Sonic Advance is the first in the GBA series of Sonic games. Apparently it received a lot of criticism for being too slow. I didn't think it was too slow, but what do I know?
Emulator used: VBA re-recording v19.2. You might want to set the frame skip to 0 (choose "Options->Speed->Frame Skip->skip 0"), otherwise the scrolling will be choppier than it should be.
This run beats Sonic Advance with Sonic+Tails, aiming for the fastest in-game time on each level, then fastest real-time. (No emeralds.) Sonic+Tails isn't a normal character option, they are selected by pressing Up,Down,L,R on the other characters, so technically this uses a cheat code. It makes it more interesting to have a second character, I think, with manipulating a second character on boss fights being good for a TAS. Besides boss fights, Tails has no effect at all (he just gets left in the dust immediately).
This was quite difficult to make because so many precise actions have to be made while the character is far offscreen in order to beat the levels as fast as possible. I worked around that by watching Sonic's position in VBA's memory viewer, and eventually by [/Forum/Topics/3938&start=13|hacking a "sonic cam" option into VBA] to keep Sonic always onscreen (this was pretty complicated to do without desync because the camera position drastically affects the gameplay). It's possible to make an AVI with this of what it looks like when you can actually see Sonic all the time, for example, this AVI of the first act (but I didn't encode it very well...) . There are a lot of opportunities for glitching this game in a TAS. Most of the glitches involve doing an ultra spin-dash (hold down and press the A button 11 times as fast as possible) and are mainly good for horizontal movement, making vertical stages relatively slower. You might be surprised at how well Egg Rocket 1 turned out, though (if you've ever played it before, you'll know how ridiculous a sub-1-minute time on it is), and I was definitely surprised by how that level ended...
Depending on the path, it's possible to skip the loading of the collision boundaries for the rest of the level. Usually that's bad because it means you fall through the level to the bottom and die, but I manage to take advantage of this in Egg Rocket 1. That glitch required extremely precise positioning, by the way (it needed to be literally subpixel-precise, and was very unlikely that I found it).
Interactive objects in the level, such as springboards, enemies, item boxes, or the goal, don't have any effect offscreen. Thus, I can't bounce off of springs, be harmed by enemies, get items, or complete the level until I allow the camera to catch up. Loops and other places where Sonic is supposed to pass behind part of the level also don't work offscreen (they count as walls then, completely halting Sonic although they can be glitched through like other walls). When an interactive object is onscreen, it makes it impossible to glitch through it into a wall (the game teleports Sonic back to where he started a little while after going through). Somewhat surprisingly, rings can be collected offscreen like normal.
In Angel Island 1 and (more noticeably) Cosmic Angel 2, I'm able to move up or down a small amount by spin dashing or attacking while inside a wall. Normally this doesn't work, but it worked there because I had entered the wall directly from a sloped surface (which is rarely possible).
Different wall tiles have different properties for glitching. The Angel Island ones were especially bad for having lots of the tiles that cause you to get stuck. The hardest levels to do were: Egg Rocket 1, Casino Paradise 2, Cosmic Angel 2, Angel Island 1. Besides exploiting programming errors in the game, this run also manipulates randomness on most of the bosses. The final boss in particular was a pain to manipulate.
Here are the in-game times achieved:
Level/BossTimeTSC record
Neo Green Hill 10:12:85 [1]0:24:45
Neo Green Hill 20:30:050:45:55
Secret Base 10:26:370:39:98
Secret Base 20:37:101:12:05
Casino Paradise 10:15:520:36:82
Casino Paradise 20:38:520:53:42
Ice Mountain 10:12:320:47:63
Ice Mountain 20:44:621:04:03
Angel Island 10:14:721:11:67
Angel Island 20:37:871:06:93
Egg Rocket 10:53:25 [2]2:26:17
Cosmic Angel 20:42:781:14:53
X-Zone0:43:200:49:78
Total in-game time: 6:49:17
The TSC record times are going by different rules (fastest time using any individual character), should be current as of this submission, and are only listed to give a better sense of how long these levels are "supposed" to take.

[1]: I cross the goal of Neo Green Hill 1 in 9.57 seconds, but get a level time of 0:12:85 because I have to wait for the camera to catch up for the goal sprite to load. Since I outran the camera at the earliest possible moment, and stayed offscreen until the level ended, I believe 0:12:85 is the fastest time possible on that level. Note that time bonus on this and several other levels actually takes longer to count down than the entire level took to complete (too bad the countdown is unskippable).
[2]: The game doesn't display this time because it replaces the timer with a 5-minute countdown at the first rocket transition. To see that the time was 0:53:25, I hex-edited the completed level into the "time attack" mode of the game on that level. I did find a way to skip the first transition and beat the level before the rocket even takes off, but it was slower overall.

adelikat: excellent run, excellent response, accepting


Joined: 12/2/2005
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Wouldn't really work in this case because the screenhack lags up the emulator quite a bit. Unless someone recorded the avi then sped it up back to normal. Then again it might just be me, but I think I saw someone else mention this too. edit: Ah, before this I'd only used the hack and watched some of the video in my own emulator, I see the avi nitsuja made plays at normal speed. How did you get it running so smooth? My comp doesn't suck or anything (2.8 ghz dualcore) and it was running at a snails pace.
What's a man like me supposed to do with all this extra savoir-faire?
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notBowen wrote:
I see the avi nitsuja made plays at normal speed. How did you get it running so smooth? My comp doesn't suck or anything (2.8 ghz dualcore) and it was running at a snails pace.
The emulator writes each frame directly to the AVI file, so it doesn't matter how slowly your computer emulates the game. (For the same reason that pausing the emulator while capturing to AVI will not add a pause into the resulting AVI.) It gets the same number of frames either way, which it can then play back at 60 FPS.
Joe
Joined: 6/10/2006
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Location: Wisconsin
Haha man, those tricks were astounding. Loved the heavy glitch abuse through walls and how fast Eggman was demolished during each encounter. The seemingly sluggish camera does put a damper on it a bit, but not enough for it to not get published IMO
Former player
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someone encode this pleease
do not forget to *ENJOY THE SAUCE*
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It's kind of boring - Staring at decorations, wall textures etc instead of main characters... I won't vote, I don't understand this movie -_-
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zefiris wrote:
It's kind of boring - Staring at decorations, wall textures etc instead of main characters... I won't vote, I don't understand this movie -_-
Just wait for the camhack AVI. It'll show Sonic in action.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 1/18/2006
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Location: Norway
Voted yes. reason: guess once.. SPEED! however: the points countdown takes almost longer to watch then whole stages... any possibility to fast forward that part? (at least for the upcoming .avi) edit: oh and don't forget the camera "hack"
Joined: 1/23/2006
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There's a fast forward key in VBA, you need to bind it to a key and you can fast-forward then. Don't forget to disable the camhack (press the camhack key again) during these sequences, of course.
Tub
Joined: 6/25/2005
Posts: 1377
I'm torn. It's well done, and judging by the amount of time you invested in the cam hack alone, it's probably as good as it gets. I just don't find much enjoyment in watching the camera try to keep up or seeing points counted. SA2 was much better suited for a speedrun. Meh vote, sorry.
m00
Joined: 1/23/2006
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You did remember that you can turn the cam hack off by pressing the button again so the slowdown ends?
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Tub wrote:
SA2 was much better suited for a speedrun.
Yes, it definitely was. That's why I didn't run this game first. I think this one's not bad, though. (Even when Sonic isn't always onscreen, although it's looking like people would prefer it to be published with that, which is understandable.)
Tub
Joined: 6/25/2005
Posts: 1377
to clarify: my vote was for the original, unmodified version, which I watched. I considered how the game looked if played with that input sequence on a real GBA, not how it might look on a badly hacked console or a hacked rom. The rules say "The movie should look like it could have been played with an authentic hardware." yeah, that's probably nitpicking, but still.. I wouldn't mind if a cam-hacked avi is released in addition to the unmodified avi, but I won't give extra voting points if the movie looks better on a modified game.
m00
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same here. the movie I watched was not entertaining at all.
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Tub wrote:
I considered how the game looked if played with that input sequence on a real GBA, not how it might look on a badly hacked console or a hacked rom. The rules say "The movie should look like it could have been played with an authentic hardware." ... if the movie looks better on a modified game
To clarify, the hack doesn't affect the game or the gameplay at all, in the sense that it can be turned on and off freely without affecting the course of the game. If you were to simply hack the game or apply an emulator cheat to move the camera to Sonic's position, playing this movie on that would desync almost immediately. It is played on (an emulation of) the original hardware. (And like runs of most games, it makes a big difference if you haven't played the game before and/or don't listen to the sound.)
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Tub wrote:
SA2 was much better suited for a speedrun.
I think that Sonic Advance is the best GBA Sonic game, because it feels like the previous Genesis versions. Although Sonic Advance 2 & 3 have improved graphics and new abilities, they are really boring to play (especially SA2, with those repetitive bosses). The only drawback in this TAS is that Sonic running speed is greater than the landscape construction speed. So, even with the CamHack, it has to do some quick breaks in a few stages. But it's still one of the best runs!
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Former player
Joined: 9/1/2005
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After encoding an avi without using the camhack and one using it, I watched them both side by side and consistantly found my attention drifting towards to camhack avi. While when you use it with the emulator it might not seems that great since it really gives a performance hit using it, an avi of it playing at 100% is just insane to watch since its like 'blink and miss half the stage'. My vote goes for encoding the avi using the camhack, although this might pose a problem if one of the linux encoders if its only in the windows version.
Joined: 4/11/2006
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I don't think I will be able to watch "camhack" movie, not the avi at least - it's too big for me to download. Perhaps you should share camhack emulator with us? if it for windows of course -_- EDIT: found emulator... may be I'll watch it again, but the fact is the same... If I make VBA play some avi instead of showing game it will be some kind of emulator hack too =) On original emulator movie is fast but not entertaining at all.
Joined: 1/23/2006
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Bisqwit used an emulator patch for encoding the latest Megaman movie so I think patches that allow the watcher to better understand what's going on should be permitted for encoding.
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BUT IT'S A SLIPPERY SLOPE!! Now everyone's going to want hacked-up screens in their movies!
put yourself in my rocketpack if that poochie is one outrageous dude
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In my opinion, the movie should be published with the camhack. This site is about making entertaining movies, right?
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It's not unthinkable to publish two AVIs for this movie.
JXQ
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Why publish 2 if one is boring to watch compared to the other?
Bag wrote:
slippery slope, etc.
Then let them write the source code to do so.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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JXQ wrote:
Why publish 2 if one is boring to watch compared to the other?
The concept of this movie is very entertaining in my opinion. Sonic goes faster than the platform update code has been designer for. It's the appearance that is under question. The extraneous AVI can be used to improve that appearance, but the unmodified one should be provided because of the principle that these are movies on unmodified games.
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I vote for a dual avi, showing both next to each other.
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I got the Sonic camera feature working, on my own way. Patch file is here: http://bisqwit.iki.fi/src/soniccam.txt Example result is here: http://bisqwit.iki.fi/kala/test1c.avi (〜2 MB, is not a permanent URL) So, as for this submission, there are four courses of action to choose from: ① publish unmodified AVI (Sonic rarely seen) ② publish modified AVI (Sonic mostly seen) with unmodified sound ③ publish both ④ publish a dual AVI with unmodified sound and both video tracks side by side ⓪ reject So far, 3 is voted by Brushy, 4 is voted by AdmiranJonB. Other opinions?