Starting from SRAM giving all chaos and super emeralds, and with his game-wrecking sidekick tagging along, Sonic destroys the game utterly, shattering all speed records.
This movie starts from a savestate. Specifically, it is either this savestate (Gens 11a) or this savestate (Gens 11b).
WARNING: The awesomeness of Hyper Sonic may damage your eyes or trigger seizures in susceptible people.

Game objectives

  • Emulator used: Gens 11b (but synchronizes perfectly on Gens 11a) + S3KCamhack + SolidityViewer + (partial)HitboxDisplay + LUA HUD for Genesis Sonic games
  • Ignores delays caused by bonus effects
  • Aims for fastest (primarily in-game) time
  • Takes Damage to save time
  • Abuses death
  • Abuses programming errors
  • Counts time spent dying
  • One player controls two characters
  • Starts will all Chaos and Super emeralds

Generating the savestate anchor

First of all, lets start by linking in the verification movie. This movie plays through the game normally (a good deal of it in real time), gathering all Chaos and Super emeralds and finishing the game. The latter is required so that the present movie can begin from Angel Island zone. There is an innate arbitrariness on where exactly to generate the savestate anchor for a movie; depending on where exactly it is done, you can have a more favorable random number generator, for example.
To counteract this, I developed a procedure for doing such which eliminates this arbitrariness and allows consistent generation of the savestate anchor. It has several other advantages too, which I will explain after the generation procedure:
  1. Play the verification movie until the end; make sure to go until after the last input and stop the movie. This will generate SRAM. Note: This movie, particularly the first half of it, is terribly unoptimized since I played most of it in real time.
  2. Make sure that you do a soft reset and go to the starting menu to make sure that the SRAM has been properly generated (there should be a save with all emeralds).
  3. Close Gens so that SRAM is written to disk. Then go into the SRAM directory and make a backup copy of the S3&K SRAM. We will need this shortly.
  4. Reopen Gens and the S3&K ROM, and make sure to PAUSE the emulation.
  5. Start recording a new movie; do NOT check "Record from now and make a savestate". The movie name is irrelevant; if you paid attention to the above step, emulation will be paused.
  6. Make a savestate.
  7. Advance one frame.
  8. Load the savestate you just made. These last 3 steps ensure that the movie has an empty input list.
  9. Stop the movie.
  10. Go to the SRAM directory and replace the S3&K SRAM with the 'dirty' backup copy you made in step 3.
  11. Open the movie you created in step 5. Make sure that "Clear SRAM" is UNCHECKED, and that emulation is paused.
  12. Start recording a new movie; make sure that "Record from now and make a savestate" is CHECKED. The movie name is irrelevant.
  13. Gens will prompt for the state file name; select one you will remember: this is the anchor savestate.
Applying this procedure yields the savestate anchors linked to above: for Gens 11a, for Gens 11b. Warning: Gens 11b will complain about the Gens 11a savestate, but it works; Gens 11a will crash with the Gens 11b savestate.

Advantages of the method

  1. The generated savestate anchors are all consistent. There is some slight variation, probably due to the PSG, but it does not affect synchronization of the movie.
  2. By hex-editing the savestate dependency away (change byte 0x16 of the movie from 0x5f to 0x1f) and using the "dirty" SRAM from step 3, the movie will still synchronize -- if you make sure that "Clear SRAM" is UNCHECKED when you load the movie.

Comments

Due to the use of an anchor savestate, this movie should probably go into the Starts from a saved state or SRAM section if it gets published.
If there is a glitch in the game which makes it faster, I have used it; no silly restrictions of any kind. Several levels are identical to those of the latest S3&K run; some of these (virtually all improvements in the latest installment of that run) I actually discovered while I was working on this submission.
You will notice that Tails is almost always right there when I need him; that was very hard to pull off: Hyper Sonic is so fast that Tails can barely keep up. Still, I am happy about the results.

Time table

LevelTime
Angel Island 10:35::33
Angel Island 21:06::09
Hydrocity 10:32::26
Hydrocity 2 pre-death0:05::21
Hydrocity 2 post-death0:25::24
Marble Garden 10:25::53
Marble Garden 20:35::36
Carnival Night 10:34::50
Carnival Night 20:40::24
IceCap 10:59::57
IceCap 20:00::00
Launch Base 10:32::18
Launch Base 20:26::58
Launch Base 2 cutscene0:18::06
Mushroom Hill 10:36::15
Mushroom Hill 20:30::50
Flying Battery 10:56::16
Flying Battery 21:11::21
Sandopolis 11:27::51
Sandopolis 20:48::52
Lava Reef 10:52::41
Lava Reef 20:21::42
Hidden Palace0:18::26
Sky Sanctuary0:52::25
Death Egg 10:53::16
Death Egg 21:59::23
Doomsday1:34::30[1]
Total19:42::43[2]
The table shows the in-game timer values. The value after the final colon pair indicates the in-game frame counter, and is restricted to the 0-59 range. It is updated every frame (except during lag frames), and increments the in-game second when resetting to zero.
[1] The Doomsday timer stops at this value; the last hit (i.e., the point where the movie ends) is at time 1:30::36. Moreover, the last time visible on-screen is 1:33::50.
[2] This is total in-game time. Which means that there are over 11 minutes (!) of level loading times, score tallies and cutscenes in the movie.

Stage by stage comments

Hydrocity 1

The extended zip on this level causes Sonic to be far ahead of the camera; this causes the game to delete the walk-on-water object. By avoiding the creation of new objects, the mini-boss gets loaded in that same slot. On transition to Hydrocity 2 (when the score tally starts), Hydrocity 2 deletes the mini-boss, replacing it again with Hydrocity 2's walk-on-water object. Since the last function of the mini-boss was to unlock the camera, it stays locked and causes Sonic to die much faster than in the latest S3&K run. I literally stumbled into this trick, and HHS later explained it; it seems impossible to replicate it with regular Sonic.

Hydrocity 2, Marble Garden 2, Flying Battery 1, Flying Battery 2, Lava Reef 2

All those levels are identical to the latest S3&K run. I had actually found those improvements while working on the present run and back-ported those improvements.

Carnival Night 1, Sky Sanctuary, final Death Egg 2 boss

The only levels with wholesale lifting of input from the latest S3&K run. Credit goes to Nitsuja for them.

Launch Base 2

A few minutes after the submission had been accepted for publication, Mr_Sweed sent me a video showing an improvement of 10 seconds for Launch Base 2 over the submission, and about 32 seconds faster than the latest S3&K run; that improvement turned out to be suboptimal by about 5 seconds. Splicing the improvement made the following cutscene longer by 15 frames, and nothing I did made any difference. The resulting luck differences also ended up costing me 2 frames until the last hit in Doomsday, although the level timer still stops at the same value.

Sandopolis 1

Annoying timed objects force me to go topside. Without losing time, only Hyper Sonic can get there, and only with the help of Tails. The way I do it, I actually gain time from it.

Hidden Palace

This features a 44-improvement on the fight versus Knuckles. I only had the idea for this improvement after the latest S3&K run was already published, sadly. I managed to land 15 hits on Robotnik in this level too, and needed every last one to get Tails in the right spot.

Death Egg 1

This level features a slightly different route than the 100% S3&K Sonic run; this is because I gain enough frames from Tails and improved precision that there is a light bridge closing the 100% S3&K Sonic run route. If I wait for the bridge to disappear, I lose almost everything I gained this far; the new route allows me to keep most of it.

Doomsday

It is actually possible to collect all rings in this level. This ends up being 22 frames slower, because the level is not a fixed-length autoscroller.

Other comments

Thanks goes to Nitsuja and Upthorn for their Sonic runs, Orkal for his glitch videos, HHS for his explanation of the Hydrocity transition glitch and you for watching. Also, thanks to Mr_Sweed for the Launch Base 2 improvement.
Suggested screenshot: frame 2064.

Flygon: Added YouTube module, note that when MisterEpic's HD encode is made, the module should probably be replaced.
Truncated: Submission file has been replaced with an improved version, 13 frames faster. Marzojr will update the submission text to describe the changes.
marzojr: Updated text with the new times
OmnipotentEntity: A little update, Mister Epic had some issues with encoding this in HD, so I'm doing a little experiment, :) I'll be handling publication of this movie if it is accepted.
Nach: I'm accepting this with the same remarks as #2812: MUGG's GB Super Mario Land "hard mode" in 12:14.77. Publishers please remember to mark the game as 'impure', and copy the note from [1607] GB Super Mario Land "hard mode" by MUGG in 12:14.77.
OmnipotentEntity: Setting to publication underway.
FractalFusion: Setting to delayed as the author is made aware of an improvement in one of the stages.
Truncated: Submission file has again been replaced with an updated version. This one is just above 15 seconds faster, thanks to the suggestion of a yet unnamed contributor. marzojr to spill the beans.
marzojr: Updated text explaining new improvement
adelikat: Accepting for publication.
Nahoc: replaced removed YT module by a new one.


Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
How the hell is the high quality encode file size 2.38gig when the high quality encode of the ocarina of time run is half the file size?
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
marzojr
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Experienced player (760)
Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
boct1584 wrote:
Playing the GMV in Gens11b with the corresponding savestate, the movie desyncs in Carvinal Night 2; Sonic falls back down the upper ziptube after Knuckles. I'm using the EPX+ renderer; could that be causing a problem?
It is not the renderer. Can you check to see if the download hasn't been corrupted? I tried downloading the file just in case and it is an exact match to the one I had, and it synchs perfectly -- even swapping the renderer. Moreover, since others have been able to see the movie -- notably, OmnipotentEntity, which encoded it -- it must be in your end. For what is worth, the md5 checksum of the file on my computer is:
33356fdaf1de9ad80b7a9b524b43a4dd  marzojr-hypersonic+tails-sonic3k.gmv
NitroGenesis wrote:
What? Is this right?
Are you still seeing the glitched version? Because that same line reads as follows for me:
MKV file via BitTorrent (size: 2.38 GB, length: 35:30)
Marzo Junior
Joined: 7/24/2008
Posts: 9
Is there an encode made by someone who has the correct sound settings? Call me anal, but I would rather have the jump noise match the sound my console puts out instead of some gimmicky "high quality" version.
Joined: 9/12/2010
Posts: 17
Yeah, basically, the only sound enhancement option that should be enabled is "YM2612 High Quality," which enables emulating the FM chip at its native sample rate and downsampling the result. This results in correct sound for a number of FM effects, such as the signpost spin in Sonic 1. Oh, and the lasers in Launch Base Zone in Sonic 3. The other two "High Quality" modes would appear to be nothing more than interpolation of some sort, which results in less accurate sound. Turning on the "PSG High Quality" results in sine waves instead of square waves, and makes Sonic 1-3 jump sound more like the one from Sonic CD.
BigBoct
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Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
@marzojr: The MD5 checksum matches. Is there anything in Gens 11b that causes non-deterministic behavior?
Previous Name: boct1584
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
AngerFist wrote:
How the hell is the high quality encode file size 2.38gig when the high quality encode of the ocarina of time run is half the file size?
Let's just say that 2D encodes are a heck of a lot more codec poisonous than 3D. Sonic 3 and Knuckles happens to turn this up to 11, then turn it up to 12, while requiring jawsome amounts of Blast Processing.
Post subject: Desync is caused by lua script
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
marzojr wrote:
boct1584 wrote:
Playing the GMV in Gens11b with the corresponding savestate, the movie desyncs in Carvinal Night 2; Sonic falls back down the upper ziptube after Knuckles. I'm using the EPX+ renderer; could that be causing a problem?
It is not the renderer. Can you check to see if the download hasn't been corrupted? I tried downloading the file just in case and it is an exact match to the one I had, and it synchs perfectly -- even swapping the renderer.
I have the same problem when running a lua script that disables super sonic music and hyper sonic flashes. I believe one of these causes a desync.
Flygon wrote:
AngerFist wrote:
How the hell is the high quality encode file size 2.38gig when the high quality encode of the ocarina of time run is half the file size?
Let's just say that 2D encodes are a heck of a lot more codec poisonous than 3D. Sonic 3 and Knuckles happens to turn this up to 11, then turn it up to 12, while requiring jawsome amounts of Blast Processing.
Or, to put it in simple english;
  1. Ocarina of Time only renders at a framerate of ~20fps ingame, so a large amount of frames are decimated, resulting in a smaller filesize. Sonic 3 & Knuckles draws at 60fps (50 in PAL) and only has duplicate frames on loading screens etc.
  2. Ocarina of Time has very easily trackable motion. Sonic 3 & Knuckles has huge amounts of motion.
  3. Sonic 3 & Knuckles has extra effects such as parralax backgrounds and heat-haze like effects.
  4. Sonic 3 & Knuckles has a lot of changing colours, where much of OoT is comparitively bland.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Post subject: Re: Desync is caused by lua script
BigBoct
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Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Raiscan wrote:
marzojr wrote:
boct1584 wrote:
Playing the GMV in Gens11b with the corresponding savestate, the movie desyncs in Carvinal Night 2; Sonic falls back down the upper ziptube after Knuckles. I'm using the EPX+ renderer; could that be causing a problem?
It is not the renderer. Can you check to see if the download hasn't been corrupted? I tried downloading the file just in case and it is an exact match to the one I had, and it synchs perfectly -- even swapping the renderer.
I have the same problem when running a lua script that disables super sonic music and hyper sonic flashes. I believe one of these causes a desync.
That was it, thanks. I hadn't considered it because it hasn't caused any other S3&K movies to desync.
Previous Name: boct1584
marzojr
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Joined: 9/29/2008
Posts: 964
Location: 🇫🇷 France
boct1584, Raiscan: the HUD script I link to in the submission has options to disable the hypersonic flash and the super music which don't desynch (the former I am 100% sure doesn't desynch, the latter I am only 98% sure). These scripts can either be used from the HUD script or called standalone.
Marzo Junior
Joined: 4/14/2010
Posts: 146
Location: France
Publication wrote:
TODO: Make a more permanent link for savestate than Mediafire?
The publisher should upload them to the dedicated archive.org folder.
Joined: 10/24/2010
Posts: 19
Wow! I thought the over runs were fast, now supersonic is LITERALY supersonic! I am REALLY glad this movie is publiished.
Joined: 2/20/2010
Posts: 209
Location: I'm in space
OMG EPIC the letters jumping around at the end of ice cap... i don't even know what happened in carnival night... this is truly how Neo would have beaten Robotnik
Oh, play it cool. Play it cool. Here come the space cops.
Joined: 6/20/2011
Posts: 1
I have reason to believe this video's clip of "Flying Battery Zone Act 1, and 2" are an exact copy, or even an exact replica of this video. http://tasvideos.org/forum/viewtopic.php?t=10193 If I am wrong by even a frame, I am sorry. My eyes are only capable of perceiving so much. As to what I got here is, the Zone 2 before the boss, is exactly the same, exact same glitches, exact same pattern. Tails dying twice, getting hit on spikes. It happens in both videos. I know both are the same user in a sense, but I just feel that clip was added in to the run, as not making it original content. I don't know if that's against the rules, for I have not read the rules thoroughly yet, as I plan to.
Editor
Joined: 3/10/2010
Posts: 899
Location: Sweden
We have no rule against reusing work as long as you have permission from the original author. I'd say that when it is the same guy it's kinda obvious that he has permission from himself to do so.
NitroGenesis
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Editor, Experienced player (556)
Joined: 12/24/2009
Posts: 1873
I would like to mention that flurret.net has been nuked so the savestate links in the description are busted.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
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When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
BigBoct
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Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
TASVideos userspace?
Previous Name: boct1584
Emulator Coder, Skilled player (1112)
Joined: 5/1/2010
Posts: 1217
boct1584 wrote:
TASVideos userspace?
Can't put .gst's there. I put those into media and updated the links on publication page.