Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
Also something i'm curious about, after this any% run is done, is anything going to be done to get the best time when all wisps are unlocked for the first 3 zones? Because i'm curious to see how good things can get with each of these levels.
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
Yeah, it's a similar thing to one used in Mirage Road in Sonic Rush. You should be able to sub 60 seconds :P
How the heck do you plan on improving Globotron? It seems perfectly timed to me.
Yep, that website is mine :P
As i don't have my laptop on me, i wasn't able to combine them, so i had to wait for a friend to do it for me. I still have to work on getting relevant data so script can be made to add objects, and later on rings.
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
I know about this, it's just difficult to find proper places to use it.
If it is any help at all, there are preliminary maps i have put together. I'm still working on objects for now, so sooner or later they'll be finished.
I ended up watching the new WIP, and holy crap that was fun to watch. I am very impressed :P SM2 was particularly entertaining, I saw my exact route being used, but perfectly. Brilliant. Captain Jelly was very impressive, i can see you have no need for wisps, yet :P
SC1 was pretty. I was confused when you went for the rocket at the start, but later on, i could see why. No lazer :P
Also just to save you some extra time in testing, the whale at the end of SC2 can be skipped. You just need to boost right the earliest you can without hitting that wall. From there, it's just simple jumping and boosting. I can't wait to see sub 1-minute :P
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
Well actually ,i have 1'38"69 now, and there are people on the online leadboards ahead of me, including a reputable TAer called NG3661. He has 1'32, so i still have a way to go :P.
The rapid stomping would be awesome if you could :P
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
1. I asked someone who has been involved with Sonic TASes, so either i've been misinformed/misunderstood, or they told me the wrong thing. But yeah, another place i get a lag is using Void towards the end of SM2, and absorbing all the enemies/growing in size. It is a significant lag.
2. Yeah, you'd be taking the lower route and using an incline to jump :P
And the movie synced each time i viewed it (twice). Hope you can do well with the rest of the TAS :P
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
Well i just got around to watching it, and i'm very impressed by it. I forgot you don't have Boost in TR1 and Burst in TR, so beating SkyL's time by a second -without- boost is very impressive.
Just a few questions however:
You're most likely going to encounter tons of Lag frames when you come to Void and Asteroid Coaster. That and Sonic TASes normally go for fastest in game time. So (somewhat rhetorically) is the loss of 6-7 milliseconds really worth 10 frames?
Another question, at around the 3500th frame, you are sprung up through the trick rings, and you take that zip-line. After you jump from it, is it possible to bounce off the enemies to catch the next zip-line? Or do you have to actually homing attack to be able to catch it?
Also Damn at Globotron. That shit just isn't possible in real time. And that is why I love TASes. And smart move at ~15800; Taking damage from that Orbinaut. That and every single Burst move you did, they looked very well constructed.
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
Actually, you would only use them for the 100% status, which involves getting all red rings. It's not that hard to get them done in one run. Not to mention you get infinite boost with it :P
Also beating SkyL in a level by a mere second isn't good enough. Knowing him, he could take it back in a matter of hours. (Personally i'm waiting for my Sweet Mountain 2 time to be beaten >_>). Then you have the Japanese to worry about :P
Also you're welcome. I enjoy being able to help where possible. The only thing i'm good for would be spotting better routes and possible mistakes. Except in the Sonic Rush case, that speed glitch was fucking intense @.@.
EDIT: 12 seconds in Globotron? You mind showing me or something? Cause that seems a bit far fetched. @.@
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
The game engine is still the same really, they removed tricks and added the white wisps you see. Also mid-air boosting, which we havent seen since Rush's E3 demo.
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
Long time no activity, heh. I guess that's what we get for relying on one person to do all the work :P
Anyway, i asked one of the TSC members told me what his strategy was for getting a high chart time:
If this doesn't help with the TASing, then i'd suggest just doing something that looks good and moving on.
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
Well I think the Adventure tours 100%'d would make it more interesting as some missions require certain targets to be achived (like getting as close as possible to 130 metres in Ski Jumping LH). This would also mean getting all Gallery Items and Gold Staring each mission. If i weren't starting my studies at University so soon, I would've taken this up Full Time as I've held Top 16 positions in the online leaderboards and held top spot in an event, which now is still in 5th place. But for now I'm on the sidelines ready to give help to anyone who needs it.
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
nitsuja wrote:
It's still not good enough, though. And one of the times on TSC, not even the fastest one, claims to have been gotten with 1+1+3. And now that I think of it, maybe that 1+1+4 I saw was really a 1+1+4+2 or something equally bad, since I think whenever I change the second set from 2 to 1, the boss tacks on an extra set of rolls to compensate.
Well perhaps you could try 1+2+2 by rolling the last set over to the next one?
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
nitsuja wrote:
Cruizer wrote:
Have there been any new developments with the Leaf Storm Boss? (I would love to see what you do while you wait for an attack opportunity too x3)
Well, I'm still trying to figure out how to get anywhere near 1:43:72 (the current record here). It might actually be impossible to even get below 1:50:00 without intentionally dying some number of times in order to manipulate luck, and I'm not sure what to do if that's the case.
Well if SDM/mike89 and the rest all get those times, it has to be possible as they are all very trustworthy. Maybe it has something to do with Story Mode vs. Time Attack Mode?
nitsuja wrote:
I've found that the number of time-wasting rolls the boss is about to do gets stored at address 0x20902E8, and that the boss can sometimes "change its mind" about how many rolls to do depending on where you are standing relative to the position the boss last attacked at and how close that is to either edge. (And a value that might be related to which random sequence the boss is currently following is stored at 0x20902DA.) In order to get a good enough time it seems necessary to manipulate the boss to but the best patterns I've ever seen so far are 1+2+3 and 1+1+4. Anyway it seems like it do no more than 5 rolls in total (and preferably fewer) will take some serious analysis of the code to be certain, and... I haven't started doing that yet.
Would that "mind change" be stored somewhere else? And if i recall correctly, the last set of rolling is faster than the previous ones. So i think the 1+1+4 is better.
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
Paused wrote:
I am going to be a bastard and say, that unlike the previous Rush game I would love a 100% run more.
Ignoring that, looking forward to seeing more of this game. It is one of my favorites.
I'd only back a 100% run just to see Deep Core TASed. Even so, to even to an any% run you would need to trade off fast times to get S ranks. The S ranks ensure 4 material items which are used to make the seacrafts. Some levels may have to be played again (possibly Plant Kingom) in order to make the Deep Tyhpoon submarine later on in the game. In fact, the first emerald race against Johnny you must play in order to get to Coral Cave (Zone 3).
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
nitsuja wrote:
If Sonic lands at the exact point where a somewhat-steep downhill slope meets flat ground, he'll gain a good amount of speed, and if he jumps off he'll gain even more speed and (if he was traveling fast enough and the slope is steep enough but not too steep) he'll immediately land on the slope again. So he can repeatedly jump and land all the way down the slope, gaining speed each time. Normally each speed gain only lasts for 1 frame, but by holding backwards the whole time they stay in effect and stack together.
Oh I see now. Thanks for clearing that bit up for me.
nitsuja wrote:
What I'm calling speed is perhaps more accurately called "potential horizontal velocity" and it takes effect whenever Sonic's feet are on the ground. So when it wraps around, Sonic suddenly shoots backwards at top speed. It might be possible to take advantage of this by doing the trick on a slope that's going the wrong way and then overflowing the speed to switch directions.
So the Max speed will be 32767 no matter what way Sonic is facing, since if you wrap the speed more it'll approach 0 either direction. That sound right?
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
nitsuja wrote:
Cruizer wrote:
Daaaamn...
You totally blitzed Leaf Storm 2. I can't find -any- faults with it at all....with either of them :x
Actually that Leaf Storm 2 was pretty sloppy. I cut another 2 seconds off of it with a second pass of optimization. Then I found a ridiculous speed trick that saves about 8 more seconds (so act 2 is down to 0:39:87 now and I think it can go lower).
EDIT: Here is what that act looks like now if you don't mind being spoiled about it. Keep in mind that the second half is not optimized and that you might find it confusing. This time I've hit the real speed limit: there is one point where Sonic's speed would have wrapped around (32767 to -32768) if I had tried to go any faster
...how the? How did you get that damn fast?! Also what happens if the speed wraps around to -32768?
With the Leaf Storm Boss, in fact with nearly all the bosses, luck is a huge factor. Something has to be determining what moves it makes. Wish i could help that in some way but i have no clue how to search memory for that stuff :/
Joined: 10/11/2009
Posts: 52
Location: Sydney, Australia
N. Harmonik wrote:
nitsuja wrote:
N. Harmonik wrote:
I don't suppose you're gonna collect all of the Emeralds (which would mean playing as Blaze as well) and defeat the true final bosses?
I guess I'm not that interested in getting all of the emeralds in a TAS, but I do think Blaze's playing style is different enough to be worth TASing somehow.
Note that, as Blaze, you get a Sol Emerald every time you beat a boss.
Now see if Sonic's routes pass right by a special stage handle (as seen -right- at the end of the first level, Sonic passes just over it) then a 100% TAS wouldn't be too much of a hassle. In fact the special stages aren't all that hard to perfect.