I wonder if anyone remembers when I discussed on IRC my opinion that the composer for this game probably didn't have the original music ripped from the NES code and therefore had to transcribe it by listening to the games...
Quoting a 4-years-old post, but whatever.
Just want to mention that the arrangements for the Wily Wars music are, in fact, very good, but due to the limitations imposed on a Meganet game, the FM instruments that can be used in the game are limited, making the music sound much worse than it could be.
Might as well mention that the "proper" title of the hack is "Miles 'Tails' Prower in Sonic the Hedgehog" (as seen on the title screen and the header), though it's often referred to as "Tails in Sonic 1" for convenience.
With that said, this is awesome.
Taking the top route at the end is two frames slower then the present route; entering the wall at the beginning is not possible because there are more walls in the rom to prevent just that, it seems.
Yeah, that was actually the whole reason I did that. You see, while getting in the wall as Sonic or even Knuckles is somewhat difficult for the casual user, as Tails it's ridiculously easy to just fly in there. So I added the wall to prevent that.
Get 2.1.1 here; fixed one more ridiculous inaccuracy; it should only affect the game when underwater so there will probably be no resynching needed.
Locations for upthorn:
CollArray1: 0x621D6
CollArray2: 0x631D6
AngleMap: 0x620D6
Might as well mention this: Something I think would look cool as "entertainment value": Jump inside the giant ring when you get 50+ rings, right before the screen fades out, timed enough so that the ring doesn't fully disappear and the special stage isn't triggered.
[*] When starting flight, if upward speed is just under 1024 subpixels per frame (sometimes, up to 1036 subpixels per frame upward speed is optimal -- but it is not reliable). In this case, you have no loss of vertical speed when going to flight and can clear the greatest distance possible. Upward speeds between 0 and 1024 do not lose vertical speed when you go into flight, while upward speeds above 1024 get lowered to 512. I haven't tested thoroughly for much higher vertical speeds than jumping, but activating flight when bouncing sometimes allow higher vertical speeds.
cmp.w #-$400,$12(a0) ; Is y speed > $400 (upwards)?
bgt ControlFlight_SetAnimation ; If not, branch to set the flying animation
asr.w $12(a0) ; Cut Y speed in half.
bra ControlFlight_SetAnimation ; Set flying animation
So unless the emulator is doing something wrong, I don't think 1036 speed can get through without getting snapped in half, period.
I haven't been able to do this on the hack at hand (but I can easily do it in S3&K); maybe something for Pu7o to fix, if he is still supporting the hack.
Well I didn't test shit that only happens in specific frames when I made the hack, so I guess it's possible that there are things that work differently in TiS1 from S3K when going about such insanely sensitive shit... Notably, the flight code isn't called in the same location as in S3K (in S3K, it's called at the end of the jump height routine, which I find to be stupid, so I called it in Obj01_MdJump instead) so I guess that explains the difference.
I'd appreciate that, yes. Some of the values whose location I know: X and Y position, subpixel position and speeds are in the same place as Sonic 1, as is the combined speed value and the slope gradient. Timer (unless the Sonic Tricks page is wrong) is slightly different: minutes at 0xfffe23, seconds at 0xfffe24 and frames at 0xfffe25. I haven't tried the camera locations. I guess Pu7o can give you any other values you need.
I didn't change the RAM locations for the timer at all. Actually most of the RAM is the same as Sonic 1, but I think what Upthorn needs are locations of shit in ROM, not RAM :P
EDIT: Also, you should skip the SEGA sound with start :x
I loved what I could see, but every single one of the videos desynched at some point:
- The Japanese one desynched at the start of SSZ1
- The US v1 desynched at the start of CCZ1
- The US v2 desynched at the start of TTZ1
So... yeah. Waiting to be able to actually see the rest.
I'm curious about what crashes you're supposedly getting. I tested that thing very extensively, including on hardware, so I have no idea what's going on. Could you show me an example of where it crashes?
Someone has already attempted an amature TAS at this. I saw the video on videogoogle, although it seems it's not there anymore. I found it rather interesting and I still have the GMV of it, I do believe. But it was from Tails In Sonic 1 v1.0 however, so using a new "less glitchy" version might be advised if this is going to be attempted.
Although through general play on my Nintendo Wii , I've found that the new "less glitchy" version still crashes as much.
What version of TiS1 did you actually play on your Wii? There was drx's original v1.0 and 1.1 which crashed left and right, my three bugfixes over it which fixed the crashing and overall lots of shit, and my v2.0 which was a complete redoing of the whole thing from scratch, which I tested several times, having even gotten people to test it on hardware, and which shouldn't crash, period.
For reference, the latest version of Tails in Sonic 1 (v2.0) is available on Sonic Retro.
I remember I used to do a trick where Knuckles and Tails ended up constantly hitting each other (since they were occupying the same position), but I don't remember exactly how it was. (And it was on real time, so it should be easy to do on a TAS)