Posts for WST


WST
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I’ve tried it and now I don’t think it’s possible, sorry. What you did instead is also fine (but glide-glitching through a bridge could be faster I think). In the end of HCZ2 you should zip 1 level upper to be able to reach the boss, fortunately, it is possible there.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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Wow, I love the idea of adding the comments through a Lua script, how didn’t I think of it before? I often want to add some subtitles to my run, but always think of video editing or adding the comments through the glitchy YouTube’s tooltips. Easy yes vote, the run is fun and well done.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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Yes, I think it should be possible, just align yourself as needed. It may be not easy, though. By the way, there is another possible way to enter the terrain, which I never saw in existing runs, but performed myself a few times. Like in the loops, you can also enter the terrain by turning rolling at proper point in places like this: Hopefully you’ll find it useful. Also, if the speed is high enough (over 5000 for example), it becomes possible to enter the terrain instantly, without any rolling or something. You can see an example in this old testrun. And one more way to enter terrain possible for Knuckles is stair clip, however, Knuckles requires certain pattern of terrain to be able to use it, an example can be seen here at ~4:30
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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Good job, Evil_3D; I am also surprised. Would you like to join my WIP? I’d be glad, because I started it with Qwerty and feeuzz, but both of them had quit the works. The run also has 2 short parts done by marzojr, in AIZ2 (tunnel trick) and HCZ2 (camera management right before the level-wrap).
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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I never tried it on this particular zone, but I hope things should go fine. Just redo OOZ1 and give me the gmvs, I will try and give you the result anyway — if it desyncs at some point, you’ll be able to rerecord it. Evil_3D, if you don’t mind, when writing submission text, we should mention our obvious mistakes. It will be useful for our next attemt of even for other TASers who decide to redo it. For example, now I am watching your CNZ2, and I noticed that you are not holding [^] while climbing in the lift shafts. I tried redoing it and saved 30 frames on a single lift in a quick attempt. This is clearly a possible improvement which could save some seconds.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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Evil_3D wrote:
Thanks, I'm glad you're always there to help, your WIP is a very good reference for my new run also like Theyogwog and Upthorn's runs. About the AIZ trick, still trying but don't works however, only for ask, do you remember where you jump , vertical speed or what side you do the glide glitch? is a little hard to perfom without a reference.
I was jumping from the same point as you in the gmv above; sadly, I do not remember enough details. If you fail to perform it, just proceed without it. It’s not the only trick, which is beleived to be possible, but nobody ever recorded it. For example, in Comix Zone there is a well-known glitch which causes the rat to be spawned outside the cage, it sometimes happened to realtime speedrunners, but TASers always fail to replicate it, because noone knows the exact mechanism behind that glitch. Even in Sonic games, there are similar tricks, for example, I know that the loop zip can be done with a rollless character, but I never even try to perform it, because when I did, I spent thousands of rerecords with no success (but yeah, I know it’s possible, because it happened to me once). It’s probably something like trying to perform a level-wrap at a speed like ~4110 — possible in theory, but nearly impossible in practice, at least without extremely nerdy work on the positioning.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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If you need, you can also watch my Knuckles any% WIP, it’s available it my github TAS repo, you can simply open this page and press “download”. AIZ, HCZ and MGZ there are very well optimized, and you can use it as a reference to know what tricks can be done (and how).
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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Sorry, friend, I’m a bit busy these days… I remember somehow doing it, but — crap — I was not recording, stupid mistake. When I wanted to redo it while recording, I could not perform it again. By the way, it also makes sense to use loop zips. In other words, it’s not going to be an easy project anyway.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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I was working on a Sonic 100% TAS together with Kiske, but he lost interest to that project and I abandoned it. I can show you the gmv, here it is: http://dehacked.2y.net/microstorage.php/info/341661603/sonic-100percent.gmv About your Knuckles WIP: at ~0:30, instead of going the supposed route, it is possible to go back after the spikes and glide-glitch through the crushing ground and thus reach the big ring earlier. But it’s incredibly hard — the main reason is that sprite ejection and wall ejection will be happening one after another (not sure if I’m explaining it correctly) and depending on this, you’ll be able or unable to touch the big ring. If you succeed, it will save at least a second.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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r57shell wrote:
If everyone is excited, why then no encode yet?! :(
My Yes vote goes to this post
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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I’ve applied the new route in CNZ2 (Knuckles any% WIP), and the new time is 0:27.58, which is quite impressive. I guess I can improve it even more, but not today…
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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I can only copy the whole act, which makes no sense if you managed to go ahead of Zurggriff’s first attempt. Let me compare your attempts first, then I will tell you if I can do it. (upd) I’ve checked it, and yeah, your gmv is faster, so, Zurggriff has to redo the trick, or someone of us has to figure out how to perform it. I cannot splice it in, because it needs extremely precise pixel/subpixel position match at the point of merging, which is nearly impossible to reach here.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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Something went wrong with your solidity viewer
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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I’m watching it, and yes, it’s definitely fun. Yes vote, of course.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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Evil_3D wrote:
why spindashing in a wall causes a level wrap?
This glitch is introduced in some hacks; it’s not present in the original games. The mechanism is: when you go offscreen horizontally, the camera starts scrolling right, not depending on your actual position (even if you are to the left of the visible area). As soon as it reaches the boss (or the end of the stage), it locks and forces the character’s X position to be within that area. So, you only need to adjust your Y position. In fact, you can trigger this glitch even without spindash, if you overrun the left side of the viewport. But in this hack there are no places where it’s useful. An example of hack where it’s useful is this — here you cannot perform this glitch by intense spindashes, but can overrun the screen, as I’ve said. Another example, where both ways are working, is this one. You can also activate slope/gravity glitch and appear higher in the boss area, by staying on an object at the moment of performing the camera glitch; it is very easy in GHZ3, for example; but I found it useless — it’s 10 frames slower than what I did.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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SuperFlomm, As you requested, I’ve made a tool-assisted speedrun of Somari the Adventurer. Yes, specially for you. Boring? I think it is. But well, that was your choice, which I was able to TAS. I didn’t want to go for a glitchless run, because it would turn into a huge project then. Link to video Next time do a tool-assisted speedrun of something specially for me ^^
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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By the way… I know it’s not the best time to say things like this, and also I know that there are many other improveable places, but… Well… At frame ~24797 in your last gmv, it is possible to save some frames by performing spindash through object instead of breaking that thing normally. Also, your Y subpixel value at that point is only 1, if you maximize it (make close to 255), the improvement will grow even more. I managed to save 17 frames in a quite dirty attempt, it is still improveable, as I lost some frames for alignment, which could be done better. Think of the subpixels as of your position inside the current pixel, you can be slightly higher or lower, it is useful sometimes. In this particular case (when doing spindash through object there), having lower Y subpixel value makes you stay a bit higher and thus fall into the tube (until you interact with it) a few (up to 2-3) frames longer. This is just a demo.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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SuperFlomm wrote:
Somari the Adventurer
Seriously? I can look at it soon. One thing I should warn you about: unless I go for a glitchless run, the TAS of that will look a lot like this one. And I am going to use glitches, because otherwise it will take way too much patience and time. (upd) Almost done. When I finish with the encode, I will post the run in the proper topic, as it doesn’t make sense to submit it. Stay tuned.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
She/Her
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Good job! The only sad thing is that the “funny” part of CNZ2 is not so funny anymore (comparing with the testrun).
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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I am still working on Marble Garden zone in my Amy@S3K TAS. It’s so much labyrinth-like, and there are many places which look like possible shortcuts, but trying to perform stair clip always fails. Extremely frustrating stage.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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OM TELOLET OM
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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About that MCZ2 badnik… The best that you can do is to spawn it, and then do some stuff while it’s moving. The problem is that it will despawn if you move too far horizontally, but well, you can still go far vertically. See it’s address — B6C0? It shows up even when the badnik is offscreen, and it will disappear once it’s despawned. And you can keep moving, avoiding despawning it. According to marzojr’s explaination, this enemy follows a preset path, and there is no way to manipulate it, so, the only method to not wait for him is to do what I explained; however, I realize that it may not be possible. It’s worth to mention that you despawned that guy in your demo, as I can see.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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Damn, what a troll an idiot put those rings there (facepalm)
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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At 1:16 in your video, you use very small height for glide-glitching through the horizontal door; however, in many other places you climb quite high for performing that trick. If you record that successful jump’s data (Y subpixel position + jump length + character state [rolling/running]), you will be able to redo it in the other places. I also noticed going back in some places.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
WST
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Easy Yes vote
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)