Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
Well, hopefully I already posted enough tool-assisted runs to let myself some off topic. Do you have sense of humor anyway, zwataketa? :)
Btw, the video is still about the discussed game.
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 :)
First you get a file that beats the game, then you collect 3 emeralds in the green part of Angel Island 1. After that enter level select and debug, go to Hidden Palace as Sonic alone, avoid all the triggers and enter one of the super emeralds while in debug mode (I think the middle left one works the best?).
After that, just exit the special stage and you will do a ring warp to a weird location in AI1. If you spawn at the actual location of a big ring yo udid it wrong. As soon as the level starts just enter debug mode again and hold down until the game crashes. Soft reset using the Z button, enter level select and you should see your character variable be 83 iirc.
I'm not sure it only works with 3 emeralds or by ring warping to AI1 etc etc, but this method works and I've stuck by it. Any variation would likely just give you a different value for the character which would give the exact same properties.
The reason it works is because the game checks which character you are in different ways. The palette code says "Is the number 3?" and if not you're using Sonic & Tails palette. The actual character and physics ask "Is the value higher than 2?" and if that's also true you're using knuckles. There's a lot of mixing and matching with those two questions in the leves, like water, spawn point, boss behaviour, intended routes etc.
Also if you go ahead and beat Doomsday 2 as blue knuckles you can then become hyper blue knuckles.
Hello. ^^
The thing is with the hidden special stage is that. Enter the level select. Go to sound test and use number 17 and press any button. After that hold ABC and press start on: Special Stage 2. To get to the hidden special stage. Infact. It's the same thing on Sonic 3. On Sonic 3 it's mutch harder. ;)
//Regards & Good Luck: DMTM aka Mr_Sweed
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
The gravity glitch there has been known for long time. I shown it in one of my glitchfests (and also doubt that I was the first to discover it). It is based on common knowledge that when Tails breaks the object Sonic is staying on, his «stays on object» flag is not unset, and Sonic keeps behaving like if he interacted with the object.
The horizontal underflow there is also known (at least I remember myself performing it there).
However, there is still a possibility that the time may be heavilly improved and this trick will be not so 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 :)
WST thanks for adding the Amy & Tails glitch fest video. After that I started to expermenting around with sonic & tails with the flameshield. Then I found out the zip. The quickes way is lifting up sonic and go down in the left corner to use the horizontal ground zip. Then a do a light wall jump then use the flameshield. I showed this to S3kGlitches on a webcam on Skype with Hyper Sonic & Tails. The zip is found by me NOT LTRP300. But I'm glad that he succeed to finnished the stage. That no one thought should be possible to do with Sonic & Tails.
//Regards DMTM
I'm not a speed runner, but a game lurker, that's my contribution to the scene. =)
You can zip at 0:40 to reach the starting slopes quicker then use the flame shield to enter the wall to the left and zip, as you do at 0:56; should save about 14 seconds. Sadly, this is still not enough to make it useful...
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
8-D marzojr is back
What a day… Qwerty submitted a TAS, marzojr returned after months of absense… Only the fact that today I made a mistake in my PCB makes me sad a bit.
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 :)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
Paradox of reality - the first taser I met in my life has just registered at TASvideos.
Enjoy your stay, friend, I am really happy that you finally joined us. By the way, is username Qwerty already taken? If it's not active, you definitely should ask the administrator to let you use that name, since you are already quite well known in the TAS world under that name.
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 :)
maybe pick up the lightninng sheild will allow you to reach the flame sheild faster, also, try to keep Tails to not have to wait for him when starting glitch.. I don't know if it could work, need clarification.
Hey guys, I speed run this game, doing mostly any% with Tails and Knuckles.
As you know, Tails has that level wrap in DE2 to reach the boss. Problem is that it doesn't always succeed, which is a huge issue if I had a good run up until the end.
I'm trying to understand it thoroughly using emulator but I still don't fully get it. All I've learned so far is that as soon as the boss triggers, Tails can appear in one of two spots, after which input doesn't matter.
What exactly determines where he winds up, subpixels? I want to know if anything can be done to consistently manipulate it.
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
When you underflow your player’s X position, the camera starts moving forward to reach the player, with the horizontal speed of 6144 subpixels per frame. As you probably know, boss scene is one of the things triggered by certain camera position. So, after you underflow your X coordinate, your next task is usually to take certain Y position which will allow camera to pass the boss room. When the camera reaches boss room, the screen will be locked. When the screen gets locked, your X position is adjusted to get inside the screen lock.
Under some conditions horizontal underflow may be useless. A good example is Hydrocity 1, where it’s quite easy to pull off horizontal underflow, but impossible to take proper Y position quick enough to do the level wrap.
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 :)
Perhaps some visual aid will help. This is where Tails winds up when you successfully enter the boss room:
https://www.dropbox.com/s/tn68zt15o20d402/Success.png
And if you wind up here, you get stuck in the wall:
https://www.dropbox.com/s/g9fy0htbqhak89d/Failure.png
What I want to know is if one can consistently induce the former in real time, because the 2nd one sucks. My goal is to avoid getting stuck in the wall as consistently as possible. I've tried all sorts of setups, different timings, inputs, you name it.
Joined: 11/9/2007
Posts: 375
Location: Varberg, Sweden
HDL wrote:
I want to know if anything can be done to consistently manipulate it.
I had a discussion with you about this before, where I proposed a strategy where you stand on the flat ground to the left of the tube in the loop-back area and wait for the camera to get to a certain position, then start mashing the jump buttons while holding right. I retried this strat now and it works basically every time, though I don't remember if the position of the camera for when to jump is same as I said back then. So you should jump and mash the buttons and hold right when the camera reaches somewhere inside the blue rectangle here: http://i.imgur.com/9N3lelw.jpg
So quite some margin actually. You can try to see which position that works best for you, though aiming for the middle part should be the safest.
And for you who don't know what level-wrap HDL was talking about:
Link to video