Post subject: Splinter Cell
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
I've beaten the first level, T'Bilisi: http://dehacked.2y.net/microstorage.php/info/1419/0993%20Splinter%20Cell.vbm (I shortened the ROM name. The actual ROM name is "0993 - Tom Clancy's Splinter Cell (U) (M3).gba") Acmlm has posted a partial run, but it kept desyncing. Hex-editing salvaged the first level. I am almost half a minute faster. I found a huge shortcut that skips a floor. I also tested the first floor hole after the elevator shaft but it didn't work, unfortunately. Damage was taken to save time. Other time-savers are jumping up poles (not yet in this movie), jumping down stairs, pressing select to get rid of dialogs, and pressing down early after accessing the bookshelf. The rest of the game will have a much different flavor. By the way, should I use death as a shortcut? It does save time in later levels when turrets are around. Death refills health. Here's a blooper you may (or may not) like: http://www.savefile.com/files.php?fid=3704804 I did a test run before and usually the game won't allow access to locked doors when enemies are around. At the time, I thought I lucked out but I really didn't. It wouldn't have been faster than what works anyway.
Experienced player (527)
Joined: 11/14/2004
Posts: 169
Location: Mirabel, Québec, Canada
Yours desyncs for me, once you start the first mission (while mine runs fine here) ... I have the same ROM, so it's either the emulator version (I got v17 and v19, same result in both) or settings. My time on the second mission was 2:06 (5 bullets, 3 alarms, 65%), if you need to compare ... nice improvement on the first one already (although I can't view it yet), so good luck for the rest! I stopped in the 3rd mission near the end when I couldn't reach an alarm trigger in time (and couldn't avoid the alarm without waiting for a while), but I found a bug there that I haven't been able to reproduce after ... if you enter an elevator exactly when the alarm times out, it'll stay on forever (no fail), which helps a lot since you don't have to worry about it anymore. Other odd things I've seen involve Sam turning away from a safe while unlocking it, guards disappearing (too many or running too far?), and Sam's sprite going over a guard's while entering an elevator ...
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
My settings are set to the following: WinXP, VBA v19.2, 44Hz sound, Automatic save, 64K save, Sync emulation speed, no Real Time Clock, Lag Reduction By the way, I found another glitch where activating the night vision goggles in bright light will prevent the cameras from detecting you. Thus, using the computer to turn off the lights can be skipped, saving a half a minute in Police Station. Thanks for the reply. Edit: Here's a savestate near the beginning. Hope it works for you then: Edit 2: Never mind.
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
Acmlm, nitsuja said that we are using different ROMs. You use "Tom Clancy's Splinter Cell (U) (M3) [f2].gba" and I use "Tom Clancy's Splinter Cell (U) (M3) [f1].gba"
nitsuja by PM wrote:
VBA's CRCs aren't as discriminating as they should be, possibly because it's trusting a good one to be stored in the ROM.
Hopefully that solves the problem.
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
The run is done up to CIA completed (13.5 minutes in): http://www.savefile.com/files/9379380 (The movie goes a bit into Caspian Oil Refinery) ROM: Tom Clancy's Splinter Cell (U) (M3) [f1].gba I reproduced the bug Acmlm described in his post. There is a point where entering the elevator (not the ones which go from floor to floor) when it times out freezes the alarm timer, but results in loss of control. Instead, entering it one frame later does the trick. It freezes the alarm timer, and allows the player to move around without fear of mission failure by alarm. It is necessary to turn it off later, because certain events require the alarm to be off. The night-vision goggles glitch that prevents camera detection saved a lot of time in two of these levels here. Unfortunately, the NVGs can only be used when the game gives it to you. Near the beginning of CIA, it is possible to break the first long fall. Grabbing the ledge (or anything) breaks lethal fall damage. Unfortunately, I couldn't do the second because there was nothing to grab. Finally, I planned out CIA carefully, trying to get guards to shoot each other (since you don't get a gun for this level) and the cameras to look in their blind spots when I run past. There are very few places where you can afford to set off alarms in this level. Edit: I will post AVIs later. Edit Again: Here are the AVIs by level: T'Bilisi: http://www.savefile.com/files.php?fid=2526428 Police Station: http://www.savefile.com/files.php?fid=7416498 Defense Ministry: http://www.savefile.com/files.php?fid=3543480 CIA: http://www.savefile.com/files.php?fid=1444294
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
For some unknown reasons, I can only find european TCSC and "Splinter Cell (U) (M3)" ROMs, both of which desync at the beginning. Oh well. Gotta stick with AVIs then.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
Can't see why there would be much discussion on Pandora Tomorrow, so I'll start here. This game is better than the first at forcing you to use stealth, but is nothing in comparison to any console Splinter Cell game. What's different about this game compared to the previous: - You can't run by people. You have to terminate (kill or KO) them or bypass them using the back wall. - You start with 10 bullets. - There is no alarm bar anymore. In missions 1,2,5,6, setting off an alarm will result in automatic mission failure. In others, SWAT guys run around. These guys are hard to kill and do a lot of damage (3 out 10) to you. - In missions 1,2,5,6, (at least part of the mission), you cannot kill (although you can still shoot them if it doesn't kill). This results in major strategy changes. - You cannot OHKO them directly from behind; you grab them instead. It is usually faster to punch them in front. - Turrets no longer take half your health; at worst, they do 2 out 10 damage to you if you jump correctly (turrets do continuous damage with no recovery). They are much faster to disarm. - Some guys hold "important" information or can be used for retinal scanners. If you terminate them before you get the info or use the scanner (no matter how useless you render the info), you get "mission failed". - There are three computer-hacking minigames. One is the file linkup, which resembles those tile-turning puzzle games. That one can be done very fast. Another is the binary codes, which can be done rather fast depending on where the sequences of 0s and 1s are (the codes are info held by some enemies). The last one is ... well, I won't mention it because it's stupid and eats half a minute every time and is not challenging in the least. You'll know when you see it. I'm currently working on a Pandora Tomorrow TAS, with 5 missions complete. Levels 1 and 2 to me are rather boring, mainly because of the no-kill restriction. Level 3 is where the real action starts. Level 4 was difficult to TAS and required a lot of planning, mostly due to very little ammo and many enemies. Friendly fire can be abused here. There is a glitch that I abuse often in this game. If you press up just before Lambert calls in with a dialog, and you are in front of a door that cannot be opened, you get the "It's not time for this now" message but you not only skip the dialog, but are able to run around while everything else is frozen. Cameras and turrets cannot see you and guards can be OHKOed in front. Unfortunately, the jump button clears this message (which you don't always want). ROM name: Tom Clancy's Splinter Cell - Pandora Tomorrow (U) (M3).gba Real-Time Clock (hope it doesn't matter), Save Type 128K VBM: http://dehacked.2y.net/microstorage.php/info/291726887/scpt.vbm AVIs of missions 3-5 (Subway, Saulnier, Jerusalem in that order): http://files.filefront.com/SCPTzip/;8768423;/fileinfo.html If you would like AVIs of the first two missions, ask.
Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Yay for sync with E-ROM. How much longer will the full TAS be?
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
A conservative guess would be a 50 minutes TAS. Now that seems long. I'm hoping the inability to just run by everybody (like in the first Splinter Cell GBA) makes this TAS worthwhile. At least it is worthwhile in concept.
Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Alrighty then, time to say what I think this far: 50 minutes would be long. Maybe bearable, I have no idea what the last levels are like. The hacking and lock picking ruins the flow of the game by THIIIIIIIIIIIS much. I would like to know what happens in all missions. The time freeze-glitch during the short briefing thing is very cool. The first levels are pretty interesting despite no bloodfest Can't Sam run after doing something in a room (Talked to someone etc) and is about to leave? Right now, I'd vote yes on this run, but my final vote depends on how the run ends. Edit: Do you intend to release more WIPs?
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
I picked up on this project (Pandora Tomorrow) again, completing level 6 (Warehouse). Level 6 is a pain because of no-kill and no alarms allowed. Plus there are turrets, mines, lasers, and enemies everywhere. The level summary at the end says the time was 7:24, although it was definitely longer than that because the game doesn't count dialogs and "It's not time for this now" glitches in the time. If anything, level 7 is even harder. I seriously see levels 7 and 9 taking 10 minutes each.
Cardboard wrote:
Can't Sam run after doing something in a room (Talked to someone etc) and is about to leave?
Sometimes the game forces Sam to walk out of a room. I can't do anything then.
Cardboard wrote:
Edit: Do you intend to release more WIPs?
Soon.
Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Sweet news that you are picking this up again.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247
Warehouse and Shipyard done: http://dehacked.2y.net/microstorage.php/info/8302683/1626%20-%20Tom%20Clancy%27s%20Splinter%20Cell%20-%20Pandora%20Tommorow%20%28U%29%28Chameleon%29.vbm AVI of Shipyard level (Warehouse not included): http://files.filefront.com/shipyardavi/;9826895;/fileinfo.html The next level is short, but the last one will be quite long as well. This is probably the last WIP I will post.
Editor, Skilled player (1939)
Joined: 6/15/2005
Posts: 3247