• Emulator: Mupen64 Anti-DS
  • Aims for fastest in-game times while also trying for fastest overall time whenever possible.
  • Takes damage to save time
  • Heavy luck manipulation
  • Completes bonus levels
Graphics plugin: Run synchs with either Jabo Direct3D8 1.6 or Rice Video Plugin 6.1.1 or later version.
NOTE TO ENCODERS: Run can be encoded with Glide64 Napalm WX if using some savestates and pasting segments together. I'll provide savestates and more info on this later. Since both Rice and Jabo has severe graphical issues this is definately the approach i recommend(Napalm has no graphical issues whatsoever).
Input plugin: TAS input plugin 0.6(2 controllers enabled) Sound plugin: Jabo DirectSound 1.6 RSP plugin: RSP Emulation Plugin
This run improves on Rising tempest's previous TAS, however it is overall slower because it beats 2 additional bonus levels because most poeple wanted to see those included. For this reason, run doesn't end at or ever show the credits, i tried to make this work but it wasn't possible. Option was between doing all levels and ending at credits and i chose to do all levels. So instead movie ends at fadeout of final level.
This is the first full TAS run where i've truly aimed for absolute perfection. This run accomplishes that goal in ways i could never have imagined when i started. Almost every level is completed in a time below what was believed to be the lowest possible time before run was started. I should also note that every level is a TAS record, i.e no level has ever been TAS'ed faster than in this run(not counting decimals). The improvements on individual levels compared to previous run are the following:
Level      | This run | Rising Tempest | Improvement
-
Dam          1:47       1:49             0:02 
Facility     0:49       0:52             0:03
Runway       0:33       0:35             0:02
Surface 1    1:44       1:48             0:04
Bunker 1     0:54       0:59             0:05
Silo         1:07       1:14             0:07
Frigate      0:56       1:08             0:12
Surface 2    1:10       1:16             0:06
Bunker 2     0:40       0:48             0:08
Statue       2:15       2:17             0:02
Archives     0:51       0:54             0:03
Streets      1:50       1:54             0:04
Depot        0:42       0:48             0:06
Train        1:40       1:44             0:04
Jungle       0:49       0:51             0:02
Control      3:51       3:57             0:06
Caverns      1:19       1:22             0:03
Cradle       0:32       0:34             0:02
-
Total:                                   1:21

Bonus levels against previous TAS records:

Level      | This run | Previous Record | Improvement
-
Aztec        1:18       1:29              0:11
Egypt        0:42       0:44              0:02
-
Total                                     0:13

The making of this run:

Originally this runs started when Jack(Rising Tempest) asked me if i wanted to be a co-author in an improvement run. Sometime after i started the Dam level and i simply kept going and finished it. At this point i hadn't had alot of contact with Jack and in the end i continued the run by myself. In the beginning, Simon used to do TAS'es alongside my own which was a big factor later on in perfecting alot of levels. We were able to compare runs and TT's and this made it possible to improve levels more than i probably would've done had i done it alone. When reaching the Surface 2 level Simon made his first contribution to the movie when i asked him to do the beginning of the level for me. On the next level, Bunker 2, i ran into some problems about halfway through the run and after countless attempts of trying to manipulate a guard holding a safe key, i gave up. At this point, Simon took over the whole run. He finished Bunker 2, and also did Statue and Archives levels. After this almost a year passed without any furhter progress. Mostly because this run aimed to beat all previous TAS records and the standing record on Streets was 1:51 by Simon which we thought was unbeatable with the control style used(because leaning can't be done which makes the Valentin strafing slower). However, roughly a year later Simon told me is was "about time" to continue the run so we made a try on Streets. Originally we planned to co-author the rest of the run but by coincidence, i ended up doing all the input for Streets. I also continued on with Depot and at this point, we decided that i'd do the rest of the game by myself. The times gotten here in the second half of the run were mindblowing both to myself and Simon and hopefully the rest of the communities following the progress. I managed to finish the run in only a few weeks after returning.

My own thoughts:

This run is far better than i ever expected it to be. And while some minor improvements do exist, I consider this run to be as close to maxed out as Goldeneye can get. Some levels like Streets where luck manipulation is extremely heavy had everything going right and the time is so fast that i think it would be extremely hard to even tie. I'm very proud of how the run turned out and i hope everyone can enjoy it as much as i do myself :)

Tricks used:

On Surface 1, i shoot through the window of a hut to make the guard with the key come out.
On Bunker 1, i use 2.3 control style to shoot during cinema, this to alert a guard so he can open two doors for me. I also shoot close to Boris in beginning so he'll get his hands up earlier and therefor start walking earlier.
On Silo and Aztec, i do little quickpauses to speed up any full pause coming later.
On Frigate, i manipulate every hostage to choose the closest escape point.
On Surface 2, i shoot a camera through the trees to save some time. This is done at earliest possible moment cause the camera is not loaded until this point.
On Bunker 2, we lure the clipboard guard early, which usually makes a safe key guard take a bad route, however, if you're fast enough, he'll take a good route, this saved 5 seconds.
On Statue, Trevelyan is shot so he can start talking earlier.
On Archives, 2.3 control style is used to get an earlier slap in beginning.
On Streets, a grenade is used to destroy a roadblock allowing Bond to run through it.
On Depot, 2.3 control style is used to destroy a screen during cinema, this is part of an objective and also attracts guards who open a roller door for you.
On Train, i use a weapon switching trick to use ZMG and Laser at the same time. This doesn't save anything but adds alot to entertainment.
On Jungle i once again use 2.3 control style to be able to throw mines instantly.
On Control, i shoot Natalyas legs many times so that she'll have a shorter distance to run when escaping.
On Cradle, i use a grenade to kill both Trevelyan and destroy a console at the same time. This completes both objectives on this level.
On Aztec, i lure 2 guards to open a glass door for me, saving a ton of time. I also input the guidence data in the end of the level instead of in the beginning.
On Egypt, i warp a solid stone door without even opening it!
I'm not gonna go into further details on each level because i could write endless details about them.

Possible improvements:

While most levels are executed perfectly, two minor mistakes were made in this run(and couldn't be helped since this was discovered long after run had started):
1. Control style 2.4 had been a better choice. It was discovered that bonds forward speed is the value that can accelerate after a certain time and 2.4 allows you to do this during cinemas.
2. Using aim crosshair for some shots was believed to not decelerate Bond if only held for a single frame. Further memory watching proved that this was false and therefor some speed was lost on some levels. This might still work with 2.4.

Special Thanks:

Simon Sternis, for support/help throughout run, especially for taking over the run when i gave up.
Jack Wedge, for creating the previous run which has been an inspiration and a source for comparising.
The-Elite community, for all years of developing strats and also for an overall interrest in the run.
Tasvideos community, for helpful ideas, help with memory watching and also great support throughout the run.

Mukki: Judging...
Mukki: Fantastic work here, no question. Despite the fact that a good encode is yet to be uploaded I may as well accept this now as an improvement to the currently published run. It is a no-brainer. Hopefully this can be published with a Glide64 Napalm WX encode.
Aktan: My next project....


Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
I feel it would make more sense to list Simon as "Simon Sternis" under the authors, unless Simon particularly prefers to be listed as currently. Enjoyed the run, great job.
Active player (301)
Joined: 9/2/2006
Posts: 504
Well he is listed as Simon Sternis under "author's real name", i wasn't sure what to write under nickname so i just went with Simon, it's of course easy to change but not sure it matters so much :p
sgrunt
He/Him
Emulator Coder, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
The player entry can probably read "Henrik Norgren (Wyster) and Simon Sternis".
Player (148)
Joined: 1/26/2009
Posts: 39
Well if only you had asked me, Henrik... :P My nick is Scaredsim but I'd prefer to go with 'Simon Sternis' rather than 'Simon'.
Active player (301)
Joined: 9/2/2006
Posts: 504
Sry bout that. I changed it so it now states scaredsim for nickname and Simon Sternis for real name, better? (It'll show the real names first under the publication anyway)
Editor, Experienced player (569)
Joined: 11/8/2010
Posts: 4034
Great job and nice improvements! Yes vote! The most entertaining parts were the laser watch massacre, shooting Natalya's outline, and spelling PWNED.
Publisher
Joined: 4/23/2009
Posts: 1283
The segment link is dead. Someone mind reposting?
Publisher
Joined: 4/23/2009
Posts: 1283
Thanks!
Publisher
Joined: 4/23/2009
Posts: 1283
Wyster: How did you know when to create the save states? I have more desyncs than the ones you gave. Seems like every level load it will happen for me. On a side note, dang now I kind of wish I did this with OoT, since Glide64 is a lot better than any other plugins, most of the time.
Joined: 3/17/2009
Posts: 496
So just for clearing up the confusion: Is it possible to make an encode without graphical errors?
Publisher
Joined: 4/23/2009
Posts: 1283
Synx wrote:
So just for clearing up the confusion: Is it possible to make an encode without graphical errors?
Yes, it just be a pain, apparently. I'm working on it now.
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
Aktan wrote:
On a side note, dang now I kind of wish I did this with OoT, since Glide64 is a lot better than any other plugins, most of the time.
Better late than never. Also, you know you want to. :P
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
Active player (301)
Joined: 9/2/2006
Posts: 504
Wyster: How did you know when to create the save states?
It was basicly trial and error for me. I played movie til a desynch, found a savestate some time before that, checked if it fixed the problem, see how long it synched this time, repeat steps etc(Most desynchs are caused by level load like you said so it's not rocket science to figure out when to do the savestating) About having more desynchs i'm not sure what you mean?? The savestates should synch entire movie without problems?
nfq
Player (93)
Joined: 5/10/2005
Posts: 1204
Yeah, strange that the save states would cause desyncs for Aktan. I didn't have any problems with them, at least not the ones I tried.
Publisher
Joined: 4/23/2009
Posts: 1283
Wyster wrote:
About having more desynchs i'm not sure what you mean?? The savestates should synch entire movie without problems?
It doesn't for me. Since the save states you gave are not at every level, some goes thur two levels before the next savestate is available, I get desyncs at the second level sometimes. On a side note, ugh, this is like PCSX all over again to find and fix desyncs. Amplified with the slow capture, this is even more of a pain. Plus now that PSXJin is out with fixed internal capture, PSX games will no longer be a pain. Maybe a N64Jin next? =)
Active player (301)
Joined: 9/2/2006
Posts: 504
Wierd, for me the movie synchs fine from Dam savestate -> Silo. I'm sure any level load problems can be avoided though by making new savestates at the beginning of each level i didn't do one for. But like i said, this should synch fine already, are you sure you have the right plugins/emulator version etc?
GabCM
He/Him
Joined: 5/5/2009
Posts: 901
Location: QC, Canada
I can try an HD encode for YouTube tonight. But no guarantees that I'll come up with something.
Publisher
Joined: 4/23/2009
Posts: 1283
Wyster wrote:
But like i said, this should synch fine already, are you sure you have the right plugins/emulator version etc?
I'm using mupen anti-desync from a link in this thread. I hope that is the right one. An example of a desync would be the last state. Since there is another level after the level the state just loaded, that next level desyncs. I have gotton the whole run to sync not using glide64 and jabo for sound. So I don't think it's my setup.
Former player
Joined: 11/25/2009
Posts: 77
We need an HD encode of dat, ASAP. The YouTube video, and mkv file are both way out of sync, too. And ofcourse, yes vote!
Publisher
Joined: 4/23/2009
Posts: 1283
So apparently the desync happens at every level. It seems that every level load, Glide64 adds one render frame. (usually around 4 key advances). It sometimes just isn't enough to desync unless multiple levels load. This would explain why I get desyncs more. Also, while Glide64 has no messed up backgrounds, it seems to be missing a lot of detail on the textures, or have wrong lighting. An example is Bond's watch. If you compare the watch look of Glide64 and Jabo, you can see Glide64 is missing stuff. Edit: Example: http://img641.imageshack.us/img641/7606/jabo.png http://img718.imageshack.us/img718/4601/glide64.png
Active player (301)
Joined: 9/2/2006
Posts: 504
^^Never noticed that before. So is there alot of missing textures? I assume that since no one has really noticed it that it's not such a major issue? Anyway, does additional savestates(at beginnings of desynching levels) fix the problem with extra desynchs? There will of course be alot of extra segments but i can't figure out any other solution at the moment...
Player (145)
Joined: 7/16/2009
Posts: 686
Glide64 does seem to draw those inward lines, but black instead of white. I'm really hoping there will be an encode soon. I've watched the YouTube one, but those aren't really of exceptional quality and I'd really like to show this run to some people who just love Goldeneye. (Then again, who doesn't?)
Publisher
Joined: 4/23/2009
Posts: 1283
Wyster wrote:
^^Never noticed that before. So is there alot of missing textures? I assume that since no one has really noticed it that it's not such a major issue? Anyway, does additional savestates(at beginnings of desynching levels) fix the problem with extra desynchs? There will of course be alot of extra segments but i can't figure out any other solution at the moment...
It's weird, the watch is fixed later on. So it was only at that point. Go figure. Well I've only noticed some so far. I think making a save state at the start of every level will work.
Publisher
Joined: 4/23/2009
Posts: 1283
Scepheo wrote:
Glide64 does seem to draw those inward lines, but black instead of white. I'm really hoping there will be an encode soon. I've watched the YouTube one, but those aren't really of exceptional quality and I'd really like to show this run to some people who just love Goldeneye. (Then again, who doesn't?)
Yes I noticed it was painted black too. As I mention above, this problem doesn't seem to always exist. So no idea how bad it is. As for when it will show up, I work slower than MisterEpic, so he may have a fixed YouTube version out before I do. I'd say mine will be done by the end of the week.