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Player (36)
Joined: 9/9/2006
Posts: 388
marzojr, any chance you could implement a max ring count in your SonicHud script? I managed it quite easily with this snippet (but im sure you could do better); game-info.lua
function game:get_rings()
	if rom:is_sonic2() then return string.format("%3d/%d", self:get_raw_rings(),(self:get_raw_rings()+memory.readwordsigned(0xffff40)))
	else return string.format("%3d", self:get_raw_rings()) end
end
Also, given the knowledge from earlier, would it be possible to make a indicator on Tails (For 2,3,3k) that notifies you if he can obtain rings or not?
A whisper in the wind~~
Joined: 7/26/2006
Posts: 1215
Felipe wrote:
WIP-4
Just watched it! Some comments: ARZ2:, I liked the old sinking sonic at the end better than the levitating sonic, but they are both funny :) CNZ1: hoooooly crap. Everything from the fast-diagonal-spring-release to very fast pace thanks to speed-shoes made for a very entertaining watch! Highlight of the run so far. HTZ2: great stuff while waiting for the rising hill in the cave. MCZ1: fantastic use of tails, throughout. In summary: You deserve your rest!
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
GlitchMan wrote:
There is a place that has maps from this game where it shows all the ring placements, item box placements, enemies, and the level collision detections. http://soniccenter.org/maps/sonic_2
A little question. Whoever it was, how was taken an only photograph the entire area of a level?
BigBoct
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Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
The method I saw posted here involved some editing of the ROM (so that monitors wouldn't flicker) and then using a camera hack and debug mode to take screenshots of each part of the level bit by bit, then combining them.
Previous Name: boct1584
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Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Hmmm I see. I was observing and analyzing Oil Ocean Zone 1, and I think there will be many problems with rings hidden and/or unreachable. However, I really not liked the area because there are very scattered rings. I'll have to plan a good route, Tails insurance help me much.
skychase
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Joined: 3/25/2007
Posts: 212
Location: Quebec, Canada
Felipe wrote:
Hmmm I see. I was observing and analyzing Oil Ocean Zone 1, and I think there will be many problems with rings hidden and/or unreachable. However, I really not liked the area because there are very scattered rings. I'll have to plan a good route, Tails insurance help me much.
I just got the perfect score unassisted, i have a "route" but I doubt it's good enough... http://i281.photobucket.com/albums/kk227/skychase2rebirth/s2z71.png Sorry. the picture won't zoom, and the route is a black line.... looks like shit -_-'
Experienced player (601)
Joined: 10/23/2004
Posts: 706
This whole project has proven to be quite interesting. :)
Current Project: - Mario Kart 64
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
skychase wrote:
Felipe wrote:
Hmmm I see. I was observing and analyzing Oil Ocean Zone 1, and I think there will be many problems with rings hidden and/or unreachable. However, I really not liked the area because there are very scattered rings. I'll have to plan a good route, Tails insurance help me much.
I just got the perfect score unassisted, i have a "route" but I doubt it's good enough... http://i281.photobucket.com/albums/kk227/skychase2rebirth/s2z71.png Sorry. the picture won't zoom, and the route is a black line.... looks like shit -_-'
jejeje I also had created a route and are almost equal, with very slight changes, but thanks for the picture, so I have graphically and not mentally, the way that I should take. I like this route, but I see if I make some adjustments (if necessary)
skychase
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Joined: 3/25/2007
Posts: 212
Location: Quebec, Canada
WTF I just realized there's 18 untouchable rings in OOZ2 o_0 !
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Well, I'm done with OOZ1, in 2:02::19 I also want to inform you that the next WIP (WIP-5) will be the last that I will submit on this forum and that will end in Sky Chase. When this happens, I will continue until the end, creating Sky Chase, Wing Fortress and Death Egg, and when it's finished, i will submit the movie to TASvideos.
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Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
skychase wrote:
WTF I just realized there's 18 untouchable rings in OOZ2 o_0 !
I'll skip OOZ2 for now, if there's a way to take those 18 rings, you inform me, but I see it quite difficult.
skychase
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Joined: 3/25/2007
Posts: 212
Location: Quebec, Canada
I found a way to go through walls in OOZ2 ! i'll try to record it. Edit: New links, supposed to work. http://www.mediafire.com/?9zu22k66ge0hpb7 (movie file) http://www.mediafire.com/?oavegcrj7x769rc (save state)
marzojr
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Experienced player (749)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
I think you mean you found a way to trigger the anti-gravity glitch; I doubt it is the same glitch as the wheel in CNZ in Sonic 3 because it requires setting a flag that, while implemented by S2, it is not set in S2 for any object at all. Or maybe you mean the 'Super Sonic glitch' where entering a throwing ball while in hurt state causes Sonic to move super fast and jump super high.
Marzo Junior
skychase
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Joined: 3/25/2007
Posts: 212
Location: Quebec, Canada
Awwww... -_-' I still have so much things to learn. I hope it'll help for the rings though. Edit: That's what happen. ^^ Link to video
marzojr
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Seems to be the anti-gravity glitch. If you can show how you got it, maybe it can be put to use on getting the rings.
Marzo Junior
skychase
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Joined: 3/25/2007
Posts: 212
Location: Quebec, Canada
Like the super sonic glitch, but I got ejected to the left and started walking in the air... I'll try to record again. (i'm so bad at this ¬¬) back 5 mins... http://www.mediafire.com/?9zu22k66ge0hpb7 (gmv) http://www.mediafire.com/?oavegcrj7x769rc (gst)
marzojr
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Experienced player (749)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
Yep, anti-gravity glitch. With it, I can see 2, maybe 3, groups of rings being grabbable -- provided it can be kept long enough to get to them.
Marzo Junior
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Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
This glitch is quite effective, also to be anti-gravity, effects super sonic speed help both vertical and horizontal velocity , then I don't would have to worry for doing many spindash. I hope this helps in the 6 groups of rings.
Player (36)
Joined: 9/9/2006
Posts: 388
I take it that this involves the three launchers towards the beginning of Ooz2 ? if not, any chance this can help reach those impossible rings in CNZ2 ?
A whisper in the wind~~
marzojr
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Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
I can use the glitch to grab 2 of the 3 rings trapped in the wall right next to the launcher where the glitch happens; by canceling the glitch I managed to get the top ring too. The next two groups of hidden rings are easy to grab by just getting into the wall: the slopes on the route above might be usable to get to them, and once inside the wall, all that is needed is to jump around to grab all of them. The last group of rings is also easy: you can use the slopes nearby to get inside the wall. I am concerned about that top ring in the first group and the 4th and 5th ring groups: I can't see how to get in the wall for the two groups. And for what is worth, being hurt and losing rings does not prevent you from getting a perfect; but if you don't want to lose the rings, there is a shield under the first elevator in OOZ2.
Marzo Junior
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Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
marzojr wrote:
And for what is worth, being hurt and losing rings does not prevent you from getting a perfect; but if you don't want to lose the rings, there is a shield under the first elevator in OOZ2.
I do not know yet, but losing rings, does not preclude a perfect bonus, I had try. But while the 18 rings are not able to take them, will worth not play this level. And with respect to damage, it is a shame to lose rings and take the barrier can I remove a long time or maybe not. However, we must not ignore the many rings scattered, it not would be fun to collect first the rings between the walls and then the others. I give thanks for searching. Being with this alone I do not know what would.
marzojr
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Ufff... what a bust. I gave it my best shot -- the result is that the first and last sets of normally unreachable rings in OOZ2 can be reached with the anti-gravity glitch. Other than those, I managed to grab only one ring of the other four sets of unreachable rings, and even this ring is slow as hell to reach. Here is a movie showing how to get the first and last sets of rings using the anti-gravity glitch; it needs the same savestate skychase supplied above. From the strategy, you can see that the slopes near the other sets are all facing the "wrong" way.
Marzo Junior
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Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
I appreciate your efforts, marzojr. You have achieved a breakthrough, take 2 of the 6 groups of rings, although in the latter the anti-gravity glich was canceled, so that would have to be the last to be taken. Thanks for the little movie, it will be very useful me when we find a solution to the other 4 groups of rings. I also am looking for, i inform you when I get something positive.
Banned User
Joined: 12/14/2009
Posts: 386
Location: Santiago, Chile
Mmmm I've noticed this rather complicated OOZ2 also i can not find a way to take the groups of rings of up. If after a while do not get anything, I'll just skip this level unless a miracle happens. I just hope we have luck.
WST
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Posts: 1690
Location: RU · ID · AM
Me too… Good luck, Felipe.
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 :)
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