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I found that the final boss in the 3.0 version needs 8 hits to be defeated, seeing that in CD version needs 1 hit it looks very strange and maybe it would have been rejected for this.
The other reason is absence of audience/discussion, 4 NO and 13 YES for almost a month in a Sonic game does not look very good. Although I would have liked that the NO votes would have been justified or say that we did wrong for them.
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I think if we tell an admin about this and change his branch to "glitchless" it will be un-obsoleted for me.
Most of the research are manually with debug mode and checking the level maps in Zone 0 and the map pack with solidity display in Sonic TAS tools thread, I'm 100% sure we collected all rings now. About a ring counter adress data like in Sonic 2 I don't know, maybe marzo can answer that, the only LUA's we are Using are Sonic TAS tools and one that tell us when we lost a orbit ring with the lightning shield.
Thank you, I hope the rest of the community can recognise this movie.
Exactly!
New ICZ 2 WIPLink to video
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Yes, you improved a lot this year, you are less lazy than me and you have a faster pace, I hate to redo levels (mostly in the ring attack), trying to synchronize and even open gens at times :-P - But I take my time to optimize my levels
Okidoki.
Yeah, I remember that garbage (?) run, I'm pretty sure you will improve it alot now because there are some obvious mystakes in frame advance/realtime.
On another topic
I started a new project, Knuckles glitchless, this is the first wip.
Link to video
For avoid a wall of text the explanations + gmv are in userfiles
http://tasvideos.org/userfiles/info/46659538698090573
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I can't describe how amazed I am with the new ICZ 2, wonderful work friend, the way you handled and coordinate S and T is insane, even I can say you are better than me now.
About LBZ, you can fix the music if you want, we can divide the work and do 50% of the levels everyone too, if you are tired.
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Guys, I was testing some things with Knuckles and I found an level warp in HCZ1 but it ends in a death/drown.
Link to video
I was able to put Knuckles in this position. v
In this heigh is possible to setup the level warp for Knuckles but there is a problem: the spring, he kill me always when I try to pass trough him, even looking down with the camera, the spikes deloads, but the spring is still here, I think if someone founds a way to ignore the spring succesfully the level warp is possible.
Or if there is a way to ignore the weird death on the another level warp?
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Trust me, I was talking about this loop.
Oh, now I understand, when I got with Sonic underwater I jumped in the first frame available inside the ice cave to fall quickly on the water, I think this is the reason I missed this path switch, but I'm glad to hear you fixed it.
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I really hope to see if you can do the first part of ICZ 2 in less than 0:59'59 ( the old time was 1:10, not so far ) just for fun/playaround and overcharge the scoreboard, we don't really need to aim for pure speed if there is a possibility to do some entertaiment trade/offs.
But I guess you will can save more than 10 secs with your new route.
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You tested in the movie or only loading the stage in the level select? Btw It was 1 year ago, maybe I overloocked a small detail.
Sounds a good idea and we need to test it, but finish ICZ2 first.
Edit: Oh lol the reply times, I laughed so hard here - I'm watching
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The route looks fine, but I need warn you with the begining, If Sonic got underwater directly to the giant ring you will be stuck in the next loops where the ice wall blocks Knuckles area because the loop above the giant ring changes the path switchers to change the solidity in the next loops.
I had this problem in the early days doing ICZ2
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About the previous levels there are some sloppy places in CNZ1: Knuckles area there are some of them wich are easy to spot with frame advance, mostly when I backtrack to Sonic's path. But on my eyes in general all levels are improvable. The problem is that if we try to master the ring attack, we will never finish it since it is currently impossible for us (even the any% runs aren't masterized yet), therefore the rest of the levels are fine for me.
But I really want to fix 2 things in the movie1. In ICZ2 It will be very cool if you find a way to return the music back, because the level look a little "empty" for me without music
2. In LBZ1 I really wish to do another try to manage to avoid the infinite invul music, but we have to redo the entire LBZ because If we save time the platforms will desync even if we use the bonus stage in the 2nd ACT (if we divide the work on redo it will be easier)
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Before start another big project like a S+T glitchless I will prefer to chose Knuckles in first instance because his history is short and will see how the audience responds to these types of movies.
But don't worry, the only thing I need is time, a lot of time, I will not end here, I have a lot to show in the next years.
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Yes, probably I will start to work with Sonic alone, Knuckles or even Tails (most probably with Sonic) because I'm a little exhaust with 2 players.
There are some minor errors in the game wich can be confused with heavy glitches.
In a glitchless run we need to ban the most heavy breaking game glitches as:
Horizontal Underflow
Zips
Slope glitch / Switch gravity glitch / Carry glitch
Screen warp
Wheel glitch (CNZ)
Don't abuse of the sky boundary error ( you can skip big portions of some level with this)
Don't clip surfaces (Stair clips and glide clip as Knux)
For me take advantage of frame rules, luck manipulation and little tricks to save time it's ok as long as they respect the rules above.
You will finish it eventually, don't worry about that.
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New HCZ 2 encode
Link to video
Glitchless LBZ testrun as Sonic
Link to video
I don't know if avoid the elevator frame rule is ok, maybe I will add in the future since is not a very game breaking glitch.
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Are you sure about this?
I mean, if this projects is a tree you are the roots that made it possible for this tree to grow, beyond that there is no input from you in the movie I think If you had not done your testruns around 2015 I would never be interested in this project, consequently kaan would had no interest in the TASes and never joined here (I think). Even you helped me with some route planing and ring grabs of you personal research the last year wich helped this project so much. Don't feel bad because you feel you didn't contribute anything here, because it's not like that, you are even the founder of the project.
There are many people who have helped in the movie too who will have their respective thanks in the end, between people supporting this, and WST, HHS, marzo, answering technical questions about the levels, even marzo allowed me to use some of their input in HPZ of his any% TAS.
Having said that, I asked again, are you sure?
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Looking amazing, I never expected you will saved 30 seconds!
About the resync, is possible the movie desync with lag differences, ACTs 2 loading 1 frame before/after, LBZ flamethrowers, MHZ 2 wind, and LRZ1 boss.
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Looking neat terrarian, I love the unexpected zips and don't seeing pipes stopping the ring slaughter of Sonic and Tails :P
But one question: At frame 39075, is not faster for Sonic fall directly on the slope instead of getting stopped with the slide?
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Here you have: http://dehacked.2y.net/microstorage.php/info/1412421076/Evil_3D-TheYogWog-kaan55-S3K-ST-ringattack.gmv
With a buble bounce at the end of the previous act I wasted 111 frames to get a good sync with the pipe, and improved 1 frame the IGT of the next act.
Oh boy, glad to see you are alive I feared the worst :P
Yeah, actually 1 year + some weeks working on that : this was the first wip or test run without counting your test runs, but they were a good base to start this.
And about AIZ2, this level is there definitely on my black list, is increible how much this level delayed the project, with the countless of improvements found here. But I'm glad that my personal slave kaan55 help me with this.
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Not at all, this hack has a speedrun page wich others sonic's hacks don't have https://www.speedrun.com/Sonic_Megamix ; the speedrunners uses the 4.0b Sega CD version of the game as this TAS
The last version of Sonic megamix offers a full gameplay, you don't need to use debug mode or something like that to pass the levels. About the project I'm not very sure if is really in developement if you see the last news in his official page: http://www.teammegamix.com/
If you see, Stealth literally he ran out of development team, said this the last official "public" release of the game is the SegaCD version
Currently is writed in the submission page, "US 4.0b"
I don't think it will be "cheating", currently is a feature in the game options, you don't need to use "passwords" or modifing the game to remove it, since it's a TAS, naturally we have to adjust the options to have the shortest possible time, it is like choosing the version of a game that has the shortest time in subtitles.
I respect your vote, we all have different points of view, I hope I have clarified some things.