Posts for VanillaCoke

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Experienced Forum User, Published Author, Active player (459)
Joined: 12/24/2010
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Location: CT, USA
That's discouraging to hear :(. Well hopefully you'll be good to go once you get your drivers reinstalled. Hoping you pick this back up again. It was nice having a Sonic DS TAS buddy :D
Experienced Forum User, Published Author, Active player (459)
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Finally working on my run when I wake up ^_^. Edit Holding backwards when getting off a rail onto the ground allows higher than max ground speed (61440) temporarily. Sliding the first frame possible slows down the decay, prolonging the speed. There's a spot this may or may not be useful in TR1. I believe the boost pad right after the rail was more useful to take advantage of. If anything it would result in an 1 frame improvement. I can see if being useful later in the run. However there aren't long enough rails to build up enough speed to make it very useful so far. It was barely useful in TR2 when I discovered it and then optimized for it.
Experienced Forum User, Published Author, Active player (459)
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Dada wrote:
Link to video
Oh my god ROFLMAO
Post subject: Re: Dragon Ball Z: Hyper Dimension
Experienced Forum User, Published Author, Active player (459)
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I remember playing DBZHD a lot with friends on the GXSnes9x on the Wii. However I wouldn't even call it an average fighter. The only notable "feature" is that it's a Dragonball Z game. The fighting itself is really slow and clunky, but [for the sake of argument] that was in real time. Maybe it might be better with perfect reflexes? I have my doubts. Unless you can find some really interesting glitches, I don't believe the run would be very entertaining/accepted. You even said yourself that combos are limited. I hope you can find some good tricks and glitches though. Goodluck!
Experienced Forum User, Published Author, Active player (459)
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I wanna say that the value of x-velocity when jumping while boosting is 49512 (which is the "air cap") and 40960 without boosting. There's ways of bypassing that 49512 cap with backwards airdashing or holding backwards the first few frames when jumping. I still haven't been able to examine the WIP, but I imagine that he's keeping a higher average velocity than 49512 when airborne.
Experienced Forum User, Published Author, Active player (459)
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I haven't even had time to find out it was broken -_-. Thanks nitsuja! I forgot to mention that I found out Speed and X-Velocity work in a weird way when it comes to running on water (which means boost is required). If Sonic jumps, speed's value is ignored when Sonic lands. Instead x-velo is the only relevant address when landing on water. I've already passed the water section, but I forgot to include it in my last update post.
Experienced Forum User, Published Author, Active player (459)
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That's why I'm content with Sonic Colors. I'm doing my very best on it, but really there is no "real" way to compare my times to leaderboards or TSC. I don't have everything (wisps) available to me during the run since it's the first time through each zone. Times on the leaderboards and TSC are with all the wisps available and used them. Cept bosses.
Experienced Forum User, Published Author, Active player (459)
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Cruizer wrote:
Do remember that SRA's online charts -can- be viewed on the official site, so don't just use TSC as the only reference. There are a lot of great TAers that aren't on TSC just yet :P
Someone on the official website got 29 seconds on PK1 O_O. At first I wondered how creditable some of those times are. However, the top 4 times are all by different people whom are within a second or less of each other. So the odds are really good that they're legit.
Experienced Forum User, Published Author, Active player (459)
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Unfortunately I've been swamped with assignments and haven't made any progress yet =/. I figure I'll be able to finish TR2 on Sunday. After TR2, Globotron should be finished relatively fast. I'll more or less just be copying the exact same thing from before, just making minor edits to the fight. Also I'm going to convert my run over to 0.9.7 before making any progress. Sonikkustar said something about adding 4 frames and it synced in 0.9.7 soooooo, I'll figure it out. If you read this Sonikkustar, can you post the dsm you edited that synced? I could avoid figuring it out if you would :D.
Experienced Forum User, Published Author, Active player (459)
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Human Record is 0:38:42 by 49INFINITY. I'll watch it more indepth later to suggest changes. I've only got one suggestion/question that pops into my head. Why take the whole rail and jump into the trick rings at the beginning? On the map, it seems like it'd be much faster to Jump straight from the first curve on that rail (and in my experience, trick rings are never worth it) to the top path. From the Top path, jump on the top of the loop.
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nitsuja's the man :D. Looking pretty good Sonikkustar, keep it up!
Experienced Forum User, Published Author, Active player (459)
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Woo Hoo! Downloading and testing it out right now :D
Experienced Forum User, Published Author, Active player (459)
Joined: 12/24/2010
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N. Harmonik wrote:
Commence begging. PLEASE get all the Chaos Emeralds!
Did you get the WIP to sync? o.o
Experienced Forum User, Published Author, Active player (459)
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See if my WIP syncs for you in colours. http://dehacked.2y.net/microstorage.php/info/1537664519/Sonic%20Colors.dsm Edit I'm assuming it does play fine for you. Mind uploading your desmume.ini? First I'll see if the movie syncs if I use yours, then secondly I'll check for differences.
Experienced Forum User, Published Author, Active player (459)
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0.9.6 svn3645 x86 msvc 1500
Experienced Forum User, Published Author, Active player (459)
Joined: 12/24/2010
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Double-checked, it's unticked and there was still the desync. It works when you play it back though right?
Experienced Forum User, Published Author, Active player (459)
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I got a desync after the "tutorial stage" was over but before the cyclone section. I'm using 1444 - Sonic Rush Adventure (U), so maybe that's causing the desync. I wish the airdash could be used while boosting in colors ;_;. The speed difference is insane! Also, I'm glad my run inspired you to pick this back up ^_^.
Experienced Forum User, Published Author, Active player (459)
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Wow! I'm going to try this out right now! I made a ghost of my old TR1 run and compared it against my new one. That's really awesome stuff! This is going to help cut down on rerecords a LOT. Thanks for scaling down all of the values in the addresses so they're easier to look at. I really appreciate all the hard work you put into making this script (the trails are so fucking cool LOL) and I'm going to put it to good use! Thank you nitsuja! EDIT So far I've saved 12 frames in TR2. 2 were saved by better skill at the beginning enemies, and 10 from a ramp trick (learned it on SC2 before restarting my run) to hit 63000+ speed briefly (which is much better than the 49000ish speed cap when jumping). I'm calling it a night for now. TR2 is about 20% complete after about 5 hours today (which is actually a lot faster than last time lmao). I'm currently optimizing two seperate routes to test which one is faster. The potential new route would stay on top of the water and skip going upward. Then after the loop I'll use the slope before the zip line to jump up to the breakable ground section. I think it'll be faster due to there only being two slowdowns (loop and slope) compared to four in the original route (slope, enemies, giant loop, spring). So far it seems a heck of a lot faster, but I've got to optimize the original route to be sure. Thanks again for the lua script nitsuja. It makes things a lot more convenient by having ghosts, and looking in the corner for coordinates, speed and x-velocity are way more practical than looking at the Ram Watch window for the same thing. I didn't even notice the boost percentage at first, and it's going to come in handy already due to there not being as many enemies killed in the route change. Even the trails have been helpful as a loose speed identifier due to color coordination (the box used for position identifying/ghosts even had a blueish-green outline when going really fast a couple times, which made me laugh). Great stuff here, thank you. 2/1/2011 Taking today off to focus on my workload this week. I'm trying to finish two classes worth today, then the other two tomorrow. Then I'll have four days to work on the run :D. I'm more inspired than ever to work on it due to the improvements I've been able to make so far. I'll post my WIP once Globotron is finished (friday or saturday).
Experienced Forum User, Published Author, Active player (459)
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Thank you very much :D I finished TR1 and it's now 103 frames faster than my previous run. A bunch of minor little improvements through-out the level resulted in a lot of time being saved in total. Boost pads contributed the most and let me make some minor route adjustments I even broke 61440 speed without boosting :) I believe TR2 is going to see a big improvement too. I don't have any predictions for SM1 or 2. Speed and x-velocity addresses do not work for SM1 or 2. The problem fixed itself last time around when I got to SC1. Since I don't want to heavily rely on save state -> x-coordinate comparisons like last time (too lazy to find them, but yet added 10k+ rerecords from optimizing "blindly"), I'll figure out where they get temporarily moved to this time around.
Experienced Forum User, Published Author, Active player (459)
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Saved 41 frames and I'm only a quarter of the way through TR1. Not going to get close to breaking the record due to no boosting, but I think I can shave off 5 seconds overall. Looking forward to TR2 however :D
Experienced Forum User, Published Author, Active player (459)
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Voted yes due to nostalgia and warp speeds.
Experienced Forum User, Published Author, Active player (459)
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I was thinking the same thing lol. I wasn't sure, but if you want to see it too then that settles it. Once it's over, I'll do a couple choice levels and do time attacks :D I'm kind of swamped with work from school at the moment, and so there hasn't been any progress :(. I'm going to finish my two essays and try to crank out TR1 in my new WIP today.
Experienced Forum User, Published Author, Active player (459)
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It takes a while to get entertaining, but the boss battles made the run worth a yes vote. Nice job :D
Experienced Forum User, Published Author, Active player (459)
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Globotron can be improved by a trick I learned during the Captain Jelly fight. It compensates for dropped input frames and was faster in testing (but wasn't included in the WIP due to the desyncs that it would have caused). There won't be any difference visually, since it's working around lag, other than the time being finished faster.
Experienced Forum User, Published Author, Active player (459)
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That's awesome to know [about the whale]. I knew there had to be something, but I didn't know what exactly. If nitsuja revises the script to work for colours, I'm most likely going to start the run over. It shouldn't take nearly as long to reach the point I'm at since I'll have my WIP as a loose-guide for each level. I can improve on Globotron too :D. And I didn't know you were the one who made those maps o.o That was the site I've been using for maps, but I had to combine two pics per stage a week or so ago. Now they're all combined :D.
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