youtube channel
Editor, Experienced player (588)
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From this weekend I will start synchronizing the TAS again, I am fresher and wanting to continue, I will try to finish fast with this obstacle and start with LBZ this month
You can see more TASes on my youtube channel
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That's good to hear. Good luck with resyncing the run. I hope the game won't give you too much trouble. I look forward to your next WIP.
Post subject: Sky Sanctuary max rings
Editor, Experienced player (588)
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Here is a test run ring-attack in Sky Sanctuary with Sonic +Tails. Link to video About the movie resync, I'm currently in MGZ2 almost in Knuckles boss erathquake, saving around ~8 frames.
You can see more TASes on my youtube channel
Post subject: IceCap Underflow and Unintended Objects. New setup (?)
Chrezm
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Hello there. I know I'm reviving a six-year old discussion with this post, but I've been told to come here and discuss my recent findings with people more knowledgeable with the quirks and inner workings of S3&K. Almost two months ago, while I was practicing IceCap speedruns in Gens, I accidentally managed to crash the game as I had messed up the rolling down the slope speeds/angles/whatever around the area before the midboss. After messing with Debug, I noticed that right before the crash, I had activated the load IC2 trigger but both the camera and I had really high X-coordinates (FDE0, FF2A, etc.), which made me believe I had underflowed my X position by letting Sonic have an X-coordinate less than 6910 (I think?) after activating the trigger but before the actual displacement of the objects happened. If I went out of Debug at this point, the camera would attempt to scroll back to 0000, which would crash the game. However, further moving around with Debug mode allowed me to load basically almost any object from LB1 that I wanted (for example, enemies, big rings, or even the mid-boss) in basically the same way that the three users that made the Debug glitches series of videos did (go to roughly the area where those objects are supposed to spawn and hope for the best). Unfortunately, I was never quite able to replicate this setup (rolling down the slopes in a specific way) in any other emulator, nor get it to work by trying to replicate my inputs by hand in a fresh gmv file; although loading already underflowed savestates in other emulators did allow me to replicate part of this behavior. I guess splicing the rolling-down-the-slope section into a ICZ1 gmv with Debug mode activated normally would work, but I’m not familiar with the tools required to do such a thing. A video of how that setup looked like can be found here: https://youtu.be/DHI3TxMbXV4. A zip file with a gmv file and the required savestate can be found here: https://drive.google.com/file/d/0ByxmC6HngEDiYjFCbFl1UV9Ucnc (it requires activating Debug at about frame 3000 using Game Genie Code FFFFDA:0001 because back when I made this movie file, I was just practicing speedruns obviously without debug). A few days ago, I managed to find a relatively easier and definitely more sensible way of getting my X coordinates to underflow. A video of how this setup looks like can be found here: https://youtu.be/OHSUlzsIJRY. Unlike last time, trying to replicate this setup in Gens 11a, Fusion 3.64 and even Regen 0.972 proved to be successful, and I even managed to get the mid-boss to spawn in all three emulators by doing the same steps as the ones showed in the video, and even a bunch of objects from LB2 (including the first boss) and surprisingly enough even from HC2 (two fan propellers that push you upward, and the fan that pushes you to the boss at the end). Interestingly enough, trying to work with Regen turned out to be a challenge, as sometimes getting the wrong coordinates meant a crash to desktop. A zip file with a gmv file and the required savestate can be found here: https://drive.google.com/file/d/0ByxmC6HngEDicXR1UF92Sm9WeHM/view (no special requirements, skip to about frame 10,000 to see the actual underflow in action). Of course, I am aware that to get something useful out of the underflow you do need Debug for now. However, the main difference with the videos that were presented 6 years ago is that they don’t rely on “death tricks” and seem to work in different emulators. And yes, I have tried dying and switching to Debug to uncover more stuff, and indeed got a bunch of additional stuff. I am unable to try this on console, but my guess is that it works. In any case, I’d like to get your opinion on this, seeing that this doesn’t seem to be an emulation glitch and that the underflow can be performed without Debug. For now, it doesn’t seem to be that useful, but maybe getting an underflow in a different Y position could turn out to be more useful? Thank you
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That is interesting Chrezm. If someone can find a way to spawn and defeat the launch base act 2 boss (btw the only thing beating the act 1 boss would do is trigger an act 1 to act 2 transition) it could make for a cool skip. In about a week I'll be able to access the game again. When I do I'm going to test to see which strat for entering Knuckles' starting area in Launch Base 2 will be the fastest because I'm not really sure.
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So to give you people a bit of context. There are 2 methods we can use to enter Knuckles' start in Launch Base 2 which I'll describe briefly. Both of these require you to reset the level boundary. 1) Use the level wrap setup. Instead of initiating the level wrap you go down to an opening in the wall that leads into Knuckles' area. 2) A method shown in one of Orkal's videos that involves you manipulating pathswappers. I already did the first method in my testrun so I only had to test the second. Which one is faster is dependent on what is done up until that point. With my route it ended up being pretty even so I can't say for sure which one will end up being faster. On another note a did a testrun of Death Egg 2. This is the first gmv I ever encoded with the emulator so I hope there isn't any issues with the video. EDIT: Well that was a bad idea. The video quality was terrible so I replaced the encode with a bandicam recording. Link to video http://www.yourfilelink.com/get.php?fid=1400961 There's the gmv. For some reason Dehacked had issues with uploading the gmv so I had to use that website instead.
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Very funny run, Is nice to see how improved your TAS skills every day, even using 2 players :) This days I helped joojamoi with the Knuckles 100%, so I'm free now I hope finish resyncing this TAS finally, and do a tesrun in DEZ1 that I had planned to do long ago. Personally wanted to see what a ring attack in this zone would be like, you already showed me the ACT 2 so thank you. About recording in the emulador, the emulator record the avi in 240p, but you can convert it to 720/1080p with a video converter later combining all AVIs into one or converting it into an MP4. The advantage of this is that you do not lose much quality and the sounds do not get loud like it happens in badicam
You can see more TASes on my youtube channel
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Thanks man. To be honest I'm kinda surprised I got this good in the first place. You're welcome. The reason I did a testrun of Death Egg 2 is because of the way the majority of the level is laid out with the 2 split paths. Also thanks for your tips on recording. I'll definitely try them out.
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Funny is right, in a good way. Loved the ring chase at the end, I hope in the final recording that can be kept up as long as possible. And great finish too. I'm looking forward to the next installment in the sega of the genesis of this amazing TAS (puns intended)!
Knuckles does, what Sonican't.
Editor, Experienced player (588)
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I finally resynced MGZ2 and saved a lot of time. Old time: 4:29.04 New time: 4:23.51 | 4:23.01 Difference: 5.13 seconds / 313 frames | 6.03 seconds / 363 frames Cross your fingers so that CNZ don't desync Edit: Saved 50 frames in boss battle thanks to Hyper Sonic Edit 2: Good news, every level syncs perfectly, now finally I can start TASing LBZ. yay!
You can see more TASes on my youtube channel
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TheYogWog wrote:
I'm looking forward to the next installment in the sega of the genesis of this amazing TAS (puns intended)!
I approve of your pun good sir. Oh wow we got very lucky with the resync. Also nice job with the time saves in MGZ2.
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I made a testrun of Flying Battery 2 because I felt like doing so. I think you'll be very entertained by the first minute of this for reasons you're seeing in the thumbnail. I also decided to look into making an HD encode with the tips Evil gave me and it turned out pretty good. Link to video EDIT: I forgot to upload the gmv and since I there's a power outage where I am I probably won't be able to share it anytime soon. This also means I won't be able to do anything other than talk on these forums until the power comes back on. EDIT 2: Yeah the power has been back for awhile now but I kept forgetting to upload the gmv lol. Anyways here's the link. http://www.yourfilelink.com/get.php?fid=1405370
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Here is the first 2:12 minutes in LBZ1, I don't know if redone most of the ACT for simply remove the infinite invul music, I think I will proceed to continue. http://tasvideos.org/userfiles/info/41475077960575424 And very good job in FBZ2 Kaan, very entertaining.
You can see more TASes on my youtube channel
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First off good god that was insanity. So many creative tricks. You've once again surpassed my expectations. I'd say continue. Despite the fact that the invincibility music is annoying I find it kinda funny that you broke it in the first place. Plus you'd likely have to do some sloppy movement to prevent it from happening which would kinda kill the pace of the run. Let's see what others have to say about this. Also thanks for the positive feedback on my runs. It really means alot.
WST
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The invincibility music is okay; the LBZ1 run itself is extremely intense, that’s crazy, I love how it’s done. IMO you may continue, don’t worry about the music.
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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I wanted to see how I would do with a Knuckles tas so I made a Death Egg 2 ring attack with him. Tell me what you think. Link to video I might also do Sonic's Sky Sanctuary with him later.
Editor, Experienced player (588)
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Very impressive kaan, you are a great candidate to improve the actual Knuckles ring-attack, have thought to take a look?
You can see more TASes on my youtube channel
WST
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kaan55 wrote:
Tell me what you think.
I think it looks very TAS.
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 :)