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marzojr
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Experienced player (749)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
ais523 wrote:
Is there any way to zip past the bottom of the screen and overflow onto the top?
No; the bottom of the screen (0x7ff = 2047) is nowhere near to the value needed for an overflow to occur (0xffff = 65535). There is no way to get vertical speeds extreme enough to travel all that distance in a single frame -- and it has to be in a single frame as anything more would result in Sonic being killed due to crossing the bottom of the screen. Moreover, the downward speed required is so extreme that it cannot be represented in a 16-bit integer (which the game uses for speeds); this causes the speed to change direction and "bounce back" from 32768 -- meaning that to overflow the vertical position, we are need to generate a high vertical speed upward. Which is our problem anyway.
Marzo Junior
Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
Ah; that's unfortunate. I was hoping it'd overflow at the bottom, rather than at the bottom plus several more bits.
Joined: 4/1/2010
Posts: 96
This is a fun TAS to watch. I eagerly await the next WIP.
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Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Canar wrote:
This is a fun TAS to watch. I eagerly await the next WIP.
I have thought publishing the WIP-4 when it are ready to Mystic Cave. But this problem already been delayed a lot and I still do not find an optimal solution. February is near and when that month is over, I come back to school, then I will have little time for this work. I'm not sure I could publish the WIP-4 before that, but I will try to do everything possible to publish it, just in time.
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Location: Santiago, Chile
I think I found something that may solve the problem but am not sure, I will try to use it to see if I have success.
Joined: 4/1/2010
Posts: 96
I'll take whatever I can get. Thanks a lot for your efforts, Felipe! I do appreciate it.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Could perhaps, advance with Hill Top Zone to avoid too delay? So after that he may proceed with CNZ2 and finish it, mix it with the work already done at Hill Top. I do not want to waste more time with CNZ2.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
mmm HTZ1 is not an area too complex, even, I have counted the rings: a total of 146 rings. Here I think it will take a little longer than 1 minute, no more.
Joined: 5/9/2005
Posts: 748
Glad to see you continue.
Joined: 7/26/2006
Posts: 1215
I'm not sure I understand from your posts... Are you skipping CNZ2 now so you can hex it later? If so, are you sure there are no repercussions for things like timed objects?
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Posts: 386
Location: Santiago, Chile
bkDJ wrote:
I'm not sure I understand from your posts... Are you skipping CNZ2 now so you can hex it later? If so, are you sure there are no repercussions for things like timed objects?
I do not understand exactly what you asked, but I want to skip Casino Night, to find a solution later. I've been thinking that the trick could be applied to unlock all levels and play alone where possible a perfect bonus. Anyway, I eventually will face Robotnik in the final fight and the last level selected will be: Metropolis Zone 3.
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I finished quickly with HTZ1, in 1:07::55. It was really easy this area. There not exist rings complicated and Tails did a good job.
Player (51)
Joined: 4/10/2009
Posts: 226
the only things that would change are lag frames, capsules, and gambling.
Banned User
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Posts: 386
Location: Santiago, Chile
And it has changed somewhat tragic, a small desynchronization in CPZ2. I already have a problem in HTZ2, it seems impossible to take the rings in the second way if I do not use any zip or glitch that I return to the beginning of the level. If I could coordinate the work already done with Hill Top, could complete the job playing only at certain levels. Still, I would skip 5 levels: CNZ2, HTZ2, MCZ2, OOZ2 and MTZ2. Unless I can solve some level. uffff this is more complicated than I thought.
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Location: Santiago, Chile
Yeahhhh! Finally achieve coordinate all the work done. But I had to sacrifice a little time because I found a small incoordination in CNZ2 and I redid some of this area. (2:06::33 -> 2:09:24) -171 frames. However, I redid part of ARZ2, also by incoordination, and i got a improve (2:02::01 -> 2:01::25) +36 frames. The rest had no problems with coordination. Now I will go to make MCZ1 and when I finish I will have completed the WIP-4. Be patient, I'm getting closer to finishing. By the way: + = Frames saved. - = Frames lost.
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Location: Santiago, Chile
I do not understand, in MCZ1 i take all rings and it show me that I not got the perfect bonus score . 182 rings, and these was counted in this image. http://soniccenter.org/maps/s2z61.png This will be an error that no shows PERFECT BONUS! score?, or those are not all the rings. What happens? EDIT:Sorry, my brother found the mistake I made. I'll fix it immediately.
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
That's weird!
Player (51)
Joined: 4/10/2009
Posts: 226
it should be possible to get all the rings in HT2 with tails control. (although you may still be missing one or two) for an idea of the strategy you'd need to use, you can watch this video: http://www.youtube.com/watch?v=F0vtVhcsNBE
marzojr
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Experienced player (749)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
Just a hint: you may want to add a memory watch on address $FFFF40 (2 bytes, unsigned): it is the perfect rings counter. It is the number of rings you still need to collect for a perfect bonus -- it starts as the number of rings in the level, and goes down by 1 for every ring you collect.
FuzZerd wrote:
for an idea of the strategy you'd need to use, you can watch this video:
From this video, it is clear that a perfect in Hill Top 2 is possible with Tails tagging along -- he didn't get the perfect only because of 3 rings which Tails could easily have gotten. Moreover, it will be a lot faster since Tails can be used to raise those doors.
Marzo Junior
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Location: Santiago, Chile
marzojr wrote:
FuzZerd wrote:
for an idea of the strategy you'd need to use, you can watch this video:
From this video, it is clear that a perfect in Hill Top 2 is possible with Tails tagging along -- he didn't get the perfect only because of 3 rings which Tails could easily have gotten. Moreover, it will be a lot faster since Tails can be used to raise those doors.
You are right, it is possible in Hill Top, but only with Sonic and Tails as you say, marzojr. I just finished MCZ1, in 1:16::56, now to implement the strategy of this video. And I thought I had finished the WIP-4, but better to have found a solution for that level.
marzojr wrote:
Just a hint: you may want to add a memory watch on address $FFFF40 (2 bytes, unsigned): it is the perfect rings counter. It is the number of rings you still need to collect for a perfect bonus -- it starts as the number of rings in the level, and goes down by 1 for every ring you collect. .
Thank you very much, marzojr. I needed this information, it could create a small LUA file to show this on screen, the problem is that i dont know how create the code jijijiji, someone could help me for that?
Banned User
Joined: 12/14/2009
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Location: Santiago, Chile
I succeed in creating the code through the LUA's sample that have the emulator.
-- register a function to run when the screen gets updated
gui.register( function ()

	-- get the missing rings to a PerfectBonus!
	cRing = memory.readwordsigned(0xffff40) --value in memory to get the missing rings
	
	-- print the missing rings
	message = string.format("Missing rings: %d", cRing)

	gui.text(5, 60, message, "white", "black")
	
	-- if you have all the rings, it alert you that you achieve perfect bonus score
	if cRing == 0 then
		gui.text(5, 68, "PERFECT BONUS ACHIEVED", "white", "black")
	end
		
end)
It alert me of the missing rings to collect them all.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
The HTZ2 strategy works effectively, but I want to find a way to run something faster. When the lava rises, it takes too long. As I may have much more presicion, maybe I can really optimize that time, I think there exist a platform that i can use. I hope to get lucky.
marzojr
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Experienced player (749)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
Felipe wrote:
The HTZ2 strategy works effectively, but I want to find a way to run something faster. When the lava rises, it takes too long. As I may have much more presicion, maybe I can really optimize that time, I think there exist a platform that i can use. I hope to get lucky.
You don't have to wait for the lava to rise; with the closed door just offscreen, have Tails stand at its location: it will open, and then Sonic can go through. You can then spindash with both characters so Tails crosses the other door just in time to open it for Sonic.
Marzo Junior
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Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
marzojr wrote:
Felipe wrote:
The HTZ2 strategy works effectively, but I want to find a way to run something faster. When the lava rises, it takes too long. As I may have much more presicion, maybe I can really optimize that time, I think there exist a platform that i can use. I hope to get lucky.
You don't have to wait for the lava to rise; with the closed door just offscreen, have Tails stand at its location: it will open, and then Sonic can go through. You can then spindash with both characters so Tails crosses the other door just in time to open it for Sonic.
Great, it worked perfectly. Thanks for this tip (Y)
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Finally available the WIP-4. It was a really hard job, but finally i finished the work he had promised. This levels are played: CNZ1 - HTZ1 - HTZ2 - MCZ1. And as you can see, I skipped the level that was impossible a perfect bonus (CNZ1). However, this new WIP, provides great entertainment. Enjoy it. Now I want some rest.
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