Rapid stomping is a given :P, it's the fastest way to rack up damage.
Finished the fight unoptimized 0:13:59. Need to optimize the Rapid Stomps and I realize that Homing attack or jumping on the first underling can be used to knock the second underling into Captain Jelly much faster than I did in my original plan.
Edit
Way too optimistic about that strategy using the first underling to knock the second into Captain Jelly. Looking at sub 13.
Yep, 0:12:57
I believe Globotron could possibly optimized by a frame (1-2ms) due to a workaround I discovered in lag with Captain Jelly. During the Boost Jump Stomps (BJs looooool), there will be boss specific dropped input lag. Jump input will always be recognized, but the stomp input will be dropped the next frame (can't airdash either). Here's an example:
Frame 1: Y+B
Frame 2: Down+B
The BJ comes out, but the stomp input gets dropped. So the next best thing I believed was
Frame 1: Wait
Frame 2: Y+B
Frame 3: Down+B
A lot of these dropped stomp inputs were happening after the background starts to tint/flash red. I decided to experiment and found out a new method.
Frame 1: Y+B
Frame 2: Y
Frame 3: Down+B
I did extensive testing during the Cap. Jelly fight and sometimes I'd get the same results as if the regular method had worked. Sometimes it was the same as Method 2 and even worse it sometimes delay being able to boost during the next set of BJS. Out of the last 5 BJS that were laggy, it was the best choice 3 times for it allowed a BJ 1 frame sooner than Method 2.
I found a neat but worthless glitch during the fight. If Sonic approaches one of the underlings after it's grounded, while going max speed and attempts to turn around, he'll get forced under the bridge/level after the two invincibility frames and either die or fall until the game freezes. I do something similar to the glitch in my WIP, but I drop below max speed before I touch the underling.
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I tested the one lag BJS for the Globotron fight and it indeed be finished 1 frame (which equals to 2ms that specific frame) faster. I tried splicing the optimization with the rest of the movie and it desyncs before SM1 even starts. Between SM1, SM2 and Cap'n Jelly, I estimate it'd take me at least a week to correct all the desyncs.
The Semester starts on the 21st, so I'll probably be pushing this back to weekends during my spare time. I'm shooting for SC1 to be finished before then and I'll post my WIP when it is.
1/20/11
The Captain Jelly fight looks really awesome. It flows a lot better after the BJS since there's not a drastic wait between the kill hit like with Globotron.
The site I was using for maps for each level finally updated. Long story short, I had to combine the levels myself (TR2, SM1 and SM2), and took about 2 hours before. Now the rest of the level maps are combined :D.
I decided that I'm going to do a 100% run during the summer. All because I found out a really cool looking method of movement in the special stages. Alternating left and right every other frame gives and illusion of two Sonics (which is enhanced greatly by the after-images of Sonic). Due to YouTube not playing back at a full 60fps, it would probably look even better.
There doesn't appear to be any tricks/glitches (like with Red Burst) with Orange Rocket. It's both a curse and a blessing. Optimizing Burst sections sucked, but also allowed inhuman angles and distances. I'll try messing around with it some more.
Going for the Rocket is worth it at the beginning of SC1 in order to take the laser shortcut. Although I'm going to have a hell of a time making up those four seconds wasted to attain it, and more time wasted building up speed to the slope for the laser shortcut, and still beat SkyL's time.
At the end of SM2, I learned a cool trick that applies to curves in railing, but I learned more about it from AC1. Holding back and jumping gives sonic a higher than max aerial speed which is also faster than grinding. It works on incline/decline rails too, but only certain ones. Anyways, the speed stays constant for a decent amount of time (1 1/2 to 2 seconds) then it begins to drop. Boost makes the speed drop a lot faster, so it's better without it. I hypothesize it's because Boost allows better aerial maneuverability.
1/21/11
I don't believe I'm going to beat SkyL's time for SC1 due to the lack of having Laser available. I'm going to try though :P
When Sonic's speed is 193 or higher, he can't turn around by holding backwards and pressing Y. Came across this shortcut I want to use and it requires turning around instantly.
Here's my latest WIP that ends in the middle of SC1.
http://dehacked.2y.net/microstorage.php/info/8140392/Sonic%20Colors%204.dsm
I like how SC1 gives the optical illusion of being faster than it really is due to all the boosting on rails. Boosting does absolutely nothing past a certain speed (I wanna say starting at 195 and onward), but it sure as hell looks cool.
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=Random Run Stuff=
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Highest speed I've hit in the general run is 706 for a frame while jumping from the top left part of a loop (multiple times). 260 on a rail and in the air due to the backwards jump glitch, 240 on foot (which is the cap for land speed). I'm not sure if the rail speed goes above 260 due to there not being a long enough straight rail to accelerate past 260 (which I've only hit 260 once).
While X and Y addresses have been insanely useful, they go out on the fritz a lot. Whenever there is lag, the current values drop to 1 or 0. Kind of nifty that they double as lag addresses, but also frustrating at times.
Sliding down certain slopes accelerates Sonic to 240 when it's otherwise impossible under normal conditions (240 speed requires either a spring, and enemy or a platform above Sonic). However it's only useful when there is either a loop or the slope is fairly long (enough that Sonic can stop sliding the same frame as being on level ground)
1/23/11
Took the day off yesterday.
Anyways, I'm
almost finished with SC1. Final time is 1:08:99.
If it weren't for some clever route-planning, it would have taken a lot longer.