Editor, Reviewer, Experienced player (969)
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Wasn't there an attempt for this game previously...? Searched and found (mostly because I knew it should be there somewhere): http://tasvideos.org/forum/viewtopic.php?t=2215
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Joined: 9/12/2004
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Location: Austria/Styria
I wish you good luck with it, I very much want to see a run of it.
Joined: 5/9/2005
Posts: 748
http://www.soniccenter.org/videos/sonic_3d_blast That should help. Videos from all the levels done by SprintGod, from The Sonic Center. They are not all, the fast as they can possibly be because, as you can see, 5 of the first 8 times have been beaten (by Sprint himself in most cases actually). They can help in basic route planning though. Just to check, I presume this will be a non emerald run? Good luck, looking forward to seeing it.
Joined: 4/8/2006
Posts: 64
Location: Giran Castle town
well thank u a lot, im checking it rigth now, btw i played it yesterday just for chenking, and since is hard to find glitches, i will try them, anyway the game itself is quite fast as always sonic has been, but plus that, is quite fast hiting he "monsters" :P and getting the flickies, and bosses are quite fast too (exept the first one) Progress edit: well, i beat the game just to see what cames up. My main problem is the emerald thing to reach the real ending, but, in order to get them i will have to loose time (and born) in those bonus stages (plus, reaching tales and knuckles), so i think that it would be better making a no emerald run. I actually recorded first part of Green Grove act 1 (three times) at this far i have improved my first movie by 1 sec, and then the second by 0.45 sec This is what i found to save time: (all from my own movie) *At start i save 4 frames by spining, and then jumping to the exact spot of the "spin panel". *When hitting enemies, it's fastest to be at ground and slow roll, or land at the exact place where you don't get an extra impulse like if you had jumped. (this is because you waste less time by recovering the flickie inside the robot) *When moving is fastest to make a very small jump, because you are near to the ground, and in very few frames you get enough impulse to be at top speed in the next jump, and also, when doing small jumps, you have yourself more control, and least delay to change your direction. * when jumping on springs, is way fast, to land on them at the exact frame. You get catapult without loosing time. *same with dimensional rings. landing in the red mark actually saves like 6 frames or so, and getting the right time, when landing at the base, saves 8 more frames or so. i believe that publishing a WIP about the first 5 flickies won't show at all what i'm triying to do. as soon as i think that i did things well enough i will post a WIP of green grove Act 1. sorry to everyone that expected to see a WIP.
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Joined: 4/8/2006
Posts: 64
Location: Giran Castle town
Just for ask. (because it'll be a waste of time if this isn't an allowed rom) im using Sonic 3D Blast (W) [!].bin for TASing this game, is it allowed?
Dreamers Team lead Developer Tell what you want to see in New Bisqwit's Best of Video
Joined: 1/23/2006
Posts: 352
Location: Germany
What's W, Wisconsin?
upthorn
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Emulator Coder, Active player (388)
Joined: 3/24/2006
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KDR_11k wrote:
What's W, Wisconsin?
W is world. I believe that (W) and (JUE) roms are allowed. It would make very little sense for them not to be.
How fleeting are all human passions compared with the massive continuity of ducks.
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
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Location: Sweden
(W) roms are very much allowed. It's preferred that you run them in USA-NTSC mode. You can set it under Country in one of the menues.
Joined: 4/8/2006
Posts: 64
Location: Giran Castle town
=Project cancelled= like the video compilation. cyas guys, i'd enjoy this time here ^_^
Dreamers Team lead Developer Tell what you want to see in New Bisqwit's Best of Video
upthorn
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Emulator Coder, Active player (388)
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Wait, why did you cancel the project?
How fleeting are all human passions compared with the massive continuity of ducks.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
If only I didn't use the computer so much, then my hands would be in perfect condition to take up this. Mind you, I seem to have a history of not completing runs so you should never count on me anyway... If you don't mind me asking, why did you cancel?
Editor, Active player (296)
Joined: 3/8/2004
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Location: Arzareth
Perhaps someone hacked his forum account and is impersonating him. (You know, that kind of things can happen if you have a weak password like "00000"...)
Joined: 5/6/2005
Posts: 141
Or abc123. Or password. Yeah, some people are actually stupid enough to use oblivious passwords. Anyway... Don't cancel the project, please. I'd love to see a run of this.
N._Harmonik
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Joined: 8/27/2006
Posts: 502
Location: Canada
Does anyone want to work on this game? And perhaps get all of the Chaos Emeralds too?
Why, oh, why do I even <i>try</i> to understand my own species?
Joined: 11/16/2006
Posts: 75
Location: Michigan
The thing about getting the emeralds is that not only do you have to collect the rings, then backtrack to Knuckles/Tails, you also have to decide between Knux/Tails on who's stage is faster (yes they both have their own set of stages). Obviously you would want to just barely meet the requirement rings in special stages to speed up the bonus score scrolling.
Signature under contruction, still.
Joined: 3/6/2005
Posts: 15
Location: Sweden
You'd also have to take in consideration which Knuckles' and Tails' are accessed faster and not just get all the emeralds as fast as possible - but likely split the emerald-picking up a bit.
Joined: 6/6/2004
Posts: 223
I seemed to notice that higher-numbered stages get you moving down the track faster. Assuming the track isn't made any longer to compensate, that means it'd be a good idea to pick one character and stick to it, so that you get a stage at speed 1, a stage at speed 2, ... and a stage at speed 7, instead of dropping the speed-7 stage for another speed-1.
Joined: 4/29/2005
Posts: 1212
I would LOVE to see a 100% AKA All Emeralds run for this. It's one of my favorites games from when I was a child. One of the very first 3D games I ever played too. First I believe was Super Mario RPG.
Joined: 12/20/2006
Posts: 13
I just played this for the first time about a month ago. I just HAD to Game Over 2 hits away from salvation. I get revenge soon. Yea. Someone TAS this game. It's been long overlooked.
Joined: 4/17/2004
Posts: 275
It's too bad that the Saturn has such sucky emulation, because I'd opt for a 100% TAS of that version solely because of the special stages. Regardless, it would be interesting to see this get TASed. Besides, if glitched Chaotix got accepted, then I'm sure this would too. :V
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so, would a TAS of the first level look something like this? / AVI / youtube Green Grove Zone 1, in game timer: 0:47, which is 4 time units faster than the WR that I know of. (Zer0, I couldn't view your .gmvs... what was your in-game time for gg1?) First time playing any Sonic game, so I'm pretty sure that there's a few mechanics that I'm not familiar with. This time probably is beatable, but I made this as halfway between test run and fully optimized, in order to get a feel for it. Those controls can get very slippery (I particularly hate the winding narrow uphill path). (Edit: I found this stuff out all on my own. aren't memory addresses amazing little buggers?) So, yeah. Comments/thoughts?
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Mitjitsu
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would't spin dashing be better? I know the unassisted videos don't use it becuase much of it would require insane accuracy and luck.
Post subject: almost full guidelines on game physics, redoing green grove
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AKA wrote:
would't spin dashing be better? I know the unassisted videos don't use it becuase much of it would require insane accuracy and luck.
spindashing for sure is better, however you have to take into account the game's 3d overhead view, compared to other 2d sonic games. There is a lot of turning in this game, where spindashing fails. if you spindash, the best way to maintain the speed is not hold any buttons and just let it take it's course in a straight, and bounce off walls. However, with all the twists and turns I have to make, that's no good. In other sonic 2d games, spindashing is far superior because it can be charged up if you hit a flat surface even if you were going at high speeds, and you're always going either left or right, so the straight directions of spindashes are very good. In 3d blast, the controls are very slippery; in order to start a spin dash you have to be at a complete stop, which is near impossible to do when trying to slow down from running. the 3d means that you have to turn left, right, up, or down, or go on diagonals. spindashing requires you to wait for a Flickie to settle down and land on you. sometimes it is impossible to stop, and make a spindash charge up in the direction and have the Flickie land right on top of you. Sometimes it's just faster to jump up and start running, especially if the next destination is short and has lots of turns involved. My last gripe about spindashing is that it makes hitting the next target harder. when rolling you'll hit the robot, but coming to a complete stop when curled is near impossible, since again, slippery physics and sonic has this personal gripe about coming to a complete stop quickly. But these are my initial observations. In redoing GG1, armed with the speed memory address I should be able to save a lot of time, with optimizations that I found. Expect tighter play and more/better spindashes. MAJOR EDIT: I found the mem address for speed, and I made comparisons as to what is fastest in each situation. So I'm going to redo the entire GG1, based on these findings: Speed: 00FFC204 1 un/signed (I think these both give the same value.) Max speeds oscillate. Letting go of directions does not give the same Super Mario World effect, so no 'hop glitch", unfortunately. All "slope" effects increase/decrease based on the steepness of the slope. Going down steeper slopes gives higher speeds, going uphill negates speed. Commonly you can go down hills so fast that you will be running in mid air. -Max running speed takes 36-7 frames to attain from a complete stop. -Max running speed: 76-79 (varies). -Speed when jumping at max running speed: 77-79 -Acceleration gained from jumping is less than acceleration gained form running. *Jumping before max speed is reached is slower than running to reach max speed. -Rolling down slopes speed: 79-82 -Jumping on a down slope, when rolling/running at max speed: 100+ slight boost *This is a slight 'boost' in speed; it brings the speed to 100 instantly, and then in ~10 frames the speed drops back down to normal max jumping/running speed. It is always worth it to jump when running down hills, not matter how small the slope may be. -Running uphills: 75-79 (based on steepness. Jumping and rolling up hills is to be avoided entirely. Only run or spindash up hills.) -"optimal" spindash: 119, slowly decreases by 1 over time (moreso when going up hills) (note: A and C are the same button in this game, alternating A and C to charge up faster does not work.) -from a standstill, an optimal spindash takes ~16 frames. -spindashing down slope jump speed: 127 boost -You can bounce into walls, and this will rebound you, keeping the same max speed with which you hit the wall. -When at max speed, if you bounce off of an item or enemy, you do not lose or gain any speed. -Turning causes a centripetal affect, in that the faster you turn, the more you slide, and your desired speed decreases. It is best to never switch immediately from one direction to another without first using the diagonals to 'ease' your way to your desired direction. This lessens the decrease in speed the most. SO, I am going to redo, knowing full well that with this knowledge and these guidelines, I can save time, most likely more than 1 second, especially since 10 seconds into the course I already have ~20 frames saved, and that was in an already tight spot with mostly uphills and flats, no downhills.
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Joined: 9/20/2006
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Just curious, but have anyone discovered any glitches or perhaps animation/movement/velocity cancellation tricks? Perhaps it would be a good time now to explore the possibilities that get sonic to a complete halt in perhaps a frame or 2 so that spindash becomes much more useful...
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I've thought about that, and experimented a little. once again, the physics get in the way. Holding two different direction buttons at once doesn't do anything too useful, so no good left+right or up+down glitches. I'd love for there to be some input/cancellations that makes Sonic come to a complete stop. I only know of one, the orange shield power up that can make you dive downwards, canceling all X/Y speed. But that shield does not appear everywhere, and even then is out of the way of the fastest route. (edit: I just watched volcanic valley 2. There is an orange shield on the way :-P) When they introduced the 3D element, they removed the 'polar grid' of Sonic's 8 directions. Sonic may have 8 directional movements, but his movements are not just limited to those 8 directions, they very often steer off course. That sounds complicated, so let me explain. The turning in the game is very counterintuitive. When sonic is in a complete standstill, if you hold the direction he is facing, he will run forwards in that direction. However (and what makes this game incredibly difficult) his turning does not work the same way as other 3D games. if you start turning to Sonic's right or left, he will make a wide arc until he eventually is going to intended direction. When it comes to making 180's, he sucks. (lame drawing, but just to get the idea across.) If you are holding up, then let go and start pressing down, Sonic will spin around on his right leg as a pivot, swing around and do a 180, then start accelerating in that new direction. he will now be lateral with the first direction he was facing, except displaced to the left/right. He will *literally* do a U turn, and not go the opposite direction on the direct path that he just came from, which is why the game is so difficult to play. When you are at average speeds, and trying to collect something small, like a Flickie, you will run towards it, overshoot, turn around to get back, but you're turning puts Sonic on a new trajectory, and you try to re-compensate, but that makes Sonic miss again and he has to turn around, etc. etc. etc. In real time, it can take me 10+ seconds to get a Flickie. This is what it looks like trying to catch one Flickie in the center of the field: Even when in a standstill, pressing a direction for 1 frame does not turn Sonic completely in that direction. You have to hold it 3-4 frames, and his X/Y positions will have changed in the same U turn style as if running (pivoting around his foot), so I have to take that into account too. Now, complete halt? here's where it gets even more tricky. The best idea to come to a halt is to *brake* by holding the opposite direction, right? This unfortunately causes the U turn problem that I mentioned earlier. I could be heading straight at a robot, do a U turn before I hit him, start to dash to kill the robot, and by the time I've stopped, I'm about 5 feet away from where the Flickie lands in a direction I was never even pressing. I have to test all sorts of unorthodox angles/braking techniques in order to get that dead-halt right after I hit a robot, and usually that does not work so well. But, knowing what I know now, here's what I would *like* to happen (and some things that I to not work:) -rolling is very bad, when your intent is to make sudden stops. when rolling, Sonic usually likes to keep rolling, even if his speed is very slow, and he hates turning (this applies to spin dashes too. These are both forms of rolling that are very straight sensitive; when you start to turn, your speed starts dropping). what is most aggravating is you can only charge a spindash when you are completely stopped, and going from a roll to a complete stop requires braking and losing speed about 10-20 frames before my intended target. I can be going at a speed of 10, press B, and Sonic will curl and roll slowly forwards at snail pace, not charging up a spindash. (Pressing A/C will make him jump.) -Jumping cancels all roll/spindash effects, so my guess is that jumping might be the key here to quick stops. But the jumps are just as quirky as Sonic's running movements, so jumping and ending up where you want to be are two completely different things, especially when not jumping in a straight line. -"braking"- i.e. holding opposite directions so that I decelerate enough when I reach the robot- works sometimes, I'll start a roll one frame before I hit a robot, and 10 frames before that I'd have been holding the opposite direction. Sonic usually overshoots the landing spot of the Flickie, and I have to adjust even more to compensate. So I suppose that I just have to watch SprintGod's videos closer (he makes many major mistakes in Flickie collecting; sometimes the slipperiness gets the better of him and he loses 1-3 seconds, other times he is spot on and loses no time in jumping, collecting, and running to the next destination), and at each robot test to see what is the most optimal way to slow down and either stop for a spindash to the next destination, or to jump and start running there (as I did for the most part in my WIP.) In my revised WIP, I've so far gotten 2 successful stop/spindash/collect Flickies done, which is good. But I like your idea of mentioning *now* of exploiting the game engine to create instant stops at high speeds, which the other sonic games offer, but I think this game is just too slippery and the controls built to resist such beneficial movements.
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