Posts for Cruizer

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Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
zwataketa wrote:
Hey, if you want to do this, will you do the full game (meaning you beat the egg wizard too)? Unlike Sonic Rush, the game is linear (both characters have the same story), so it should be easy.
Actually it's a single story line, where you get to play as either Sonic or Blaze through any of the levels (Haunted Ship onwards). It'll be a huge factor in routing as well.
zwataketa wrote:
Also, just like on the Sonic Rush Topic, here's a tip: you can get a free hit on both Johnny and Whisker if you spindash as SOON as the fight starts. Pretty easy to figure out yourself, but I figured I'd tell you just in case.
Not to be rude, but this is a very mediocre tip. A better one would be saying that the AI of that boss can be manipulated extremely easy, just by positioning yourself to the left or right of the two. But anyone TASing that level will pick that up instantly when RNG manipulating.
VanillaCoke wrote:
It's been so long that I think it's safe to say that Sonikkustar isn't working on his run anymore. I never had intentions of doing a TAS of Rush Adventure. There's a couple of reasons why, one being the Wave Cyclone sections (long and boring). More importantly is that neither aerial boosting nor the slope speed glitch are available in Rush Adventure, which makes it unappealing to TAS to me. Especially with Blaze, she would be terribly slow in a TAS without the slope speed glitch from Rush.
Surprisingly, her hover comes in handy during ILs of this level, meaning she keeps up with Sonic as far as level time goes, and her R-Tricks give a massive edge over the bosses. Though, yes, the game is rather bad to TAS in comparison to both Rush and SCDS.
zwataketa wrote:
I could handle the ocean sections.
The ocean sections are extremely boring for a TAS, barring Ocean Tornado, which has potential for entertainment. Especially Deep Typhoon, for the same reason why we don't have a rhythm game TAS here.
zwataketa wrote:
Also, complETLY unrelated to the TAS, ive beaten every single mission except for 3 that i cant select (one of them, obviously, is mission 100, but the other two i dont know why i cant select them.), and ive gotten to every last hidden island, gotten every emerald, gotten all the medals, beaten the egg wizard, and everything. So why can't i select those missions? (not counting 100, i know i have to beat the others to play that one, im talking about the other two i cant select). If you need to know which mission numbers i cant play, ill check when i get home. Ive just done everything else and i dont know what else i can do in the game to unlock them. Do i need to get more s ranks or something?
Talk to every person in the game, until those last two missions unlock. From what I remember, S-Ranks do not relate to unlocking missions. The 100th mission (if you could even call it that) unlocks upon finishing the rest of the lot. Mission numbers would help, but i'm not sure how much. It's a shame to see this game fall flat in TASing with lack of support, but i can't complain as I've no drive to TAS this myself. (Most of my will to see this game TASed is just to see how Deep Core's boss RNG works, and how to manipulate it for best times. Bit selfish, but that's what i am with this game xP). Hopefully I can pick this up in the future, but aside from actually RTA Speedrunning the any% version of this game, I don't really have much time to focus on this.
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Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
VanillaCoke wrote:
Cruizer wrote:
The last levels you've uploaded here are amazing, it's great to see such progress :P
Thanks, I appreciate it. Your maps are a huge help, as always. Sorry I hadn't been making good use of them sooner haha. If you want, I could PM you how to do the slope glitch so you could take some of those top times for yourself over on TSC haha.
Please do. If it's acheiveable in real time, I -want- to be the one that breaks the charts. It'd give me drive to single segment this game alongside SRA and SCDS.
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Location: Sydney, Australia
zwataketa wrote:
Cruizer wrote:
You being unable to beat the human 'submitted' times has me a bit suspicious. Perhaps after all this is done, you'd be able to do some Boss ILs to obtain the best time from them, to see what else could happen? Outside of story mode of course.
Wait, you dont think i made that, did you? No way! You can tell cause the user who uploaded that video doesn't have the username "zwataketa" :P
Actually that was at VanillaCoke in regards to him being unable to beat Leaf Storm's boss. The last levels you've uploaded here are amazing, it's great to see such progress :P
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You being unable to beat the human 'submitted' times has me a bit suspicious. Perhaps after all this is done, you'd be able to do some Boss ILs to obtain the best time from them, to see what else could happen? Outside of story mode of course.
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Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
PW onwards i haven't seen yet. All of it beautiful. Plus the only reason why i was cryptic on Skullian was because i haven't a bloody idea how it works. Also you gotta love that rail speed glitch. Definite yes for me. Great effort in this VC, you've probably done the best you can :P.
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Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
That was amazing. Especially LS2. Just a point on the 100%, if you want to demonstrate how fast Sonic can go then you should NOT do the 100% run. When demonstrating Blaze, you should make it 100% as it ties in perfectly with the completion requirement. Sonic will have to go out of his way and lose most speed in 7 levels to get the Chaos Emeralds, fundamentally changing his route. Blaze will not, as she gets her emeralds through the boss fights. So if you wish to see Sonic go fast, and you want a 100% run, then you will need two separate runs. Doing amazing runs as always VC, keep it up. And good luck with the bosses, I'll be less help as I still don't know how they truly work compared with others on TSC.
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Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
ALAKTORN wrote:
your game’s timer is bugged /shitstorm
Lol. I wouldn't be surprised. But i highly doubt the game code for my cart would be different to yours, since they should all be the same as the carts are produced en masse. In fact, i shall test it on a different system (3DS), to make sure my clock isn't bugged on my DSiXL.
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Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
VanillaCoke wrote:
Cruizer wrote:
That's great to hear. What sort of times did you get in total?
I think you'll be even happier with your time for Terminal Velocity. I've tried everything I could think of a dozen times over the course of three days. My final time was only 1'28"54. I did manage to save a frame from delaying the Laser hit, so it moved down from 1'28"55. I'll have the rest of my times in my submission.
Now see, I thought I was roughly 15 frames of perfect due to button mashing. This pleases me :3 Looking forward to the final product. Well done.
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Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
That's great to hear. What sort of times did you get in total?
Experienced Forum User
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
NrgSpoon wrote:
So uh.. I don't suppose there's some way you can hack out the boost start sound effect, is there?
While I am able to extract files from within the game, I haven't figured out, or haven't found a way to convert the .sdat sound data into something readable and familiar to program's like Media Player or Audacity. If you're talking about removing that particular sound, there would have to be a program that could edit out that sound without leaving a data inconsistency that would crash the game.
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Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
That 'Touch The Wisp' section was my favourite. It wasn't even on the touch screen XD But really spot on with that entire zone there. Pretty much every route seems to be optimal, and well executed. I wouldn't be able to find any qualms on it unless I had the ability to go down to frame by frame optimisation. But i don't due to lack of time and resources. Keep up the great work.
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Location: Sydney, Australia
VanillaCoke wrote:
- Trying to use Drill while having more than 4000 x-velocity results in ejection. Finished in 1'12"25. Haaaaaaaate the drill.
That sounds like 'fun', from my memory of the stages anyway. Drill is pretty annoying to control in real time, so i can imagine how hard it is. 1'12"25 is a really good time for the first stage, knowing that drill sections can't go faster than what we get it at.
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Location: Sydney, Australia
Ah okay yeah, i see what you mean now. Seems to work as efficient as possible :o Great SC section also, those speeds were pretty damn impressive. Also good luck with the drill sections in Planet Wisp. It's going to be fun to see how optimal your routes are. Also Drillinator should be close to real time record if stomp-boosting won't work, like in Globotron and Captain Jelly.
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Posts: 52
Location: Sydney, Australia
VanillaCoke wrote:
Orcan has a frame rule and cannot be hit with Orange Rocket before frame 726. If it is, it'll go back to dropping stuff instead of the missile routine
. And my frustration with Time Attacking this level now disappears! I'll test this in real time myself to see if this is true.
VanillaCoke wrote:
By use homing attack to travel faster [1] and setup perfect positioning, Orcan is hit right after transforming into Orange Rocket. Why is this faster than doing 2x damage? Because it gets rid of that awful Orange Rocket start-up delay. The new time is 21"84. [1] - I'm thinking that this faster homing attack (about 2.2x faster than in normal stages) might be included in other boss fights. Although it doesn't warrant a restart of either Globotron or Jelly since it's not useful or even used against them.
I might have to see it in action before i fully understand what you mean? Words are being a bit confusing right now. However 21 is a really good time for Orcan, 2 seconds faster than the realtime record.
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So i got your message on twitter, and just found the maps and have uploaded them. There was a time where i thought i'd lost them and would have to re-run my script to get them again. progsoc.org/~cruizer/z51.png progsoc.org/~cruizer/z52.png Those are the maps locations for the time being. They will have a permanent folder location soon, just not yet as I'm sprucing up that webpage.
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Location: Sydney, Australia
VanillaCoke wrote:
Cruizer wrote:
So after Sweet Mountain, it would be Aquarium Park to get Laser? Since Drill isn't used at all in that stage.
Yep. I'm procrastinating pretty hard on Jelly right now. I'll have him finished sometime today though. Btw, I sent you a YT message about Jelly. I'm not really sure how to reach you effectively xD.
Yeah i got that message, seems like it would be good. But a good place to try and contact me, is either through Twitter (@cruizerwolf), or through The Sonic Center's chatroom. I'm there now and then.
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VanillaCoke wrote:
Off the top of my head, all I can think of when I watch it is that maybe Cruizer touched Jelly's hurtbox during the Stage 3 Explosion delay with burst's innate hitbox, then the hitbox of the Stage 3 explosion hit afterward. I'm not sure if it's possible to be knocked out of the stage 3's explosion delay. Or maybe that delay makes Burst's innate hitbox do the same damage as the level 3 explosion. Then those two hits together would explain the double damage. I've got tons of ideas now xD, I think this is just what I needed.
To be honest, thats what I thought it was too, but then when discussing it with ALAKTORN, this:
ALAKTORN wrote:
about your explanation of Cruizer’s vid… it’s the same of what I thought, but I couldn’t replicate it when I TAS’d it :/
So it puzzles me quite a lot now. It would be hilarious if this was version specific to Europe. But i doubt this as ALAKTORN would have been able to do it as well. Regardless, stomping would probably much faster, so i'd save this just for burst investigation :P So after Sweet Mountain, it would be Aquarium Park to get Laser? Since Drill isn't used at all in that stage.
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The input file says (W) (REV01). I get a desync from using that rom. Also Final Zone 1:12 would probably be enough to make me say yes. That's a massive breakthrough for a level which has long been thought to max out at 1:13.
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Location: Sydney, Australia
Tub wrote:
Kuwaga wrote:
These almost always boil down to finding where a division by zero occurs.
I'm not sure the word "almost" is necessary in this statement.
Actually I've seen a few tricky ones where they square root a negative number to get 1=2 or some other number so almost is necassary :P
Post subject: Re: added arkanoid paddle
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moozooh wrote:
Things not taken into account: • zipping or other forms of object collision abuse that result in a [semi]uncontrollable displacement or acceleration rates;
Does any of this count?
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VanillaCoke wrote:
iirc, my old wip had jelly beaten sub 13. Haven't watched it in a long time and too tired to go look at the earlier posts xD. quick edit: I'm mainly concerned with boss fights where I can't stomp it out to death... which is most of them xD. That's where I'll definitely need some help.
Oh you're stomping it to death. Right, okay. Anyway, the bosses i think you'll end up looking at will be the ones for are Starlight Carnival and Asteroid Coaster. Sadly, they're the ones i haven't looked that much into, as they seem to be hard to repeat the fast strats again. Also i want to just comment on this:
VanillaCoke wrote:
So apparently this guy on youtube found a glitch that makes burst (that's the flame wisp) last forever. Link: http://www.youtube.com/watch?v=Na2AmoPbm4w It seems really fish though. For one thing, the video cuts from being normal Sonic with the timer at 5+ minutes, then it goes to the glitch with infinite burst at 4'40 something. So I'm inclined to believe that this is just a AR code being used. In the off chance that it's not, then I made a comment to see what he can suggest he did to cause it. In the chance that this is real, it wouldn't be used at all besides the cyan wisp. With every other wisp, they're used to access a route and anything leftover is really wanted (Especially true with Void and Burst, void is waaay too slow). There also a glitch involving the laser I've seen a video of that completely clips though the whole level. When I get to AP, I'll figure out how to perform it and hopefully it will interact with the capsule to end the level. That's a ways away though :P
It's obviously some AR code. Not only does it skip in time, he doesn't tell us what he did. It's some kid doing it for kicks on youtube. Also what about clipping through the entire level? Do you have a link i could view it at? Because i doubt that it's possible in the first place.
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VanillaCoke wrote:
I said it on YT, but glad to see you're back Cruizer xD. I probably won't pick your brain for anything until I get back to SC. I don't plan on redo-ing Jelly, just cutting what I had before and pasting it in.
Just on the topic of Jelly 1, what sort of time are you getting? Because i figured out how to get under 16 seconds just recently, although the how isn't that detalic. All i know, is that you need to take 3/4 of health off him in your first burst attack, and I don't know the specifics of actually dealing it, I just have blind luck do it for me |3 Anyway, I'll get back in the boss strats to help you out later on, I'm still a bit rusty, but i can pick it up once my memory starts to load :P
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VanillaCoke wrote:
Anywho, I'll start working on this some more in the next week or so. I wish Cruizer would stop by again so I could pick his brain for some of the boss fights xD.
Ask and ye shall recieve! Sorry, I've been caught up between no internet access, my university courses and trying to figure out the level creation of this series :P. I've seen what you've done so far, and it's just incredible. I haven't played this game in quite a number of months, but am picking it up again recently, so bare with me if i forget how to do certain boss fights :P What i do remember immediately is Drillinator, if you can't deal all the necassary damage in two sets of him slamming his drill to the ground, you're going to have to use the drill wisp (obtained by boosting into his appendages) and hit the power orb things underwater (after dealing 1 homing attack and 2 boost attacks on the first strike). If this is the case, your time will be barely better than the human best (which as far as i know is 16.87). I'll look back into boss manipulations and stuff for you, It's just been a while so it'll be some time before i can.
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VanillaCoke wrote:
The potential new route would stay on top of the water and skip going upward. Then after the loop I'll use the slope before the zip line to jump up to the breakable ground section.
Apparently, that's the difference in the route that me and SkyLights have made in our separate runs, and from what i've seen, it does seem to be less consistant to humans, however it does return faster runs. Your testing should've found the same results hopefully.
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N. Harmonik wrote:
Commence begging. PLEASE get all the Chaos Emeralds!
This depends however. You need to get S ranks consistently to get enough materials to make better crafts. However i'm sure the TAS can get Emerald 7 from just the first level Wave Cyclone. Then you'd have to consider getting the Sol Emerald missions by visiting certain Hidden Islands. I forget exactly, but i can find out if needed. Deep Core would be nice to see TASed, and due to it's random chance, would be great to see perfect (do note, that my best time was obtained after a single retry, so restarting the level doesn't necessarily make it easier.) Also maps, right. They can be found here. Be mindful that no trick rings/springs and badniks are in the maps yet, and may not be for a long time. PK1 was not bad to see. Seemed pretty fast, and definitely beat 49infinity (which is a very good acheivement to do :P) Do remember that SRA's online charts -can- be viewed on the official site, so don't just use TSC as the only reference. There are a lot of great TAers that aren't on TSC just yet :P