Posts for Lardarse

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Joined: 9/27/2006
Posts: 16
Location: Bristol, UK
I can try it on 98 tonight. But I might get slightly weird results, because I'm not in America...
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Joined: 9/27/2006
Posts: 16
Location: Bristol, UK
Columns (using "Columns (W) (REV 01) [!].bin") I play Time trial, Flash mode, and a game in Arcade mode as well (which I almost never play). My apologies for the pausing, but my nose was running, and it needed attention, and it was easier to press than the escape key.
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Joined: 9/27/2006
Posts: 16
Location: Bristol, UK
Right now, I'm sceptical as well. I'm struggling to work out exactly what everything in memory is, and how the randomizer works. What typically affects the RNG in these games? What doesn't help is that the display is always at least 1 frame behind the actual numbers as seen in memory. One thing I did learn is that the score you get when you force a piece downwards is (level+1) per half-block moved down, and that forcing a piece down moves it one block every 2 frames. Forcing the piece down is slower if the natural falling speed is faster than that, but will always award you points. One thing I forgot to mention earlier is that the level advances every 50 jewels cleared, and that you can start at any level upto 9. And I might as well mention this now: The ROM I'm planning to use is "Columns (W) (REV 01) [!].bin". Any input as to why I shouldn't use that ROM is welcome.
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Location: Bristol, UK
Scoring is 30 * combo step * number of lines of three made in this step of the combo * (level+1) A line of 4 counts as two lines of 3, a line of 5 is three lines of 3.
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Joined: 9/27/2006
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Location: Bristol, UK
I'm considering doing a TAS of this game, but I want to get a bit of a reality check before I start. How TASable to people think that this game is?
  • The traditional thing to do would be to try to max out the score. However, this is extremely non-trivial, due to the fact that the score counter has 8 digits, and the score isn't likely to get much above 1000 for a basic 3 jewel clear before the run will get boring to watch.
  • The only possibilities for runs that would be interesting from start to finish are the 3 minute time trial, and flash mode, which is a race to clear a specific jewel on the bottom row.
  • There are other issues to doing a run of this game: The delay between a piece creating a line and the line disappearing is high, and the delay between one piece appearing and the next feels like it's even longer.
So, is this something worth trying to do?
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Joined: 9/27/2006
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Location: Bristol, UK
Xkeeper wrote:
Any idea when ZMV movies will be acceptable for publishing here?
I think a more interesting question is possibly "Why has no-one done so yet?"
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Location: Bristol, UK
Ok... in that case, the Hydrocity 2 death is like the deaths in nitsuja's SMB3 warpless run, yeah? Is it not possible for you to use the Ice Cap glitch that he uses? What is the waiting at the start of Lava Reef 2 for? If the ring box before entering the pyramid doesn't carry over, then why pick it up or waste time trying to find it? I think that's it, really. Except that the music glitch has to stay...
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Location: Bristol, UK
And I still don't understand the Hydrocity 2 death...
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Joined: 9/27/2006
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Location: Bristol, UK
29410 (Hydrocity 1, after boss): Why do you hit the signost? 31008 (Hydrocity 2): I'm not sure that I understand the relevance of dying here. 510?? (Marble Garden 1, after boss): Why do you pick up the fire shield? 554?? (Marble Garden 2 boss): How does taking damage save time? 624?? (Carnival night 2): Was there supposed to be a boss here? 666?? (Ice Cap 1 boss): Does spin dashing from across the screen allow you to hit it earlier? 1110?? (Mushroom Hill 2 start): Does the music not playing have anything to do with the timing of collecting the ring box?
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Location: Bristol, UK
Tub wrote:
Bisqwit wrote:
Also, I take this moment to point out that there may be a glitch in the AVI at around 20:17.
unfortunately there really is, the video just freezes, and can only be restored by manually seeking past that point. Reproducable in both mplayer & vlc, while xine (as usual) just didn't play the video at all and waited for a kill -9.
Both VLC and MediaPlayerClassic will play past it. The video resumes at 20:37, where it remains garbled for 4 seconds, until a key frame at 20:41 sorts it out completely. And I agree about recommending that it is mentioned in the description.
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Joined: 9/27/2006
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Location: Bristol, UK
Well... All of the sonic runs on this site (with the exception of Sonic Spinball, which doesn't really count) don't get the emeralds. They all have the "Ignores semi-important goals in the game" tag on them. I'd like to finally see a fun that gets all of the emeralds, and right now, you're as close as we can get. So right now, this is heading for "Best ending" with maybe "Plays using a suboptimal character" or "Plays at hardest difficulty" as well. Because, like you said, Knuckles is meant to be the harder character to play. Plus I've never seen the Knuckles ending...
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Location: Bristol, UK
I'd watch it if it was published. The question is: Would they accept a Sonic Hack? It is my understanding that hacks aren't accepted lightly... but several Mario games have had hacks with runs.. why not Sonic?
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Location: Bristol, UK
So... Gliding is faster across a horizontal distance when traveling for more than 4 seconds, assumung you're not super/hyper yet. Is there any way to make use of this? Edit: Therefore it's never faster, because it's faster to stop and spindash (losing half a second at the absolute most) and then is faster overall for the next 3 and a half seconds (at least)
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Location: Bristol, UK
By comparison, how fast is running and spindashing?
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Location: Bristol, UK
I thought that I heard the words "Bonus Stage" mentioned in this thread, that's why I mentioned it. And they maybe do have a use to build up rings, although the way that you freaks play, that's hardly an issue... But if my memory serves me right, it costs you nearly 10 seconds to go in, then come back out, and that's a bloody long time in any Sonic game...
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Location: Bristol, UK
You probably already know this, but the type of bonus stage that you get is solely influenced by the number of rings that you have whne you touch it. Depending on your strategy, you might have a reason for wanting one over the other. There's a FAQ about it at GameFAQs, but they are a bit draconian about direct linking to files, so I can't give you a link. But you can find it on the page for Sonic and Knuckles.