Posts for L4yer

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Joined: 6/12/2006
Posts: 368
Well, if you have co-op strategies that'd be great, right now i got to figure out how to get two people to jump on the first guard's head and have them both fall through the level almost simultaneously. Might have to get one person to open the door, close it from behind and then re-open it for the other player if it isn't possible.. no idea which route is the fastest overall. And yea, the screen ratio for co-op is really annoying.. 8:3 or maybe even less like 16:5 with the bar at the bottom of the screen with jabo's plugin.. I'd use direct64 but the background image in the pause and start up menus get really smeared and start freaking out.. vertical aiming will be pretty hard compared to horizontal i'm thinking.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
You can try others that shouldn't desync like Direct64 (a good plugin) or Nemu64 Graphics (combine debug) but that one is not so good.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Not sure..I made and loaded a savestate in the long stretch of dead input frames to prepare to press enter at the right time in the level. When i loaded it, it didnt work and just added frames to the total after the dead frames but i couldn't continue, the game was all distorted and nothing was showing up. Something like that, at least.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Take a look ath the bottom left of the picture. http://img183.imageshack.us/img183/2194/pdyi7.jpg
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Wow, you were right nfq, it is very buggy actually recording from start. In this case (start to beginning of first level), the current frame count actually goes beyond the total somehow..
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Joined: 6/12/2006
Posts: 368
Both players do the glitch.. one gets the guy for the project files while the other drops to the first comms hub to do that. Then, the first player runs up and grabs the necklace and returns to the roof. The 2nd player after getting the first hub goes to the terminal via the glitch. The 1st player gets the other hub while the 2nd downloads and then the 1st player exits the mission. Hmmmmmmmmmm.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
It's Perfect Agent of course, if it was agent, the route would be pretty obvious for the first level.
nfq wrote:
When I tried to make a movie in this game, it always desynced, sooner or later. Save and load also take much longer than in other games. I hope it works good for you.
It was fine when i was trying the glitch in real time, the saving and loading part. Yeah, the desyncs might appear more in this game because of all the dead input frames when loading a level possibly.
Vatchern wrote:
I would suggest a 2-player Co-Op on perfect agent... If not someone(like me...) might improve a solo run with a co-op run in the near future.
Controlling 2 people or 2 people doing it together? Pretty sure multiplayer support over ip would have to be put into mupen before that could happen. Controlling two people at once would be insanely hard but would produce the fastest times..
Experienced Forum User
Joined: 6/12/2006
Posts: 368
So the videos at the elite are no good? or just not what a tas route would be?
Post subject: Perfect Dark
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Starting this now.. sort of. So what's the best method of doing the first level? I'm not sure what order to do each objective in, how many times to use the glitch etc.. I watched Bryan Bosshardt's 1:25 but not 100% sure that is the best route but it was damn good nonetheless.
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Joined: 6/12/2006
Posts: 368
It's up now AKA.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Since when are fighting games all about speed anyway? This one is no different, it's all about show and being fast, but hindered by the fact there is no shang tsung.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
He just copies the moveset of the character, not actually morphs unfortunately.. couldn't get him to copy fatalites either.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
You can't recover after a ground pound. Plus that avi is not the current wip, he redid some parts i believe.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
jimsfriend wrote:
Like this?
Eggsactly. Progress, done station, next is train car. Yes, wrong thread :)
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Try on agent, more auto-aim on that difficulty.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Default settings? Direct64 looks better for me, the white screen before pause is gone but that's the only significant difference.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
I actually replaced it after he posted with a 320x240 version instead of 640x480 as it's a easier to play but it's almost the same file. I don't see how i am doing anything wrong, unless there is a secret to capturing and encoding it without default settings of either x264 or xvid.. is there?
Experienced Forum User
Joined: 6/12/2006
Posts: 368
The star is practically on the opposite side of the maze so either route takes a while.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
I would be farther.. after doing Interrogation it desynched back in fire alarm, damn, i did it really good too. :( Going to take a break then i guess i'll have to redo some parts again. le sigh
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Very very very wip m64 now. Hmm.. it's possible to do terminal room without taking damage but would be slow, would have to be careful going down AND up. Video for each level as done: ICE HIT Lundkwist Base Subpen RECOVER NOC LIST Embassy Function Warehouse K.G.B. HQ Security Hallway Sewage Control Escape Fire Alarm CIA ESCAPE Interrogation CIA Rooftop [xvid version] Terminal Room <-- I think i singed my hair! Rooftop Escape MOLE HUNT Station Train Car Train Roof ICE STORM Subpen Tunnel Mainland Gunboat ENDING Embassy Function
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Blublu wrote:
You are either trolling, or you have no idea what the word "theory" means in science. I think you think it means "shit you make up" which is very far from the truth.
Reasoning is futile guys, it's a lost cause.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
There will be a gap just for the fact that CD/DVD and now blu-ray games are difficult to emulate but eventually computers will be able to handle them.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
So he can die again outside.. vvv He still doesn't need the requiem..
Experienced Forum User
Joined: 6/12/2006
Posts: 368
Informative topic.
Experienced Forum User
Joined: 6/12/2006
Posts: 368
nitsuja wrote:
Since Direct64 is a renamed newer version of glN64 by the same author, I'm not surprised. But it has very high requirements (too high for me to be able to use it, but at least I can see it in the AVIs)...
That's funny because i couldn't get gln64 to work correctly. Nemu64 Graphics (combine debug) is also able to maintain sync but seems to change the resolution of the game so some parts are clipped. Here is a video of direct64 in action.
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