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Oh my god that video XD I mean why wouldn't we abuse this? It's useful and kinda amusing (especially in AIZ2). Maybe we could have "abuses Tails' immortality" as a goal choice. Also I'm almost done with AIZ2. I just got the last of Knuckles' rings. Man this level is taking forever to tas.
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«Uses death to save time» sounds more impressive and kind of shows TAS nature: even your life means less than a few saved frames (or a few extra rings in our case) =D
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About the goal list I have this in mind Starts from save-state Collect every possible single, monitor and giant rings Banning hyper sonic in the level (for avoid ring drain effect, keep the gameplay normal as possible, avoid the annoying super music, and not harm people susceptible to seizures) Uses Tails deaths to save time Aims for faster in-game time Abuses programing errors Uses all glitches Uses 2 players
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It took me a while but I finally have AIZ2 done. I hope I never have to tas that level again because oh my god that took forever. gmv I added in the rest of the run. Unfortunately it decync'd in the worst possible spot (after HCZ1 boss) which means I'm likely have to sacrifice some frames to get the correct rng. Don't worry I'm sure no one will notice. That goal list looks good. You could also add no deaths for Sonic, but I guess the "Uses Tails deaths to save time" goal kinda implies that we're already doing that.
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Very impresive AIZ2, I dare say it's even better than the previous version, really well done. About losing frames in HCZ1, what about if you redo HCZ2? the inputs is 1 year old, I'm sure you can improve it with your actual skills, and maybe implement the death tricks at the begining of HCZ2 (I never tried it back then because I did not know how), maybe this put the objects in a very favorable position (if you see my version I lost some time on these) And most importantly, you can do another level that is not AIZ2 :P - and maybe SSZ, DEZ1 / 2 if you want, just let me know
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I'm glad you liked it. I mean yeah I could redo HCZ2 instead of sacrificing a few rta frames at the end of AIZ2. I'll need to take a short break before I even begin. The death trick? I think marzo can help us with that. Although I was thinking we should keep the run deathless for Sonic. I wouldn't mind doing another level. Just not AIZ2. Seriously I tased that level 4 times now and each iteration was harder and more time consuming than the last. EDIT: You know what I actually do feel like tasing HCZ2 now so I definitely will do that.
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No sir, no vacations for you, I want HCZ2 and the run synced tomorrow or I will summon Supreme Calamitas in your house :D BTW, I don't care if Sonic dies if we can save some in-game time seconds in the level the explanation of the glitch is written in the previous pages by marzo, maybe aroung 50~65 I don't remember correctly, or betwhen pages 13~20 by a HHS' reply
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Oh dear god not the eye of extinction! I'd rather not get burned with brimstone flames. I did an unoptimized testrun up to the first moving platform. It appears that dying will save time. However instead of doing the glitch I'm thinking about redoing act 1 in an attempt to get a more favorable platform position. After tasing AIZ2 I realized that your inputs from early on is very much improvable.
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Sounds like a great idea, when I was doing AIZ and HCZ in the past, I was learning multi-tracks in their time, this is a good time to update the inputs because they are outdated and I was not very satisfied because I saw some sloppy things, but starting from MGZ is not necessary, I feel good with the current result of the rest of old zones. About the platform after the crusher wall in HCZ2, I guess you need to save between 3~6 seconds to get a good position of it, I guess you will not have problems.
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Well I was only planning on redoing HCZ so I guess that works out. The other zones do like fine like you said and it looks like they would take a lot of effort to redo. I think I see an improvement that'll save at least that much time.
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Good luck, the good side this zone will not hard as AIZ2 and be more fun to TAS Here is the new AIZ2 encode + Tails camera Link to video Tails POV Link to video
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Thanks. I know HCZ will be easier and more fun to tas. Can't wait to see what it will look like when I'm done.
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Evil_3D wrote:
No sir, no vacations for you, I want HCZ2 and the run synced tomorrow or I will summon Supreme Calamitas in your house :D BTW, I don't care if Sonic dies if we can save some in-game time seconds in the level the explanation of the glitch is written in the previous pages by marzo, maybe aroung 50~65 I don't remember correctly, or betwhen pages 13~20 by a HHS' reply
I have it better explained somewhere, I will put it here when I have time to dig it up. But the gist of the matter is to despawns the walk-on-water object by moving far enough offscreen, then create breaking dust at the right times, and manipulate the camera X position so that: 1) the walk-on-water object slot is filled with braking dust when you hit the last starpost; 2) the braking dust despawns on that same frame; 3) the camera is far enough left that you hit the starpost that the boss does not down on that frame. When all of that happens, the boss will spawn on the walk-on-water object slot. After the boss is defeated, it becomes an object that changes the screen boundary for the act transition. When the score tally triggers, and act 2 loads, the walk-on-water object is forcibly reloaded on its original object slot, replacing the screen boundary changer, so the screen remains locked during the transition.
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Compared to the AIZ bridge cutscene skip that looks a lot more complicated. Even though it's one of the funniest tricks in the game I'm hoping I won't have to do it. Anyways here's the first minute of HCZ1. You weren't kidding when you said your old inputs are sloppy. I already saved over 15 seconds in that short span of time which would normally be near impossible with one of your more recent tases. gmv
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Wow, I really sux before :P Keep the good work, I can't wait for the rest.
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Well I ran into an annoying issue. I can't run on water here for some reason. I think this has something to do with that new spike clip I did but I'm not sure. I'd like to know the exact cause of this if possible. gmv
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AFAIK The object that allows Sonic to run on water deloads when he dissapear in the screen, like doing a zip, I recommend you to test what zip removed the object, I can only see 2 of them, boths underwater For my eyes, the spindash on the spike clip removed the object, try to not use it (the spindash) and test if works Update: Yes, I can confirm that the spike clip is the problem, you should to avoid him, or found a way to grab the monitor and spring without the spindash and gets ejected
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Evil_3D wrote:
AFAIK The object that allows Sonic to run on water deloads when he dissapear in the screen
I just tested it. That is indeed the cause. I find it kinda odd because I thought an essential object like that would be programmed to not despawn no matter what. It looks like I'm gonna have to waste some frames to prevent it from despawning. I can see the object's memory address though so I can use ram watch to keep an eye on it. Update: Not using the spindash actually turned out to be a frame faster. I'm more than okay with this. Update 2: I forgot to clarify that I did solve the problem. Thanks for the help Evil.
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I did explain just a couple posts above how the walk-on-water object despawning was the key to the quick transition, you just forgot about it.
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marzojr wrote:
I did explain just a couple posts above how the walk-on-water object despawning was the key to the quick transition, you just forgot about it.
Whoops sorry. I guess I can be a bit short-sighted at times. But thanks for pointing that out because I just realized we can't even do the glitch in this run. About halfway into the level we need the walk-on-water object for something far more important and there aren't any zips we can use afterwards to get rid of it. I have one question. Can Knuckles do the glitch? I'm pretty sure it can be used as an improvement to his any% run.
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I also thought it could be possible for Amy, but I preferred not to think of it when doing the run, as I didn’t know the exact way to do it and also I didn’t optimize the non in-game time much (the current run even has a speed-entertainment tradeoff where I enter the floor after CNZ2). :)
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The only utility of the death in HCZ2 is for allow the underflow, also, if Tails can do it alone I guess Knux and Amy can too.
kaan55 wrote:
About halfway into the level we need the walk-on-water object for something far more important and there aren't any zips we can use afterwards to get rid of it.
We don't necessarily need to kill Sonic on HCZ2 to have a better objects sync, you can just waste some time in the signpost time to have even a better cycle and In-game time.
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Yeah I know we can. I was just pointing out that we can't actually do the death glitch. Anyways here is HCZ1. Enjoy :) gmv
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That's.. fanTAStic, 21 seconds saved. wow I guess I don't need the eye of extinction anymore, the threat level is down to cosmic worm, good job kaan. Link to video
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Evil_3D wrote:
the threat level is down to cosmic worm
I'm not sure if that's any better tbh. The thought of being devoured by the Devourer of Gods is still unsettling. Yeah I was happy that I got sub 2:30. I can't wait to see what I'll get in Act 2. It'll probably still be longer than Act 1 since it's not as sloppy but I already found a few improvements so we'll just have to see.