Posts for kaan55


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Banned User, Published Author, Active player (427)
Joined: 6/7/2017
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marzojr wrote:
I did explain just a couple posts above how the walk-on-water object despawning was the key to the quick transition, you just forgot about it.
Whoops sorry. I guess I can be a bit short-sighted at times. But thanks for pointing that out because I just realized we can't even do the glitch in this run. About halfway into the level we need the walk-on-water object for something far more important and there aren't any zips we can use afterwards to get rid of it. I have one question. Can Knuckles do the glitch? I'm pretty sure it can be used as an improvement to his any% run.
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Evil_3D wrote:
AFAIK The object that allows Sonic to run on water deloads when he dissapear in the screen
I just tested it. That is indeed the cause. I find it kinda odd because I thought an essential object like that would be programmed to not despawn no matter what. It looks like I'm gonna have to waste some frames to prevent it from despawning. I can see the object's memory address though so I can use ram watch to keep an eye on it. Update: Not using the spindash actually turned out to be a frame faster. I'm more than okay with this. Update 2: I forgot to clarify that I did solve the problem. Thanks for the help Evil.
Banned User, Published Author, Active player (427)
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Well I ran into an annoying issue. I can't run on water here for some reason. I think this has something to do with that new spike clip I did but I'm not sure. I'd like to know the exact cause of this if possible. gmv
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Ok wow that's much better than my run. I guess was kinda off my game. Nice job. I don't know how to imrpove Act 1 atm so I did Act 2 and 3. Both of them ended up being short and easy. Here are the times. Act 2: 0:17:32 Act 3: 0:02:46 http://dehacked.2y.net/microstorage.php/info/343253570/s1mm.gmv
Banned User, Published Author, Active player (427)
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Get well soon Mystic Maze. I want you to be in good shape before we break you again :p Starry Night Act 2 is definitely my favorite in this run. That's real Sonic speed right there.
WST wrote:
Sounds nice, but somehow Aglar & Zurggriff make TASes that are deadly hard to improve by one fucking frame :)
Yeah their tases are usually only improvable if they've completely overlooked something which is rare. I wanna see what I can do in Metallic Base Act 1.
Banned User, Published Author, Active player (427)
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Compared to the AIZ bridge cutscene skip that looks a lot more complicated. Even though it's one of the funniest tricks in the game I'm hoping I won't have to do it. Anyways here's the first minute of HCZ1. You weren't kidding when you said your old inputs are sloppy. I already saved over 15 seconds in that short span of time which would normally be near impossible with one of your more recent tases. gmv
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WST wrote:
Looks beautiful and very clean!
Glad you enjoyed it :)
Evil_3D wrote:
I loved the micro zip at the end, very unexpected.
I love that zip too. It's the same trick used in the any% run for a different zip. I'm kinda sad that it forced me to the special stage now instead of after Act 2 though.
Evil_3D wrote:
Yes please, I'm waiting for the new HCZ and I will trying to finish the movie before june, if not, I have the eye of extinction for summon at any moment :P
Have you no mercy? Yeah I'm sorry about that. I actually did try to start the HCZ run but I wasn't really feeling it at the time. But now I'm more than willing to tas it so expect it to be ready within next week. It'll be better than doing Special Stage 3 lol
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Here's Marble 1. Not too bad but it was definitely more difficult than all 3 Acts of Green Hill Zone. Link to video gmv The map for special stage 3 is looking kinda intimidating right now so I think I'm gonna focus on the S3K run for the time being :p EDIT: As some of you may have noticed I did in fact save 20 frames with 0:53::58 as the new time. No idea where half of that came from but I'm not complaining.
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I already found that but thanks anyways. I saved 34 frames with animal manipulation. I think that's the limit because the last rabbit can't seem to be deleted. I could very well be wrong though. gmv
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Evil_3D wrote:
Agreed, is good zipping in a level hack but not looks good skiping all of it, but some times you can zip to the end in some stages
Yeah I'm a bit iffy on being able to zipping the from beginning to the end but at least it's not as bad as straight up teleporting to the end of the level.
Evil_3D wrote:
Just write it here, I can change it manually
All I did was search checksum in the rom-check file using crtl+f and change 2 nearby false statements to true. Instead of flooding this comment with the text I'm just gonna give you a download link to the modified rom-check file. rom-check.lua Other than the fact the hud will always think you're Tails it should work just fine with this hack. Just be aware that this won't work properly in other Sonic games (i.e. Not S1 or hacks made from it). I'd suggest making a copy of the original file just so you can swap between this and that.
Banned User, Published Author, Active player (427)
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Thanks. I'll probably start my search tomorrow or the day after. Awesome job on the routing so far. Even if level wraps weren't patched I would've suggested not using it. I personally hate seeing it performed in romhacks since it feels like you don't wanna show the game off. I wouldn't mind if we broke the levels any other way though. btw I got Sonic Hud to work with this romhack by changing the checksum. If you want I can give you the modified file.
Banned User, Published Author, Active player (427)
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I forgot to upload the gmv again. Now that that's out of the way, I can happily say that after some research and testing I can get all the rings in the game.
Banned User, Published Author, Active player (427)
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I was wondering when we'd get around to tasing this hack. What version are you guys using?
Evil_3D wrote:
It's a funny moment xD, sadly, we need to fix the score tables because they can be skipped pressing [A] at the first frame avaidable, we missed this little detail :P — and maybe add animal manipulation in DFZ3, I can see a little walrus delaying the end
Oh lol. I can probably fix the score tables and the desyncs that might result from that. I have no idea how to do animal manipulation though and would like to learn.
Banned User, Published Author, Active player (427)
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I discovered what the purpose of the extra ring in labyrinth 1 is. It allows you to finish the level with exactly 50 rings while taking the shortcut. Knowing this along with the other info I found in my research I know that it really is the only version exclusive ring. I'm running this in the Japanese version now. Desyncs were only caused by lag so it wasn't a huge deal to resync. Here's Green Hill Act 3. Like the first two acts it was relatively simple to make. I have no idea how to do animal manipulation though and I kinda want to save those frames. Link to video
Banned User, Published Author, Active player (427)
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Thanks. I know HCZ will be easier and more fun to tas. Can't wait to see what it will look like when I'm done.
Banned User, Published Author, Active player (427)
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Well I was only planning on redoing HCZ so I guess that works out. The other zones do like fine like you said and it looks like they would take a lot of effort to redo. I think I see an improvement that'll save at least that much time.
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Thanks man :D I knew about that ring in labyrinth 1 but I didn't know it was exclusively in the Japanese version. I'm pretty sure that's the only version exclusive ring but I will still check like you suggested. I forgot that this wasn't like S2 and S3&K where you have the one version. Yeah I thought getting the rings in the special stage would give the run a better sense of completion and wouldn't cause any complications. They're in between acts and there's no super Sonic which means no ring drain. Plus I think they look awesome when they're tool-assisted. Just try not to get motion sickness from watching them :p Link to video EDIT: I almost forgot, the gmv.
Banned User, Published Author, Active player (427)
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Oh dear god not the eye of extinction! I'd rather not get burned with brimstone flames. I did an unoptimized testrun up to the first moving platform. It appears that dying will save time. However instead of doing the glitch I'm thinking about redoing act 1 in an attempt to get a more favorable platform position. After tasing AIZ2 I realized that your inputs from early on is very much improvable.
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Yeah I've known about those TASers existence for a while now. They probably would've presented themselves by now if they were interested. It might not hurt to ask them though.
WST wrote:
I’ve found a strange way to stuck in FBZ2 boss (Amy@S3K). It seems that the game gets really confused if you are not staying where expected when the boss fight starts, and sends you to a weird place :) Don’t take this gmv seriously though, I just wanted to share it. http://dehacked.2y.net/microstorage.php/info/1466763413/anypercent-speedrun.gmv
Interesting find. I think it's the same thing that happens when 2P Tails is under the platform when the boss fight starts.
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XkyRauh wrote:
Getting all the rings in the trapezoid after the double S-curve by bouncing on two Buzz Bombers got an audible "Nice!" from me. :) Looked real slick!
Yeah that's definitely the highlight of the level. I always knew it was possible but I've never seen it get executed successfully until now. Thanks for the feedback :) Here's WIP 2 with Green Hill 2 and improvements to Green Hill 1 and Special Stage 1. I saved 15 frames in Green Hill 1 with better movement at around 0:52 (ingame time) and about 14 seconds in special stage 1 with generally cleaner movement. Link to video If I'm gonna make a full run out of this I'm definitely gonna need some help. The special stages are gonna be difficult to optimize and I occasionally overlook things like those 15 frames in Green Hill 1. Plus I think it'll be more fun ^.^ Here's the gmv if anyone wants to look at it
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I'm glad you liked it. I mean yeah I could redo HCZ2 instead of sacrificing a few rta frames at the end of AIZ2. I'll need to take a short break before I even begin. The death trick? I think marzo can help us with that. Although I was thinking we should keep the run deathless for Sonic. I wouldn't mind doing another level. Just not AIZ2. Seriously I tased that level 4 times now and each iteration was harder and more time consuming than the last. EDIT: You know what I actually do feel like tasing HCZ2 now so I definitely will do that.
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It took me a while but I finally have AIZ2 done. I hope I never have to tas that level again because oh my god that took forever. gmv I added in the rest of the run. Unfortunately it decync'd in the worst possible spot (after HCZ1 boss) which means I'm likely have to sacrifice some frames to get the correct rng. Don't worry I'm sure no one will notice. That goal list looks good. You could also add no deaths for Sonic, but I guess the "Uses Tails deaths to save time" goal kinda implies that we're already doing that.
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Here's something I made for fun. Maybe I'll make a full run out of it in the future. Link to video
Banned User, Published Author, Active player (427)
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Oh my god that video XD I mean why wouldn't we abuse this? It's useful and kinda amusing (especially in AIZ2). Maybe we could have "abuses Tails' immortality" as a goal choice. Also I'm almost done with AIZ2. I just got the last of Knuckles' rings. Man this level is taking forever to tas.
Banned User, Published Author, Active player (427)
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WST wrote:
Haha okay I see. That’s Sonic… Btw you’re a co-author now :)
A co-author? Well, thank you I'm honored. Even though I'm not very experienced with Amy's movement I'll try to help out in any way I can. I wonder which one of us will make the fastest SPZ2 run.
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