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Mitjitsu
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FF's may solve the problem but Sonic doesn't come over far enough and so the screen blocks the view and more importantly he collects a score tag which is what I want to avoid since I want to go for a low score without sacrificing any time whatsoever. I'll download the original Star Light 1 WIP so I can see what the input was really supposed to be and then I'll upload the corrected version. EDIT: Didn't take very long to do, here is the fully corrected version. I didn't want to be lazy in this case by using FF's http://rapidshare.de/files/31532937/Sonic_the_Hedgehog_1_ALL_EMERALDS.gmv.html
Post subject: Completed All Emerald run
Mitjitsu
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Finally done, and I managed to beat it in under 21 min and it was definitley a hard and long journey. A game I perhaps shouldn't of done and merly expected myself to give up on. There was certainly a lot of nights where it just felt hopeless trying to make a certain jump and often because of when the lag takes its affect, which means sonics animations goes out of sync of what it really should be, but anyway here's to you I'll submit it tommorow COMPLETED RUN http://rapidshare.de/files/31749752/Sonic_the_Hedgehog_1_ALL_EMERALDS.gmv.html Scrap Brain 2 had no improvement, but one less ring was collected and Scrap Brain 3 had a 5 frame improvement
Mitjitsu
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Its finally been submitted.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Great, I'll go look at it now. Rapidshare has been evil for me, lol.
Mitjitsu
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Ok I did some work on Green Hill 2 and made a 14 frame improvement on it. http://rapidshare.de/files/33086805/Green_Hill_2.gmv.html There are certain levels I feel I can't improve on, but there are specific ones that can. Now don't tell me you can't visibly see the improvements made here. I leave a long pause at the start so I can more easily hex-edit it in at the end.
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Joined: 6/15/2005
Posts: 1711
Still enjoying the wobbling, I see. Was anything else different except the turn around thing near the beginning?
Zoey Ridin' High <Fabian_> I prett much never drunk
Mitjitsu
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Fabian wrote:
Still enjoying the wobbling, I see. Was anything else different except the turn around thing near the beginning?
Where did I wobble? I only made him nod. I'm not doing the up,down movement anymore. There was quite a lot I did differently. I did a left+right stop at the start before hitting the bee, although its not possible to manipulate the postiion needed any earlier than I did, since its possible to get there roughly 10 frames earlier. I jumped to the bouncer from the stone block as well.
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I think one of us don't undertand what wobbling mean, and I hope it's not me. What I meant was the look up, release, look up, release thing when the score was counting down. Was the left+right turn around thing the only thing that saved time in the level? Or did the jump from the stone block save time as well? The lack of the turn around animation was the only thing I noticed being different, anyway (responding to "Now don't tell me you can't visibly see the improvements made here").
Zoey Ridin' High <Fabian_> I prett much never drunk
upthorn
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AKA: Wobbling is a generic term for single frame direction presses which have effects visible at normal speed.
How fleeting are all human passions compared with the massive continuity of ducks.
JXQ
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Joined: 5/6/2005
Posts: 3132
I wonder why GMV isn't allowed at microstorage. Is this 14 frames from my version or from the version that nfq posted earlier on page 2 of this thread (which is said to be 20 frames faster than mine) ?
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Mitjitsu
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JXQ wrote:
I wonder why GMV isn't allowed at microstorage. Is this 14 frames from my version or from the version that nfq posted earlier on page 2 of this thread (which is said to be 20 frames faster than mine) ?
The swing is lower down meaning I take longer to reach thus lose frames over you. Watch them side by side, please speak out if you didn't think anything I did was optimal. I couldn't be more certain that I reached and the bee and pulled it off the mini zip glitch in the most efficent way possible.
Mitjitsu
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I've started again to obselte the previous run. I want to see if I can knock 2 seconds off it, while that might not be a big deal to some folk it would mean a hell of a lot to me knowing previously how optimized it was. I re-done Green Hill 2 with a 2 frame improvement over the last one which works out to a 16 frame improvement overall, I tried to give it a different look without wasting time. I tried to experiment to see if I zip through the wall at the start and hit the speed boots, on one occasion I could glitch through the right edge on the box which was annoying as it might have been a great time saver. I tried to redo the first act to no aveil, I couldn't sqeeze any frames out of it although at best I was able to go fractionally out of sync and grab two seperate rings one frame earlier, so no improvement over the first stage. http://rapidshare.de/files/34181527/Sonic_all_out.gmv.html The third stage will be the same as my last because I'm convinced thats perfect, I'll edit out the twitching at the end though. For Marble 1 I'll miss one ring so I can get the correct damage boost as well as that I'll try get 50 rings while beating JXQ last one. As well as going for a ingame time run I'll try and optimize the emerald stages and see if I can squeeze any improvements out of the last three speacials although I'd still like to avoid collecting 50+ rings in them in order to avoid getting a continue. So far I'm guaranteed at least a 85 frame improvement, I just hope there is 35 frames somewhere.
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GMV is allowed at microstorage now; no need to keep using Rapidshare. AKA: Do you think this will be published? It looks like you're aiming to obsolete your rejected run instead of (as many requested) JXQ's run.
Mitjitsu
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nitsuja wrote:
GMV is allowed at microstorage now; no need to keep using Rapidshare. AKA: Do you think this will be published? It looks like you're aiming to obsolete your rejected run instead of (as many requested) JXQ's run.
What do you mean by microstorage? Is it on this site or another site and whats the web address (not that obvious when you think about it) I'm obselting JXQ's run, as well as that I'll go for an all emerald in game time. Two different runs sorry if that confused you.
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So you're making 2 different runs, and right now you're doing the no-emerald one?
AKA wrote:
What do you mean by microstorage?
DeHackEd's microstorage. The address is http://dehacked.2y.net/microstorage.php. It's specifically made to host emulator movie files, such as GMV, without wait times/advertising/etc and it shows some info about the movie before downloading it. For example, I put the movie file you posted above here. The only confusing part is that the URL name ends in .gmv (or whatever the movie type is) even though it's really a download page instead of a direct link, so some people might accidentally download the page's HTML and try to play that as a movie. But I think people are used to it enough here to not do that.
Mitjitsu
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nitsuja wrote:
So you're making 2 different runs, and right now you're doing the no-emerald one?
Yes, I'll do the ingame run then I'll do specific 50 ring stages then and special stages. Although I've spotted improvements on most of them, the differences will only be mear frames. Tnx for the link.
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AKA, I think it would help if you were able to directly see Sonic's speed value at all times, so that you don't have to constantly test how far he moves after each action. Here (mirror) is a version of Gens that will do that for you. It displays (X speed, Y speed) in the messages area. (And yes, you can change the savestate behavior in the options to not have 1-9 directly load.)
JXQ
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Posts: 3132
Wow that's handy! Looking good, AKA, I'll be keeping an eye on the progress. :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Mitjitsu
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I think the speedometer is great Nitsuja, but I keep having to uncheck the read only option every time I reload a savestate and it can be very frustrating when I forget to do it. Is there a way to make it so thats not necessary? Anyway I'm trying to make to most of the speedometer, I managed to get more speed on the final hit into Robotnik, but despite that I was a fractionally a few pixels short of hitting him one frame earlier. Currently working on the jump to the switch but I don't seem be able to hit it any earlier than I did before, its quite annoying someone with a critical eye might question whether its optimally hit as the right edge of the switch needs to be in view in order to hit the switch. I'll upload when I'm done just so I can use it as a backup, as I accidently erased the entire of my last movie twice but downloaded my uploaded version so it wasn't such a big blow. EDIT: I take the speedometer signifies pixels per frame.
upthorn
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AKA wrote:
I think the speedometer is great Nitsuja, but I keep having to uncheck the read only option every time I reload a savestate and it can be very frustrating when I forget to do it. Is there a way to make it so thats not necessary?
Options->general uncheck "default read only"
How fleeting are all human passions compared with the massive continuity of ducks.
JXQ
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Posts: 3132
AKA wrote:
EDIT: I take the speedometer signifies pixels per frame.
Some fraction of a pixel. Otherwise Sonic would be moving at 1500 pixels per frame, and the screen only has 320 pixels across, so...
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
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AKA wrote:
EDIT: I take the speedometer signifies pixels per frame.
The number is 4096/3 times the number of screenfuls per second. To get pixels per frame, multiply by 240/1024/60. So if the number says 1560, that means you're moving at about 1.14 screenfuls per second, which is about 6.1 pixels per frame.
Mitjitsu
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nitsuja wrote:
AKA wrote:
EDIT: I take the speedometer signifies pixels per frame.
The number is 4096/3 times the number of screenfuls per second. To get pixels per frame, multiply by 240/1024/60. So if the number says 1560, that means you're moving at about 1.14 screenfuls per second, which is about 6.1 pixels per frame.
I remember doing some programming for a basic 2D platform shooter as a school project, so my question is what does the 12 mean in the code below, this is relating to game where the character has to move on a stationery screen and wrap to appear on the next screen. When the character wrapped I just simply moved all the unwanted sprites off screen and resized the ones that were either already there or off screen. Xpos= Xpos + 12 EDIT: I tried to extensively improve the last hit to Robotnik and jump to switch to no aviel. I'm fairy sure that what I've done up to now is perfect play, but for some reason why I checked the to see when the number 3 at the end of the act fitted into place it was 32 frames ahead of the previous run, even although I know I'm 18 frames ahead on the ingame timer. I don't know if its fair to count the avoiding the end stage lag into the run when it submitted, since last time I lost a second overall because of the lag caused at the end of Spring Yard and Labarinth zones. This is refering to third act on both levels. http://dehacked.2y.net/microstorage.php/info/2099/Sonic%20all%20out.gmv
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AKA wrote:
my question is what does the 12 mean in the code below ... Xpos= Xpos + 12
In this game, it would mean Sonic is moving very slowly; 12 subpixels (0.046875 pixels) per frame.
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