Don't worry I'm not too serious about it. I know we can't actually do anything with ACE. Right now the closest thing we have to ACE are debug glitches.
Besides I kinda want to move on from AIZ2. Out of all the other levels in the run this is definitely the one we've spent the most time with. I'm not saying that's a bad thing. It's just that this is the 4th iteration of AIZ2 I now have to make.
Then again it will be a while before I start tasing it so I guess we can spend a bit more time :)
You know I think it would be kinda interesting to see an AIZ ring attack in Sonic 3 alone.
The script by WST is correct: whenever an attracted ring goes out of range and gets deleted, this address is executed. At this location is a branch to Delete_Current_Sprite.
Regarding ACE: there is actually one instance in marble garden 2 which does not depend on debug mode, and instead involves the rising terrain at the end and a spinning top. With this glitch, you can execute some parts of RAM and ROM. ROM always leads to a crash (or boots you to another game mode which is not useful, such as 2p mode).
And unfortunately, most of the RAM you can access cannot be modified at all (it is set when the level loads), and the parts you can modify are sparse and allow very limited control (a few things related to Tails' tails, super/hyper/invincibility stars, and shield). I haven't found a way to use this yet, and this includes finding a way to create a return or branch elsewhere because it will inevitably end in a crash otherwise.
Yeah let's do research on this later. I just want to focus on the rest of the run right now.
I can gaurentee you this will be the last run of AIZ2. Like I said the remaining 50 rings are physically impossible to collect because of the death boundary. Plus the new run will have even more time improvements so I don't think we'll have a reason to redo AIZ2 again after I finish my new run. Just be ready to do the bridge transition skip again.
WST's script does work properly? I guess I'll have to take a closer look at MGZ2 when I start resyncing the run then.
I thought we wouldn't be able to do anything useful with ACE. Still kind of an interesting concept though.
Todo the bridge skip in our AIZ2 follow this steps:
Brake with Tails in possition ~13153 when Sonic is on possition ~16816
Brake with Tails in possition ~13143 when Sonic is on possition ~16839
Brake with Tails in possition and roll ~16790 when Sonic is on possition ~16937
Brake with Tails in possition ~18054 when Sonic is on possition ~18020
Brake with Tails in possition ~18107 when Sonic is on possition ~18129
Brake with Tails in possition ~18183 when Sonic is on possition ~18269
Brake with Tails in possition ~18238 when Sonic is on possition ~18371
Brake with Tails in possition ~18330 during 11 frames and roll
Is just like the any% TAS, if you perfom this correctly the bridge will trigger early.
Here are my notes, as present on a pdf I started doing some time ago:
I am thinking that maybe I should convert it to markdown and put it on GitHub.
Code pointer = long word (4 bytes) at the given address; and an 'OST being free' means 'code pointer == 0'.
Thanks Mazro. That simplifies things somewhat. I guess I'm gonna have to learn how to read ram addresses sooner or later.
Also I just tased the first 29~ seconds. I think I've already saved enough time to counteract the time I'm going to lose to get that extra ring. How? Well I can tell you it wasn't easy. I hope to god I don't have to tas that part of the level again.
Well, if you are tired I can do the rest of the level if you want.
Nah it's fine. It's just that this was difficult to pull off.
Link to video@marzojr, Yeah I'm aware of the that criteria. I'll definitely be able to meet it by the end of the level just like I did in the previous run.
Here's the new AIZ2 run. There even more time improvements in this one. It definitely would've been sub 3:00 if I didn't have to go for that extra ring.
The end of the level and stuff in the video above kinda inflated the rerecord count. I had to do the transition skip a bit differently because I couldn't get Tails to brake at the first position (you'll see why).
As for resyncing the run. The only thing I was planning on doing right now was adding the inputs but it seems that most of the run synced anyways (yay!). It desyncs at LBZ1 because Sonic gets hit by a flamethrower. I can very easily fix this so don't worry about it.
Here's the gmv
I love the new AIZ2! and is nice the see the movie is not very hostile anymore syncing it, the only thing I would like to change from LBZ1 is the infinite invulerability music, for me breaks the LBZ1 environment, but well it's just something aesthetic.
I love it too. I finally made an AIZ2 run that I'm fully satisfied with.
We got very lucky with the resync. I didn't even have to waste any frames to get the right rng this time. I'm still concerned about MHZ2 though.
I didn't like the infinite invincibility music glitch in LBZ1 either. Unless we save a buttload of time on our way to the 200th ring from the invincibility monitor I'm afraid we can't really do anything about it.
You'll have to save enough time to where the invincibility music plays for at least 1 frame after (or before but you'll probably have to waste time to do that) the extra life jingle plays. I'd suggest saving as much time as you can up until you get the 200th ring or somehow avoid the invincibility monitor altogether.
Actually we can probably get Act 2 to sync by using the bonus stage.
I tried but is not fixable without losing so much time, the glitch It runs when I break the lightning shield monitor while the 1UP theme is displayed when the invisibility theme end at the same time, the game continued reproduced this music for this reason.
So, yeah that's no matter, you can continue without obstacles now.
I figured you wouldn't be able to fix it. I also tried to myself and I couldn't either.
The glitch has nothing to do with the lightning shield though. It happens when the 1up theme is playing when the invincibility times out. The same glitch also works with running shoes (this variant I like).
Anyways I should be able to sync LBZ pretty soon. I just gotta extinguish those flamethrowers by pausing.
I got the run to sync near the end of MHZ2. we didn't gain or lose any frames in LBZ because I had to deal with 4 flamethrowers like last time. We gained 2 in MHZ2 because there was less lag.
MHZ2 desync'd a few times. All but one of those were due to lag differences (which I easily fixed). I ran into a problem near the end. So you remember how you got Tails to catch 2 rings. Yeah one of them disappears for some reason. What's weird is that Sonic and Tails' movements appear to be unchanged.
I'd say just redo it since it's at the very end anyways. You might wanna leave the capsule to me though :p
The gmv
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
I want to watch the gmv, but the savestate link does not work anymore. (yes, I never save your gmvs/savestates, I delete them immediately after checking out new WIPs).
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 :)
Dehacked and the userfiles really should have a place for savestates. Anyways here's the savestate.
gens 11b savestate
I don't know why you wouldn't just keep the savestate though. Well if this happens again you can always use the one from the published Sonic and Tails NG+ run. It's the same exact one we're using for this run. It just has a different name.