Posts for Whiteted

Experienced Forum User
Joined: 10/20/2019
Posts: 29
Location: UK
I just started writing a post up asking for help but I see my problem has been solved in lua for quite some time it seems :) Does anyone know when event.onmemoryread/write started hitting for N64 actually at the moment the memory is read/written? I'd got the idea in my head that it didn't run your code until the frame was complete. I have mostly been using 1.11 - just out of habit! This is very good news because I'm just starting work on a bot for a Goldeneye 00 agent full run, and I've found the guards' hitboxes in memory but they are only available briefly before they are overwritten. Sometimes the game syncs up well with the 1/60th frame advances and you just can't read them. More generally I thought it there was some 'atomicity' to the 1/60th frame advance which was going to be a huge pain for TASing - I'm glad it seems this isn't true at all :)
whiteted#2289 on discord Goldeneye 00a TAS due to be completed circa 2030
Experienced Forum User
Joined: 10/20/2019
Posts: 29
Location: UK
20 is definitely TASable too with Berg's juggle (11:0 using all grenades and the monitor boost). I wasn't able to use Berg's juggle in those TASes (there's a 7:0 too) because it was classified at the time ;) Originally I was going to TAS 20 when Berg got 21 but after seeing the optimal console run I find I have no interest in TASing 20.
whiteted#2289 on discord Goldeneye 00a TAS due to be completed circa 2030
Experienced Forum User
Joined: 10/20/2019
Posts: 29
Location: UK
A 20s cut using a very TASy sequence break that I found :) Escape PA 2:31 I was just looking at Escape for some small timesavers in the ending and this idea popped into my head. It lands some very precise grenade shots to remotely move the hoverbike behind the unexploded wall. 2:19 or lower (almost 1 minute faster than the human WR) would probably be TASable if both the grenade shots were fired on the way to Jonathon. Putting PD back on the 1st page of N64 games.
whiteted#2289 on discord Goldeneye 00a TAS due to be completed circa 2030
Experienced Forum User
Joined: 10/20/2019
Posts: 29
Location: UK
Hello all I mostly make up slightly impossible strats for GE/PD speedrunning but I've always wanted to TAS Frigate since the space is much more 3D and the optimal routes are not remotely obvious. The only downside of the level is the hostages' pathing is very linear. Making heavy use of 2.3 to shoot in cinemas: Frigate all difficulties For TAS I'm pretty sure these routes are optimal. Hypothetically 00A could follow SA's route if the bug can be thrown in-bounds over the whole ship (something I've found to be very close to possible), which would save Bond a couple of seconds but wouldn't release the slowest hostage any sooner. The 00A TAS is a little lazy from the start of the engine room, and this does effect the final time (probably -1s) because the upstairs hostage was actually the slowest. 18 - 48 - 51 would probably be maxed. Enjoy.
whiteted#2289 on discord Goldeneye 00a TAS due to be completed circa 2030