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S&K Special Stage lag

Discussion in 'General Sonic Discussion' started by Tom41, Mar 11, 2010.

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  1. Tom41

    Tom41

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    This is something I noticed recently in the Sonic 3/S&K special stages. You know how you run around squares of blue spheres and they turn into rings? Well, if you zig-zag to collect those spheres instead, the game will start to lag badly. The more blue spheres you collect (in that particular square), the longer the pause between collecting each sphere. Eventually, the lag will be so severe you'll be waiting over 30 seconds after collecting each sphere!

    What I'd like to know is WHY this happens, and if it's possible to hack it so this doesn't happen? Also, if anyone has an overclocked MD, try out this glitch and see if the delay between spheres is any shorter.

    The best stage to try it out on is the Blue Sphere game (Sonic 1 + S&K); I found a stage that's almost entirely blue spheres:

    Password: 3253 1444 7528
    Blue Spheres: 672
    Rings: 656
     
  2. Overlord

    Overlord

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    ahahahaha, so it does! The only thing I can think of it's that it's working out some complex calculation to do with turning spheres into rings, and the more turns you make the longer the working out takes.
     
  3. Jayextee

    Jayextee

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    I DONE MAKED GAMES.
    I found this out on the red-and-white special stage in Sonic 3 when I first played it -- doesn't seem to happen all the time on that one though.
     
  4. nineko

    nineko

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    Yes. Varion and I noticed this while I worked on my special stage editor. The "perimeter-detection" code seems to be sloppy. Sometimes it might hang up at all, with the music still playing of course since it's on the Z80.

    This is probably why most stages don't have groups of blue spheres bigger than 4x4, with rare (if any) exceptions.
     
  5. corneliab

    corneliab

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    Oh man, that's freakin' hilarious. Never would've even crossed my mind.
     
  6. Ravenfreak

    Ravenfreak

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    Is there a video or something demonstrating this? I've never noticed it before. o.O
     
  7. Solaris Paradox

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    On my butt in front of the computer. Where else?
    I'm working on working up the willpower to work on learning how to make my own Sonic fangames. Not quite there yet.
    Huh. How odd.

    Still, infinitely less intrusive than the Sonic 1 special stages' hitbox issues, which seem more noticible in Megamix due to their more complicated design. S&K's slot-machine bonus stage obvious doesn't share that problem, since the game has no trouble registering that you're touching more than one block at once.
     
  8. PicklePower

    PicklePower

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    Blue spheres slowdown
     
  9. LOst

    LOst

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    Ouch.
    Are we looking at a for(check_sphere = 0; check_sphere < max_spheres; check_sphere++) code here?
    It certainly looks like that. There is nothing wrong with the code itself, but the design of the stage. Miscommunication between programmer and designer.
     
  10. nineko

    nineko

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    Well yeah but those are the stages in S1&K, so they don't count very much. The main 16 ones go beyond 4x4 in just a couple of places: Sonic_3_%26_Knuckles_Level_Maps#Special_Stages. My guess is that they were aware of this issue, but they didn't bother to change the layouts in Blue Sphere because after all it's just a side game... And players aren't supposed to collect the blue spheres in that way anyway. Once they made sure that this issue wouldn't appear too often in normal S3&K gameplay they called it a day.
     
  11. 0r4ng3

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    Is that the last one? The last one is only bluespheres with extra eight in the middle.

    Speaking about Blue Sphere. The password generator program on the wiki hasn't been working for quite some time. Does anyone have another or know what the algorythm was?
     
  12. nineko

    nineko

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    That's not the last one. It's just a random one.

    That's not a problem with our wiki, it's just that the website which contained the generator is offline. I have all the files which used to be stored on that website though, and I'm willing to upload them somewhere. NOT my webspace, though.

    edit: whatever, I'll host it on my webspace temporarily. I will probably take it down sometimes in the near future.
    http://digilander.iol.it/projectchaos2/BS/index.php

    Note that all the links are likely to be broken, as I didn't edit the pages in any way. I only renamed index.html to index.php since my ftp is stupid, but aside from that, I uploaded a 1:1 replica of the original thing, and it works. Be grateful.
     
  13. 0r4ng3

    0r4ng3

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    I am grateful. Thank you very much.
     
  14. Overlord

    Overlord

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    Well, that pretty much confirms it's down to thinking how to changes spheres, seeing as unconnected groups of spheres still work at normal speed. Thanks for the video =P
     
  15. D.A. Garden

    D.A. Garden

    Sonic CD's Sound Test Member

    I explored the lag in the special stage provided above and this is what I got.
    I'm quite facinated by it, actually, and what to know if there are ways to make it lag even more, as this was the most I got from this one.
     
  16. Fred

    Fred

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    It looks like we're looking at a recursive algorithm along the lines of:

    1) Put Sonic's position in the stack
    2) Take the top position in the stack and check all the positions directly north, south, west and east of it for unmarked red spheres
    3) If a red sphere is found, mark it, and put the sphere's position in the stack
    4) If the stack is not empty, repeat from step 2

    I used a similar algorithm once to program a small minesweeper game. It proved to be insanely slow on large maps due to the associated overhead: in the worst case, there are always three positions around the current one that need to be marked. (All directions except the one the algorithm "came from", if that makes any sense.)

    In my game I used it to figure out which spaces should be revealed when you click on an empty square, here it's used to find closed shapes. (If it keeps following the red spheres and finds Sonic again, then it went in a full circle.)
     
  17. Phos

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    It also seems to be looking for just 1 red sphere, else 2x2 groups would turn to rings as well.
     
  18. Tom41

    Tom41

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    I've been messing with this glitch for some time now and have had all sorts of weird things happen - including groups of blue spheres turning to rings when I just run along one line! I also once had a 2x2 area turn into rings after making it lag, for some reason...
    I'd still like someone to try it on an overclocked MD though, see if it improves at all!
     
  19. Overlord

    Overlord

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    I don't think so, Tom - maybe the gaps of thinking will shorten a bit, but I don't see it making the game play fluidly.
     
  20. Fred

    Fred

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    This might very well be a way for the code to safely bail out when the stack usage overflows.

    I did some thinking about it, and this could probably be softened by adding a routine that looks for blue spheres anywhere around a red sphere. It would increase the overhead a bit by having to check 8 positions around the sphere rather than just 3, but if it flagged such red spheres with a "never check this sphere again" flag, on all subsequent visits they would be skipped and make the path-finding algorithm linear again.

    I guess what I'm trying to say is this:

    [​IMG]

    The crossed spheres will never turn into rings, so they will never have to be checked again.
     
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