marzojr
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Microstorage was down, so I put in the main site: WIP to SYZ2. Has Aglar's GHZ1, I improved GHZ2 by a further 32 frames and I improved SYZ2 by 92 frames over the published run due to better precision. Sadly, every thing I tried to use to break the level failed -- not that there is much to do to try and break this one.
Marzo Junior
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Okay, I’m ahead of Aglar, but it’s so damn hard that I still cannot promise anything — enough to say that on 4th second of the time I was only 1 subpixel ahead. At this moment I am ahead slightly more than 10 pixels, which should be already enough for 1 frame improvement, but you’ll have to help me if my optimizing skill ends earlier than the level itself… (upd) 4 frames ahead on the checkpost
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 :)
marzojr
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Location: 🇫🇷 France
So I looked at your work in GHZ1 and built upon it. I added a new trick which somehow got overlooked by everyone which allows for the fastest speed yet out of the loop. And I got the half-circle jump first try! The preliminary result is this: 0:16::31. I wonder how much further can that loop be optimized...
Marzo Junior
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Loops are probably the most wonderful parts of all Sonic games — so many values of slope angle in the same place — taking a boost there is like playing roulette (unless you can calculate it explicitly). The main thing that helps me in optimizing the loops is the experience of the previous attempts — it gives the lower bound of the speed which can be gained. But it remains the problem that the upper bound is not known. :(
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 :)
marzojr
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Location: 🇫🇷 France
Damn, but this hack is broken; I continued on to LZ and so far, Knuckles has been steamrolling through every level; check this. This has the new GHZ1, the improvement WST suggested for GHZ3 and all levels up to LZ3. While I was testing how to hit the monitor and switch in LZ2, I discovered that roll-jumping from a monitor breaks it and gives you slope glitch in this hack; so I finally found a way to break SYZ3. This hasn't been useful in any other levels so far; it likely won't be in SLZ, SBZ2-3 and FZ, but it can possibly be useful in SBZ1 -- I haven't tested yet.
Marzo Junior
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marzojr wrote:
Damn, but this hack is broken; I continued on to LZ and so far, Knuckles has been steamrolling through every level; check this. This has the new GHZ1, the improvement WST suggested for GHZ3 and all levels up to LZ3. While I was testing how to hit the monitor and switch in LZ2, I discovered that roll-jumping from a monitor breaks it and gives you slope glitch in this hack; so I finally found a way to break SYZ3. This hasn't been useful in any other levels so far; it likely won't be in SLZ, SBZ2-3 and FZ, but it can possibly be useful in SBZ1 -- I haven't tested yet.
Congratulations, but be careful when doing further levels, because your next post will be your 666th one :)
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 :)
marzojr
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Location: 🇫🇷 France
New WIP up to SLZ3. This one features better use of slope glitch in SYZ3, leading to the first time that level has been done in under 30 seconds. I am using WST's SLZ1; I don't think it can be done faster than this. SLZ2 is 4 frames faster than Tails' due to spindash; Tails is ejected up from the wall if spindashing there, while Knuckles' isn't (same happens in SLZ1, actually). The SLZ3 route is basically Tails' but slower; I did manage to improve the boss fight by 10 frames too. By the end of SLZ3, 4974 frames have been saved. SBZ1 will break 5000 if a few things I am thinking of pan out.
Marzo Junior
marzojr
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Just a status update: so far, SBZ1 has resisted every attempt at improvement -- the zip from Sonic's run is 2 seconds slower than JXQ's run for diverse reasons, a level wrap using slope glitch sadly results in death before being able to do anything (as does extending zips all the way to the right abusing glide and zip speeds), and so on. Still have a couple of things to try, but it looks like this level will not cooperate at all.
Marzo Junior
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marzojr wrote:
a level wrap using slope glitch sadly results in death before being able to do anything
Same here, I was trying to do a level-wrap there, but I died every time. I even tried (just for experiment) to perform horizontal underflow with slope angle = +8, allowing me to get slightly higher Y position while the camera is scrolling, but it seems to be useless…
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 :)
Post subject: I saw a TAS Knuckles in Sonic 1.
Joined: 1/4/2014
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Location: California
It was pretty good and I forgot who made it. I think it was JXQ. But, its one of my favorite Genesis speedruns.
-Duderson
marzojr
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It was JXQ, yes. Anyway, here is the preliminary full run, clocking a total 6:10::24 in-game time, for a total improvement of 6618 frames over JXQ's run. SBZ1 ended up being a mere 12 frames faster. I started the SBZ2 run based on a version Kiske sent me, but it quickly diverges as I do neither a glide nor a spindash before zipping right. I also glide-glitch through the floor at the transition. SBZ3 uses a trick Kiske sent which has Knuckles fall through the moving platform at the start. Tails can't do this because of his smaller hitbox, but he is still faster in this act because he moves more efficiently inside the wall than Knuckles. Now to scrub for frames... then manipulate the animals, which will entail editing a pause in LZ1 to manipulate the burrobot.
Marzo Junior