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Flat terrains require 30 bounces/sec, done by pressing B everytime it's possible (like it's shown in the video I posted here). Some ascending and descending terrains require 20 bounces/sec though, as it takes 2 frames to go up (ascending terrain) or 2 frames to go down (descending terrain) in the bounce. In those cases, the bounces are done in the same way as before, you just have to extend the B press for 1 frame (descending terrain) or extend the "not pressing B" action for 1 frame (ascending terrain).
I hope this helps :P
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CoolKirby wrote:
Wow, he did it! Now there's only that one A press in BitFS left and the game can be completed with 70 stars without pressing the A button at all.
Actually that last video wasn't an improvement in the 70 star ABC, because you don't need BitS red coins star to complete the game, as you can't reach BitS with 69 stars.
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I decided to make a video explaining how the bouncing trick seen in the Hero Story TAS is done. It should be useful for every other TASer that wants to try this game!
Link to video
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Mr. Pwnage wrote:
Was that the only Eternal Engine clip you were able to make work?
I know there's a tank in a similar position in the very first room, which is at a height of -31, and the goal is at -1798. Horizontally, that endpoint is just over 9000 units away, so the question, beyond does the geometry actually allow a breakout there, is whether hovering allows you to fall slowly enough to travel on a 1:5 slope.
In the Dreamcast version where there are no invisible barriers blocking such a path, it's just barely possible to backtrack on the fly from checkpoint 5 (-1680, +944, -9150) to the corner of the falling weight room below checkpoint 2 (-690, +177, -4790). A perfect hover jump gives an extra 50 height from the departure point, but even an unassisted 35-height jump can make it, for a distance of 802 vertical units and 4471 orthogonal units, easily better than the required 1:5.
You sped past the last section of the run quickly enough that Eternal Engine was never part of a WIP to give feedback, but if that wall in the first room is breakable, then you can most definitely hover in a straight line start-to-finish. If not, you might also consider trying to clip into the exploding canister tube in the corner of the room behind checkpoint 2, which is easy to do on DC, and yields a route similar to what you already have minus the sidetrack to the left.
The tank in the very first room isn't actually in a good position to make the clip be possible, as far as I know it's only possible to clip through those tanks if they're in the corner of a room.
About the exploding canister tube clip, I haven't got it to work on GC version. And I don't know either if there are kill planes around there (there were some of them in the spot we clipped). Can you show us a video of that clip on DC or tell us how it's done?
Thanks for the idea though :)
EDIT: About the emblem counter showing 9 emblems instead of 17, itsPersonnal has a more probably idea:
My guess is actually the "kart racing unlocked" text that plays after Route 101 (the 9th emblem) is the reason it stops at nine. Maybe someday I'll do a little test and collect an extra emblem before Route 101, and see if it jumps to 10 after.
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RedGreenSonic wrote:
I'm not too happy about how ridiculously old that rev of Dolphin is--just one look at the loading screens shows how inaccurate it is compared to new builds. I hope one day someone starts a run with a more recent build, but I say yes to this because it was entertaining, and that's what's most important.
If you render that run with an av-sync build of this revision, you can get pretty accurate loading times. We just don't really know how to build av-sync versions of Dolphin.
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Mr. Pwnage wrote:
Why does it say 9 emblems at the end instead of 17?
I don't really know, but I think that the game thinks that after 0 emblems, you need to get an 1-digit number of emblems. So the closest number to 17 that the game can show is 9. Then in the next time you get to an emblem cutscene, the game shows 17 emblems as it's supposed to.
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The TAS is finished! It's currently being encoded and will be uploaded in a few hours, so expect to watch it either today or tomorrow! Can you feel the HYPE?? :)
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As far as I know (at least the last time I tested), if you load a state that had an empty save file when you saved it, it'll load the same save file as it had (empty). In this case, you can keep a savestate saved in your PC folders so you load it everytime you want to playback it. And when you want to encode the run, delete the save file from the Dolphin folders.
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What if you start timing it in the first frame you can read "Welcome to the galaxy!" or something like that? I think it would be more precise, but I'm not sure...
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I wish it was possible to reach the first pipe in an earlier cycle, but it doesn't seem to be possible... Great work anyway, looking forward to the submission!
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We optimized Hidden Base (just like the whole TAS) for real time, because if we aimed for in game time we'd lose like 1-2 seconds due to doing the time stop glitch (go into the sand and touch a spring, so the timer stops but you don't actually die). We would get like 12 seconds less in the timer if we did the glitch, though.
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WST wrote:
Sonic runs become so boring unless they are glitchless :(
I would love to watch a zipless run of Sonic 2 and Sonic 3 & Knuckles, just like the Sonic 1 publication here in TASVideos! They'd be the best in my opinion :)
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What's the problem if we're either close to sub 5 or not? The TAS is really amazing and entertaining, that's what matters!
By the way, pastatsh uploaded a comparision between the new and the 5:01.25 TAS:
Link to video