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I have no idea. I thought this would be the antidesync version. It did feel like it desynced less when I did some Pilotwings 64 TASing, but it could have been a placebo. Everyone keeps talking about this antidesync mupen, but where can it be downloaded? Could you maybe upload your antidesync mupen? Would be interesting to see if it desyncs less.
Thanks. I didn't use any lookdown on this either. On DLTK you don't have much time to look down.
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Hm... actually I think that part would be pretty easy. Doak is determined when you drop down from the vents. You don't have to TAS through the whole level to see if he is on the right place, just push the button code for invincibility and go check where he is :) Facility DLTK sub 55 sounds almost impossible to me, so I'd really like to see that one.
The headshot address is not level-specific. If there are different versions of the anti-desync mupen, then maybe that's why it doesn't work. I got my mupen from: http://www.bluetoaster.net/emu/all.htm
The address is easy to find by yourself though, or at least I think it's easy because I've become better at using MHS. It only took me a couple of minutes to find it.
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For those who don't check my channel, here's Control DLTK 4:19: http://www.youtube.com/watch?v=uEZzm-d10EQ
Shooting Natalya in the beginning is supposed to make her open the door faster, but I noticed that she was only a few frames slower than in the 00A TAS (even though this part of my DLTK run wasn't perfectly optimized), so I didn't see any reason to shoot her. This TAS gets a little sloppy at the end, it could have been a few seconds faster, but my goal was to get sub 4:30, so I didn't put much time optimizing it. I might edit the ending later some day and get 4:17.
By the way, the memory address for the head shots is 00966984 (short) -- works only with the antidesync mupen. It's pretty useful if you want to be sure that you hit someone in the head. I had to do insane amounts of headshots in the beginning, so it was useful there.
A guy gave me 5$ for making this TAS. Previously I also got 5$ from two other DLTK TASes. There are still 3 times left that you can get 5 dollars from, so if anyone wants to try them, they are: Train sub-1:50, Facility sub-:55 and Streets sub-2:05. These are probably pretty damn hard though (Streets is easiest), I already got all the easy levels so there's only hard ones left :P (they might even be impossible, Train for example sounds impossible)
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yeah, could be. the disks that i use aren't called "iso", they are called:
Parasite Eve (U) [CD1of2].bin
Parasite Eve (U) [CD1of2].cue
Parasite Eve (U) [CD2of2].bin
Parasite Eve (U) [CD2of2].cue
it would probably be 6 hours long anyway :P
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sure, you just have to use a program called kkapture. i already have an encode of it, but if i would upload the whole thing to my youtube channel, it would be like 30 parts, so maybe it would be better if you could upload it, so it would only be 1 or 3 parts (it wasn't possible to record disc switch with the emulator yet when i made it, so it's in 3 parts: CD1, CD2, EX Mode). if you upload it, mention my youtube channel (http://www.youtube.com/3iikka), so i get some credit for it.
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Thanks for the comments. I know there are fights in the museum and day 2 that can be avoided. You can also escape the bird fight at 1:38 on your video here: http://www.youtube.com/watch?v=34XADbkBuX4
Did you get the .pxm to play after all? Then i don't need to upload it to youtube?
Cool speedrun you have there. I was impressed that you got a super tool here 6:12: http://www.youtube.com/watch?v=HWomlRPuOlQ
Are you going to do EX Mode (chrysler building) too?
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yeah... it's also interesting that i myself have done several RPG TASes, like this parasite eve TAS that i reuploaded yesterday: http://tasvideos.org/forum/viewtopic.php?t=7723&start=20
RPG TASes are the most boring, but that doesn't necessarily mean that they are boring. another reason why they are boring is that you usually can't do anything to speed up your movement or take different weird glitchy routes like in super mario 64. RPGs are pretty linear games.
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I made another "Dark LTK" (all settings on maximum on the customizable 007 difficulty) TAS yesterday (Frigate): http://www.youtube.com/watch?v=x-aXyMfCfig
I used the new Glide64 Napalm WX graphics plugin, so both the sky and the water looks perfect :). Earlier I thought the water would be green, but I noticed I had an older napalm version. But one strange thing about this plugin is that when I captured the avi, it was only 256 colors so it looked like shit, so I had to capture with camtasia instead (which worked good). Could someone else try to capture with this plugin too and see if they have the same problem? It's too bad if it can't capture proper avi's, because it's a great plugin.
I used backstrafe at the beginning and even though it wasn't so perfect, I noticed that I got up a few frames faster than in the 00A Frigate TAS. I still use a controller when I make TASes. I don't understand how people can use keyboard. It takes ages for me to try to make TASes like that.
One thing that I think is useful in DLTK tases is a headshot calculator memory address, because sometimes when a guard is very far away you're not sure if you hit the head or some other part, and in DLTK, if you pause to end the level and see the headshots, you often die because the pause hand animation takes so long. Gameshark would have been useful too (mupen64 doesn't have one), to put on bond invisibility to see if I got the right guard paths. Instead, I had to use button codes.
I noticed something like that too a few years ago when I did some tests how the lookdown affects the time. It seemed like bond moved in straighter lines if you used lookdown.
I didn't understand everything you said in your post because I'm not so good with that technical stuff, but how much time do you think these improvements could save from the total time?
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i didn't actually notice much of a stuck at the end (it just seemed like it lagged), but slow gate, yes. and you could try using more look-up or look-down at the end. you also walked really close to the wall at the end, which would be good, but it almost seemed like you walked a little towards the wall and lost time because you didn't have perfect strafe lines (but i could be wrong about this).
you should also use the napalm plugin, it's the best for goldeneye, because it emulates the sky and even some water on frigate (although it is green). the rice plugin also emulates some sky and water, but not as good as the napalm plugin. i noticed that henrik's and simon's TAS doesn't use the napalm plugin either. i wonder why, is it because it wasn't available yet when they started it?
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Yeah, it depends on how much change there is between the frames. A black frame turning white is as much change as is possible, so it's easy to notice, but if a person in a movie moves 2 cm between two frames when he's walking, it's not as big of a change, so it looks smoother than if he would move 2 m forward in 2 frames.
I think people should start filming movies at 60 FPS instead of 24, they would look much better that way. Almost all games are 60 FPS, but there are only a few movies which are 60 FPS, probably because people aren't used to seeing movies so smooth, so they don't "feel like movies" if they are too smooth.
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I always thought that the framerate of NES was exactly 60 FPS. I wonder why they chose a weird number like 60.098 instead of a nice and round number like 60.
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I'm surprised anyone can understand anything about that. You programmers must have a higher IQ than Einstein. All I see is random words, numbers and letters. I watched your youtube video too, and you write really fast. Do you use a normal "qwerty" keyboard layout?
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1 million FPS slow motion bullets: http://www.youtube.com/watch?v=QfDoQwIAaXg
Check out the bullets at 7:32, it looks so weird. I've recently noticed cheap digital high speed cameras that can record 1000 pictures per second (but very low resolution, something like 200x80). High speed cameras have been really expensive before. I wonder how long we have to wait until there comes high speed digital cameras like in that video that are cheap enough for ordinary consumers. Like 30 years?
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I found this interesting emulator yesterday: http://www.emutalk.net/showthread.php?t=40311&page=12
It's a modification of the 1964 emulator that allows GoldenEye and Perfect Dark (and some other games too, apparently) to run at 60 FPS. Would be cool to see all N64 TASes run at 60 FPS. Many N64 games have such a low framerate. OoT for example only runs at 20 FPS. It would be easier to make the TASes too if the games ran smoother.
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BadPotato wrote:
I'm very sorry for this long reply, but do you still have your .pxm ?!!
no, i didn't even do it on a TAS emulator, just a normal emulator (epsxe) with some kind of "gpurecorder" plugin. the only thing it could do is use save states (limited by one "slot"), but i could also slow the game down down by lowering the frame rate from the graphics plugin menu.
my time was 6:21
i don't know anything about memory addresses and technical stuff like that