Also Sonic 3 Complete was added at a time where there was lack of consensus on how to handle glitchless runs. as you can see the board is practically dead, and most people will run glitchless on S3K.
The runner who said they were using the European version wasn't actually using the European version, but a modified rom. The European version runs fine but generally will run slower than NTSC, so best to use the NTSC one.
Yeah, we do have plans to do this since there are some significant differences between routes for certain levels in standalone.
Yep.. Note from game rules: For 3DS: Use of the turbo spindash function is prohibited.
Generally, given how spindash heavy the speedrun is, the 3ds isn't a good option for running on though.
How does that make sense? If I test it with code FFFE4A:0D01 in Bizhawk it just sends me to HCZ2 after I exit a special stage along with a glitchy X+Y position.
Endianness, Genesis is Big Endian, so you need to swap them around (010D). But there wasn't any doubt around this part, if the value is correct then you would get sent to the ending cutscene upon leaving a blue sphere stage, because, yeah, that happens: https://streamable.com/lqfztq
The issue is that there are no known ways of manipulating that area in memory to be what you want it to be, or even so it's random for that matter, it's also no where near the memory that we know that can be overflowed (F100).
If you find a way that area in memory changes to something unexpected and is possible within the game from a hard reset without cheat codes or debug mode, then it's worth investigating, but unfortunately I'm pretty certain it's impossible.
Just need to plan for each type of attack, he'll come back from approximately where he left the screen basically.
Horizontal Swoops you can get 1-2 hits with. Drill firing from a lower end you can get 2 hits without the lightning shield and 3 hits with. Laser phase you can get 4 hits with the lightning shield.
So ideal pattern is: Swoop (1-2hits) - Drill (3 hits) - Laser (4 hits)
Zyzex always goes for 2 hits on swoops, and also goes for this pattern: Swoop x 3 (6 hits), Drill (2 hits before he fires them).
You can't manipulate the pattern, but just try to make the most of what it gives you. 3 swoops in a row seems to be the maximum.
Doing the same as S1SMS (RTA-TB) is tricky in Sonic 2 SMS as the score countdown can be sped up using a button, but it's very inconsistent, so In Game Time is used (where you total up the time on the timer in each stage). Note: this also has a weird quirk because the PAL timer still counts up 1s for every 60 frames instead of every 50, making PAL the "fastest" IGT wise. If you're using emulator then there is an autosplitter for livesplit that will do it for you.
What are you struggling with in particular?
An ACE is where you can inject your own code in memory and get the game to execute it, this isn't doing that.
It turns out that the Memory might get mapped incorrectly when exiting the Special Stage. As in, it uses 2 bytes from an unrelated memory address as the level that you enter after exiting the Special Stage
Good theory, but is not what is happening in the game code. These are the two functions that run depending on how you exit the blue sphere:
Saved2_zone_and_act is hardcoded to memory address FE4A and is a word (2 bytes), and is only updated when you enter a big ring with the current values of the zone and act:
This is why the level warping works, as you aren't entering a big ring, but entering a blue sphere stage through unconventional means, it doesn't update the values in ram for where you came from, and instead uses the values already present in memory. So you can enter a big ring in a separate save file, soft reset (so the memory doesn't clear), and do the trick to enter a blue sphere stage from Hidden Palace, and you leave the blue sphere stage to where you entered the big ring on the other save.
As we know in the regular game mode that memory won't be touched for anything else (otherwise the Level Warp wouldn't work if it was reused for something else). So for actually corrupting it there's two choices - Debug Mode where all bets are off, and pointless within the scope of speedruns. Or maybe if competition mode reused that memory for something else, which is unlikely.
If you want to take a look yourself, you can see the game code here: https://raw.githubusercontent.com/sonicretro/skdisasm/master/sonic3k.asm (or if you have S3AIR, it's in a more readable form, in the form of lemon files). And the ram addresses are available here: http://info.sonicretro.org/SCHG:Sonic_the_Hedgehog_3_%26_Knuckles/RAM_Editing
Unfortunately, it's not an ACE, the game has values stored in memory of the last big ring (or starpost) entered, and will only read those values for where to send the player. There is no known way to manipulate those values beyond entering a bonus or special stage (where it will record where you entered it).
If it's the glitch I'm thinking of, the warping only takes you to levels where there are big rings, with performing the glitch from hidden palace. And since there are no big rings beyond lava reef 2, you can only warp backwards rather than forwards.
If there is a glitch that sends you to a random stage after leaving a blue sphere stage, do you have a video that show cases it?
That "ban" was strictly done to make themselves feel better and/or sully my name in a place where I couldn't defend myself because I wasn't there. It was petty.
You make the assumption here that people knew you had already left the community, at no point did it come up in the mod discussion about this that you had already left. You were talking to mods through discord, and resorted to calling one a "Retard", over having a category added you hadn't even provided a run for yet, and from that the decision was made that you should be banned.
I believe, had you been in the community at the time, you would have received a DM from the bot stating why you were banned.
Whether you were in the community or not at the time doesn't change the fact: your behaviour was abhorrent, and the ban was justified, and my statement in my first post is still very much true. Not sure what you were going to do to "defend" yourself, if you had known as I'm not sure what defense there is for flat out calling someone a "retard", but hey, you might as well at this point.
Where does SR.C state that categories need to be set up within a specific timeframe?
Nah, it's alright, Focus gave me permission to post all of them, but this is the one in particular that I'm sure everyone agrees is uncalled for and warrants the ban:
Rather than playing the "I'm innocent" card, maybe you should include all the discord DMs aswell.
Sure:
From the SSC Discord, so yes, you have been banned from the community, and yes it's relevant because this is to do with Sonic speedruns.
Harass:
to disturb or bother persistently; torment, as with troubles or cares; pester
You revealed this was your intent here as you didn't get the result you wanted:
I'll try reaching out to each individual moderator of this board and I'll see if I can't hurry it up a bit. One of you has a spare minute coming up soon; I just need to figure out which one it is.
Crisco, it stands to reason that someone banned from any community loses their voice in regards to decisions about boards etc, and if your run is counted towards the requirement for a board to be added, then count yourself lucky.
Also, it may come as a shock to you but not every category needs a leaderboard on sr.c. If you want a board so badly, set up a google doc or so listing the times, that's what I did when I wanted S&K for a category, and that took multiple people actively running the category before it got added to sr.c.
As stated here, it's down to the Sonic 4 mods to decide, so Focus and cyber, and ff would defer it to them. There's no point in harassing other mods via DMs on this, as they deal with only the categories for the main line games in which they moderate (e.g. Joey and Zax handle the Classic, lemres on the gamecube era etc).
As you've been told, be patient, there's no reason to harass people about it, considering you already got banned from the community for doing so.
Basically the Sonic and Knuckles collection would be treated as a separate game/category. It has many issues for speedrunning:
- there's only 2 spindash buttons, so 6 tapping etc isnt great.
- Pausing brings up a black screen, so pause buffering for anything is harder.
- It's based on an earlier build of the game, this is very apparent in lava reef, where collapsible floors dont work the same and if you hold a jump button on the cylinders in act 2 they kick you off straight away.
- The sonic 3 portion would be unfair for standalone s3 runners as it uses physics from s&k.
Steam version would be better, but it does provide you with the roms so you can use them in one of the allowed emulators, which would be the preferred way of playing on pc.