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Sonic Heroes (TAS) - Team Sonic in

WARNING: This video contains fast flashing images. It may cause discomfort and trigger seizures for people with photosensitive epilepsy. Viewer discretion is advised. This video is a tool-assisted speedrun (TAS). This means that tools such as slowdown, savestates, and scripts were used to achieve a theoretically perfect run for entertainment purpose, that is not supposed to compete with regular real time speedruns (RTS). For more information on tool-assisted runs, please visit http://tasvideos.org. This TAS was made by Malleo and THC98, and our channels can be found here: Malleo:    / shwamalleomk   THC98:    / thc98   ----- -- About the run -- This run aims to complete the Team Sonic story and reach the credits as fast as possible. Following TASVideos's standards, the TAS timing begins on game startup and ends on last input. We also provide a final time using the In-Game Timer (IGT) as that's the standard timing method of this game in regular RTS speedruns. Time based on TAS timing: 36:01.23 Time based on IGT: 30:39.56 We provided a version of this video where Malleo and I explain how most of the tricks work. You can find a link for it in the encodes section. For more details on tricks and mechanics used throughout the TAS, please view our TASVideos submission here: http://tasvideos.org/6646S.html ----- -- The encodes -- This video was encoded in 8K quality by Sewer56. To get higher quality textures, he ported an HD textures pack (made by iChris4) from the PC version to the GC version. This is mostly noticeable when the video is played back in higher quality. It's also important to note that Youtube limits bitrate by video resolution, so there will be a quality difference if the video is played back in HD, 4K or 8K qualities, even in a 1080p screen. The original HD texture pack: https://gamebanana.com/wips/49828 Sewer56's channel:    / sewer56lol   For other encodes, please see the following: 4:3 Encode, W/ Memory Viewer, No Commentary -    • Sonic Heroes (TAS) - Team Sonic in 36:01.2...   4:3 Encode, W/ Memory Viewer And Commentary -    • Sonic Heroes (TAS) - Team Sonic in 36:01.2...   16:9 Encode, No Commentary -    • Sonic Heroes (TAS) - Team Sonic in 36:01.2...   16:9 Encode, W/ Commentary -    • Sonic Heroes (TAS) - Team Sonic in 36:01.2...   4:3 Encode, No Commentary -    • Sonic Heroes (TAS) - Team Sonic in 36:01.2...   4:3 Encode, W/ Commentary -    • Sonic Heroes (TAS) - Team Sonic in 36:01.2...   4:3 Encode, W/ Original Textures -    • Sonic Heroes (TAS) - Team Sonic in 36:01.2...   ----- -- The memory viewer -- The overlay on the left side of the screen was created using Yoshifan's Lua script framework for RAM watch using Cheat Engine. I have modified parts of the source code to use images instead of simple text to display information and to render an image based input display using the Nintendospy's GC Tron Style. The memory viewer overlay displays the current active character by highlighting its corresponding icon in the background. It's important to note that the activated character value doesn't always match with the selected character on screen. For example, while Tails is selected, the game uses Knuckles's variables for movement. For each character, there are 3 sections of variables, which were selected based on their relevance. In Speed section, "F" stands for "Forward" and "V" stands for "Vertical", which are stored as relative X and Y speed by the game, respectively. In Rotation, the only value that is displayed is the rotation around the Y axis (also known as Yaw), because the X and Z rotations are rarely changed during this TAS. In Position, the character's position is displayed using global X, Y, Z coordinates. And finally, you can see the character's action number in Action. The character's action number defines if the character is running, jumping, etc. A full list of each character's action can be found below. Full action number list (in hexadecimal): https://github.com/Heroes-Hacking-Cen... I also added some extra information. There is an in-game timer clock at the top of the screen, which uses the game's internal frame counter that is stored in the game's save file. For reference, this is the timer used for RTA ranking. Aside from that, I have created an arbitrary kick counter, which counts how many times Sonic activated action number 84, and a section that shows what is the RTA record for the current stage. Note that a few bosses' RTA record are lower than this TAS because of in-game time optimizations using death abuse and Team Blast, which are not useful in a full game run. Yoshifan's framework repository: https://github.com/yoshifan/ram-watch... My fork from Yoshifan's repository: https://github.com/Tales-Carvalho/ram... ----- Thank you for reading and I hope you enjoy the video!

Comments
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