IMPORTANT: If you want to play the movie back in Dolphin, disable the Memory Card (Options -> Options -> Configure... -> Gamecube -> Slot A -> <Nothing>)
Before anything, I want to thank Gamepro011, itsPersonnal, Kurect (a.k.a. Crydio), Sonicspeedruner and mapler90210 for all the help with strats and time savers during the run. I also want to thank all of the TSC (The Sonic Center) users, the TASVideos community, my Twitch followers and my Youtube subscribers for all the support! Thank you very much, this run wouldn't be possible without it!
About the TAS:
  • Game: Sonic Adventure DX
  • Author: THC98
  • Emulator used: Dolphin 3.0-735
  • Rerecords: Unknown (as I used Read-Only mode, the rerecord count of the dtm was wrong)
  • Completes Sonic's Story
  • Aims for fastest real time (over in-game time)
  • Takes damage to save time
  • Uses slight luck manipulation
  • Heavy glitch abuse
Individual level/boss times:
  • Chaos 0: 0:15.63
  • Emerald Coast: 0:48.25
  • Casinopolis: 0:03.88
  • Egg Hornet: 0:26.83
  • Windy Valley: 1:08.81
  • Ice Cap: 0:07.08
  • Chaos 4: 1:33.90
  • Twinkle Park: 0:47.80
  • Speed Highway: 0:54.71
  • Red Mountain: 0:40.31
  • Sky Deck: 0:44.81
  • Chaos 6: 0:20.26
  • Lost World: 0:50.81
  • Final Egg: 0:37.91
  • Egg Viper: 2:18.73
  • Final time (according to the VI number, without loading times): 25:48.75
  • Final time (according to the frames number, with loading times): 30:12.02
Tricks used in this movie:
-Full speed spindashes: I found out that alternating between the buttons B and X while spindashing to break the previous spindash is faster, and doing it everywhere saves many frames! I also watched the speed address to be sure that I got the full speed quickly in the whole TAS.
-Spindash hover: By holding A while charging a spindash that goes towards mid-air and continue holding A, you can extend your spindash distance and hover for some seconds, so you can reach places that are far faster than doing a jump right after the spindash.
-Jump dash: By pressing B right after doing a homing attack (pressing A in the air), you break the homing attack and get a stronger foward dash, increasing your speed.
-Wall clip: A spindash can go through a joint of two walls depending on the angle of the wall, your angle, position and speed. Actually, most of the joints lower than 90° can be clipped. However, many of the out of bounds clips used in the movie aren't done like that. They're done by exploiting false walls to go through them and skip a portion of the level.
-Booster glitch: This glitch is only used in Emerald Coast, and it consists in breaking the spindash right before touching a launch pad (booster). If done right, you'll knock the booster like if it was a wall, but you'll still be launched by the booster. This makes the speed given by the booster extends for the "knocked out" animation and to avoid getting so much height, seeing that going in the air is slower than spindashing on the ground.
As you can see, many levels, such as Ice Cap, Twinkle Park, Red Mountain, Sky Deck and Final Egg, had some huge route changes, but I think that they're all self-explainable, as they don't use any trick that wasn't told before.
Suggested Screenshots (by VI Number): 10783 | 25466 | 46061 | 79850

Nahoc: claiming for judging!
Nahoc: Accepting! This movie is just too good; great optimization, great audience response... gotta go fast!
Ilari: RGamma is going to handle this (in a few days)
Nahoc: changed movie file; now the re-record count is set to "unknown".


Joined: 2/3/2013
Posts: 320
Location: Germany
THC98 wrote:
Okay guys, so as I noticed that my TAS got accepted, I wanna thank you very much for all of the support! I also wanna say that I added the screenshot suggestions in the submission, so can you help me to find the best one? Thanks again!
Is there a new figure for the rerecord count by now?
All syllogisms have three parts, therefore this is not a syllogism.
THC98
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Joined: 8/7/2012
Posts: 279
Location: Brazil
RGamma wrote:
THC98 wrote:
Okay guys, so as I noticed that my TAS got accepted, I wanna thank you very much for all of the support! I also wanna say that I added the screenshot suggestions in the submission, so can you help me to find the best one? Thanks again!
Is there a new figure for the rerecord count by now?
I would say something between 60k and 80k rerecords, not sure though :/
Youtube Channel | Twitch Channel • Finished projects: GC Sonic Adventure DX - Sonic | GC Sonic Adventure DX - Tails | GC Sonic Adventure 2: Battle - Hero Story | GC Sonic Heroes - Team Sonic • Current projects: GC Sonic Adventure 2: Battle - Dark Story - 1st WIP • Paused projects: GC Sonic Adventure DX - Knuckles - 1st WIP • Individual levels records: Sonic Adventure DX | Sonic Adventure 2: Battle • My Discord: Tales98#0408
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"Unknown" maybe?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
THC98
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Experienced player (920)
Joined: 8/7/2012
Posts: 279
Location: Brazil
feos wrote:
"Unknown" maybe?
If it's possible to let the rerecord number as "unknown" would be better imo, as I have no clue about how many rerecords I used.
Youtube Channel | Twitch Channel • Finished projects: GC Sonic Adventure DX - Sonic | GC Sonic Adventure DX - Tails | GC Sonic Adventure 2: Battle - Hero Story | GC Sonic Heroes - Team Sonic • Current projects: GC Sonic Adventure 2: Battle - Dark Story - 1st WIP • Paused projects: GC Sonic Adventure DX - Knuckles - 1st WIP • Individual levels records: Sonic Adventure DX | Sonic Adventure 2: Battle • My Discord: Tales98#0408
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Yes, it'll display that if you set it to 0.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
THC98
He/Him
Experienced player (920)
Joined: 8/7/2012
Posts: 279
Location: Brazil
feos wrote:
Yes, it'll display that if you set it to 0.
Oh, that's great then. So can you guys do that please?
Youtube Channel | Twitch Channel • Finished projects: GC Sonic Adventure DX - Sonic | GC Sonic Adventure DX - Tails | GC Sonic Adventure 2: Battle - Hero Story | GC Sonic Heroes - Team Sonic • Current projects: GC Sonic Adventure 2: Battle - Dark Story - 1st WIP • Paused projects: GC Sonic Adventure DX - Knuckles - 1st WIP • Individual levels records: Sonic Adventure DX | Sonic Adventure 2: Battle • My Discord: Tales98#0408
Editor, Experienced player (570)
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Posts: 4036
I don't know if someone was planning to set the rerecord count through the site instead (or if that's even possible), but here is the movie file with the rerecord count set to 0. Someone with the necessary privileges can replace the current submission with this file to have the submission page display the rerecord count as Unknown. I also took the liberty of adding the author's name in the designated space in the dtm (to help protect his work).
THC98
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Joined: 8/7/2012
Posts: 279
Location: Brazil
CoolKirby wrote:
I don't know if someone was planning to set the rerecord count through the site instead (or if that's even possible), but here is the movie file with the rerecord count set to 0. Someone with the necessary privileges can replace the current submission with this file to have the submission page display the rerecord count as Unknown. I also took the liberty of adding the author's name in the designated space in the dtm (to help protect his work).
Thanks! ^_^
Youtube Channel | Twitch Channel • Finished projects: GC Sonic Adventure DX - Sonic | GC Sonic Adventure DX - Tails | GC Sonic Adventure 2: Battle - Hero Story | GC Sonic Heroes - Team Sonic • Current projects: GC Sonic Adventure 2: Battle - Dark Story - 1st WIP • Paused projects: GC Sonic Adventure DX - Knuckles - 1st WIP • Individual levels records: Sonic Adventure DX | Sonic Adventure 2: Battle • My Discord: Tales98#0408
Editor, Experienced player (570)
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Posts: 4036
You're welcome. Congratulations on the Star! And I think you might have to be the one to ask to get the movie file replaced, since you're the author.
Editor, Experienced player (860)
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Posts: 845
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CoolKirby wrote:
You're welcome. Congratulations on the Star! And I think you might have to be the one to ask to get the movie file replaced, since you're the author.
Re-record count is now set to "unknown".
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2464] GC Sonic Adventure DX: Director's Cut "Sonic" by THC98 in 30:12.02
Patashu
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Joined: 10/2/2005
Posts: 4043
Why is the TAS now credited to 'zidanax & dunnius' in the submission and youtube upload?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
At 25:45, is it supposed to sound like that in the encode?
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
THC98
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Experienced player (920)
Joined: 8/7/2012
Posts: 279
Location: Brazil
It's awesome to see it got published! But I don't get why the screenshot of the submission isn't any one that I suggested in the submission text, which should be this (VI number 79850) Can someone please fix that?
Youtube Channel | Twitch Channel • Finished projects: GC Sonic Adventure DX - Sonic | GC Sonic Adventure DX - Tails | GC Sonic Adventure 2: Battle - Hero Story | GC Sonic Heroes - Team Sonic • Current projects: GC Sonic Adventure 2: Battle - Dark Story - 1st WIP • Paused projects: GC Sonic Adventure DX - Knuckles - 1st WIP • Individual levels records: Sonic Adventure DX | Sonic Adventure 2: Battle • My Discord: Tales98#0408
Joined: 10/13/2013
Posts: 1
Location: Japan
Who gave Sonic the controller?
YEA!
WST
She/Her
Active player (489)
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Posts: 1697
Location: RU · ID · AM
Keith wrote:
Who gave Sonic the controller?
Sonic
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 :)
Player (13)
Joined: 6/17/2006
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I just checked the official encode on YouTube, and the audio pitch drops whenever there's a lot of action on the screen. It's really annoying. Is this an encode issue?
Joined: 2/21/2008
Posts: 255
What Tails doesn't know, is that he's already dead.
"The guy was fatally injured and wants to be covered by God's tears (rain) before he dies. God is too busy to bother because it wastes frames." Frames 16:26
Emulator Coder, Skilled player (1113)
Joined: 5/1/2010
Posts: 1217
SmashManiac wrote:
I just checked the official encode on YouTube, and the audio pitch drops whenever there's a lot of action on the screen.
Damn, basically the due to emulation errors, parts of sound are missing, leading to really annoying crackling. Apparently there is so much missing that algorithm trying to cover that up winds up affecting the pitch by a fair amount...
Patashu
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Posts: 4043
How did THC's encode not suffer from the same problem? Can you do what THC did?
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 2/21/2008
Posts: 255
I noticed some pitch(speed?) shifting in the sound in the "Modern" Encode hosted on Archive.
"The guy was fatally injured and wants to be covered by God's tears (rain) before he dies. God is too busy to bother because it wastes frames." Frames 16:26
Emulator Coder, Skilled player (1113)
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Posts: 1217
Patashu wrote:
How did THC's encode not suffer from the same problem? Can you do what THC did?
If one just omits the missing parts (like THC did), that leads to A/V desync. THC did a lot of editing to make the audio and video approximately sync up.
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Posts: 320
Location: Germany
For reference. This is the original, untrimmed audio: https://mega.co.nz/#!yIUEhbgR!frXEBy4LL_VvlRocAHlw_RfJHPx7BJh5VcZ9jiOhgA4 (link might die in a few weeks)
THC98 wrote:
I actually didn't stretch the audio to fix that (because it'd decrease the audio quality in many sections), I just copied and pasted some parts of spindashing sections to make it looks like there's no problem at all, even though some sections the audio was weird. Do you think that there's something that can be done to avoid that issue? -- quote from comments section of http://www.youtube.com/watch?v=I-L3JuCA6-k
"Stretching" maybe isn't the correct term to describe what happenend to the audio. It's better understood as "filling the gaps (i.e. 8 blank samples surrounded by non-blank samples) with surrounding audio data". Ilari might be able to better explain what his program (see http://ilari.tasvideos.org/gapfix.cpp) does.
All syllogisms have three parts, therefore this is not a syllogism.
zwataketa
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Posts: 309
YES! FINALLY! :D
I quit TASing.
THC98
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Posts: 279
Location: Brazil
RGamma wrote:
"Stretching" maybe isn't the correct term to describe what happenend to the audio. It's better understood as "filling the gaps (i.e. 8 blank samples surrounded by non-blank samples) with surrounding audio data". Ilari might be able to better explain what his program (see http://ilari.tasvideos.org/gapfix.cpp) does.
I see... does these gaps issue happen with all the audio plugins (audio backend), or the other plugins just don't work at all?
Youtube Channel | Twitch Channel • Finished projects: GC Sonic Adventure DX - Sonic | GC Sonic Adventure DX - Tails | GC Sonic Adventure 2: Battle - Hero Story | GC Sonic Heroes - Team Sonic • Current projects: GC Sonic Adventure 2: Battle - Dark Story - 1st WIP • Paused projects: GC Sonic Adventure DX - Knuckles - 1st WIP • Individual levels records: Sonic Adventure DX | Sonic Adventure 2: Battle • My Discord: Tales98#0408