marzojr
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Full game WIP The Sonic shortcut is greatly improved by spindashes, even though I was in the wrong position to make that final jump. I will see if it is improvable; but barring this and Upthorn's possible improvements, this is likely the final version.
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marzojr
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So, in the end I did change something else: I managed to reduce MZ2 by 11 frames. After fixing chain desynchs due to lag differences, I got a movie that finished the game: Full game WIP. The extra lag happens mostly after the timer has stopped; for example, slow animals in capsules and level loading times. In fact, the Labyrinth zones (except for 3) had slightly less in-game lag.
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upthorn
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How fleeting are all human passions compared with the massive continuity of ducks.
marzojr
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Wow. 146-frame improvement! Nice work! I now can't wait to see what you have in store for SY3... If you don't mind, I'll hex edit the changes in and credit you with this improvement.
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marzojr
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Not content in letting you have all the fun, I had to improve it further :-) Here is a 3-frame improvement on your SY2 improvement; those frames where extremely hard to find! A 1-frame imprecision meant that at most 1 frame could be gained, if any at all. I will wait for your SY3 attempt before trying to resynch the video, as lag differences make Labyrinth zones a pain to resynch. Edit: Another frame gained: WIP here. This brings down the SY2 (in-game) time a total of exactly 2.5 seconds lower than the time I had.
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upthorn
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How fleeting are all human passions compared with the massive continuity of ducks.
marzojr
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Nicely done. Somehow, I just knew it would have an improved boss, but the quick stop midway for spindash was a pleasant surprise; I had actually tried doing that in the past, but I didn't try walking back to stay on the sprite for the spindash and just assumed it would waste time. I combined both improvements and resynched the movie while I wait for what you have in Labyrinth 2; here is the combined WIP that finishes the game. I also updated the times at the earlier post.
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upthorn
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http://65.93.101.29/microstorage.php/info/1296894404/marzojr-sonic1tails-lz2_imp.gmv Though, there's also a few spots in ghz2 that look iffy...
How fleeting are all human passions compared with the massive continuity of ducks.
marzojr
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Thanks. Can you give an example in GHZ2? Because everything else I have tried resulted in it being one frame or more slower (or, at the very best, matching the current time).
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marzojr
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Hm. Right after posting the last message, I tried a bottom route again and came up 22 frames faster. I am still polishing it, and will post the WIP later. Edit: 24 frames faster through the bottom route, for a time of 0:15:15. WIP. The "entrance" into the second bottom route (frames 3695-3712) I had actually found in the v2 ROM, but the diffeences in flight made it useless there as far as speed is concerned (Tails would hit the right side of the waterfall and lose forward momentum).
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upthorn
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Mainly it was that long flight that looked dubious. Though, frame-by-frameing it, it looks a bit less dubious. I still wonder if you could have started the flight a few frames later, so there would be less speed loss, though.
How fleeting are all human passions compared with the massive continuity of ducks.
marzojr
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upthorn wrote:
Mainly it was that long flight that looked dubious. Though, frame-by-frameing it, it looks a bit less dubious. I still wonder if you could have started the flight a few frames later, so there would be less speed loss, though.
From memory, I wanted to say "no"; I decided to check, and indeed it was "no". Delaying by 4 frames means hitting the fish; delaying by 1-3 frames means that I can't boost over the bug at the end of the flight without losing speed, and have either to make a suboptimal boost or jump over it (or use the glitch bottom route, which is slightly faster...). In either case, the new route makes this moot, as the frames that might be gained this way will not add up to the 22 frames gained by the new route. I would upload the combined WIP with all improvements, but Microstorage seems to be down for the count...
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marzojr
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Hm. I reduced SY3 by 8 frames, so I will have to resynch the whole Labyrinth zones again; I will do it tomorrow (and hope Microstorage is back by then). Edit: improved SY3 by another 9 frames, being a total of 17 frames faster now.
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upthorn
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How fleeting are all human passions compared with the massive continuity of ducks.
marzojr
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Thanks. Here is the new full game WIP, including my improvements to GHZ2 and SYZ3 and Upthorn's improvements to LZ2.
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marzojr
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Managed to improve SY2 (2 frames), SY3 (18 frames) and SL2 (16 frames). SL2 took me quite by surprise, I was expecting at most a 2 frame improvement... WIP here.
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upthorn
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Scrap Brain 3 looks inoptimal. You want to get the moving platform unloaded from memory as soon as possible at the start, because when you approach it from the right, it loads in its final position. Final Zone also looks inoptimal. You want robotnik's last appearance to be from the bottom, and hit him the last possible frame you can, because the whole machine slows down when the last hit is scored, and you can't finish the game until the pistons is all the way retracted. (incidentally, the factor that determines which piston he will appear in next is how many frames you were in contact with his hitbox on the previous pass)
How fleeting are all human passions compared with the massive continuity of ducks.
marzojr
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upthorn wrote:
Scrap Brain 3 looks inoptimal. You want to get the moving platform unloaded from memory as soon as possible at the start, because when you approach it from the right, it loads in its final position.
It also unloads (and teleports to the end position) when you get far enough to the left. In fact, in the current WIP, if I turn back a few frames earlier (I haven't counted them exactly), the moving platform will not even be there, having vanished completely. I have tried doing it with your suggestion, but the best I have got so far is 9 frames slower than the WIP.
upthorn wrote:
(incidentally, the factor that determines which piston he will appear in next is how many frames you were in contact with his hitbox on the previous pass)
That is good to know; I will see what I can do with it.
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upthorn
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marzojr wrote:
upthorn wrote:
Scrap Brain 3 looks inoptimal. You want to get the moving platform unloaded from memory as soon as possible at the start, because when you approach it from the right, it loads in its final position.
It also unloads (and teleports to the end position) when you get far enough to the left.
Yes, that is what I mean. You bump a wall on your way to the left, and have to wait to fall to the platform so you can spindash again. And if I recall correctly, you were flying at the time, so it takes longer to fall to the platform. I didn't make any savestates near it, and it's pretty late in, so I don't feel like going back and rewatching to check.
How fleeting are all human passions compared with the massive continuity of ducks.
marzojr
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I already managed to reduce it to 0:08:45 (11 frames) by turning slightly earlier and optimizing the in-wall movement; I will check again about the flying, it might be possible to optimize it a bit.
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Great work! 2 things though. 1) In labyrinth act 3, when you hit the switch to move the waterfall wall, you spindash on it, hit a wall, fall, and spindash again. Wouldn't it be faster to just walk off the switch and spindash only once since you have to fall anyway and the wall negates any good speed you could get from the first? 2) probably a hack glitch or something I pressed during the end credits but tails jumped off the scrap brain gravity spinning wheel the wrong way and was killed by lightning :D
marzojr
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bkDJ wrote:
Great work! 2 things though. 1) In labyrinth act 3, when you hit the switch to move the waterfall wall, you spindash on it, hit a wall, fall, and spindash again. Wouldn't it be faster to just walk off the switch and spindash only once since you have to fall anyway and the wall negates any good speed you could get from the first?
I tried both ways; but the speed I get from the spindash makes me start to fall slightly earlier than if I were to run off the edge, so that I hit the ground slightly earleir, and I already hit the ground at zero horizontal velocity because I bump into the wall, so that I can spindash slightly earlier (it is tricky to slow down exactly to zero horizontal speed in the air and still land facing the correct direction). All put together, it is seven frames faster to spindash from the top of the switch and I end up slightly ahead in terms of position, which may effectivelly add another couple of frames or so.
bkDJ wrote:
2) probably a hack glitch or something I pressed during the end credits but tails jumped off the scrap brain gravity spinning wheel the wrong way and was killed by lightning :D
I hadn't watched it this far yet; after you pointed that out, I did and the same happens even if you press nothing at all. Probably due to the differences between Sonic and Tails.
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Again, I'm looking forward to the actual submission. Keep up the good work!
bkDJ wrote:
probably a hack glitch or something I pressed during the end credits but tails jumped off the scrap brain gravity spinning wheel the wrong way and was killed by lightning :D
I got the same glitch, didn't press anything. Although it may look bad in the first place, I think it should be kept as a little gimmick in the credits.
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So I was was bored and decided to see if knuckles acted different there too and why no one mentioned it before if he did. Pick file or youtube.
marzojr
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New WIP implementing Upthorn's suggestions to Final Zone (45 frame improvement) and optimizations in Scrap Brain 3 (11 frame improvement).
Marzo Junior