Active player (356)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
great work wyster, loved facility and can't wat for more :D
Rising Tempest wrote:
(...) I highly doubt henrik's WIP conforms to my lofty and possible unreasonable standards here, so I might not end up being too involved this time around, unless I start this on my own and just publish it on youtube or something. Don't know if the majority of users at this site want to see the run I have in mind, beat the game as quickly as possible seems to be more the standard I guess. I'd like to see it at least so for anyone who actually cares I'll get around to it... sooner rather than later if Dam and Facility magically apparate finished on my harddrive somewhere. (...)
There are other movies that aim for in-game time so if you check with officials there's a good chance it could even be published here And them I guess cinematics can stay in as being added entertainment value without obstructing the goal either way I know i'll love watching it :) good luck if you decide to do it
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Player (148)
Joined: 1/26/2009
Posts: 39
Okay, so my thoughts : Surface 1 : Yes, I tried during my 1.46 to manipulate the sniper guard to pull a nade, but he was having me to break the strafeline, and I couldn't get it to pull the nade (I guess I didn't have enough patience and got pissed off though). Something which may be faster here is to break the window + luring guard by separate shoots. To see what I mean, see the end of my Dam DLTK TAS or the 3rd alarm on my Dam SA 1.12 TAS. Weirdly, in my experience, I found that method at my advantage. But that requires a lot more of patience. Bunker 1 : Wrong there, I had 58 on 1.2 with a "slight" better run, and 57 WITH the door opened at beginning (2.3). You can notice I forgot to shot near to boris well, but as far as I remember this wasn't close to 56, so the aim is still 57 to me. Surface 2 : Since I have there 1.13 on 00A AND on DLTK, I'd say 1.12 may be possible. On DLTK, killing the guard took me 10 headshots, but my first camera was better. Then when I watch both runs, I don't know which strat is better for the second camera. Bunker 2 : Well on my 45 I already had the cell warp (can be done few frames sooner though), and I'm almost sure the strat I used for luring the clipguy works best. Then, I totally remember that the very last boost and the great warp were essential for getting 45. Obviously there was few minors errors but knowing how close I was to 46, I'd be curious to see 44 there. Egypt : Unfortunately, my 42 was really high and needed the fastest death from best spot on last baron. On 00A you can't kill him from this spot since you only see his arm so I don't see 42 there, but 43 should be fine with the doorwarp.
Active player (302)
Joined: 9/2/2006
Posts: 504
UPDATE: I've now improved Runway to 33 seconds: http://dehacked.2y.net/microstorage.php/info/214452176/Wyster%20-%20Goldeneye%20-%20WIP2%20Again.m64 The obj i'm actually waiting for in the end now is obj B due to a slow destruction of last drone gun(i think from the angle i'm using it can't really be done faster? Gotta make the nade bounce in a way so that it stays just below the drone, can't make it stay in an optimal position without more priming), So maybe 32 is possible by some magical avoidance of damage and still keeping the strafeline. But i'll leave it at 33 for now.
Joined: 7/26/2006
Posts: 1215
encoded (the textures in this game love to go transparent or blurry for no reason for me, sorry)
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
wyster, did you figure out how to use the MHS yet? your times for the 3 first level were: 1:47.733333 49.716666666 33.8 just open MHS and mupen64 then go to file> open process and open mupen64. then go to search > insert address (009654A0), then when you start a level you'll see the frame number in the 'current value', and if you divide the frames by 60 you get the time in seconds. btw, is "lookdown" necessary to use? i think rising tempest said it was useless in a TAS.
Editor, Experienced player (734)
Joined: 6/13/2006
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Location: Massachussetts, USA
nfq, what type of address is it? byte, char, signed, unsigned, shot, long, etc.?
Homepage ☣ Retired
nfq
Player (94)
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Former player
Joined: 7/21/2006
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Location: Northern Hemisphere
nfq wrote:
btw, is "lookdown" necessary to use? i think rising tempest said it was useless in a TAS.
If this is true, I think it would warrant a complete restart; it'd make it about 10 times more entertaining.
honorableJay
He/Him
Joined: 8/18/2008
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Location: Albany, NY
I assumed the lookdown was to avoid lag since the game doesn't have to render all the mayhem
Active player (302)
Joined: 9/2/2006
Posts: 504
For some wierd reason a rumor came up that TAS'es didn't lag at all. Since this is untrue lookdown is just as necessary for console as for TAS(if anyone remembers my old Agent run alot of wr's became impossible to tie due to no lookdown being used). And thanks alot for the information nfq! It's gonna be really useful. Surface is currently eating me alive. For being a pretty simple level it's extremely uncooperative. Had to redo window shots 4 times now probably without improving anything compared to simon's run, and guards just doesn't want to boost me. Oh well, i'll keep tryin.
Experienced player (504)
Joined: 1/12/2007
Posts: 682
Wyster wrote:
For some wierd reason a rumor came up that TAS'es didn't lag at all.
This is only (as far as I know) the case in SM64, especially in Jolly Roger Bay. OoT and MM still lag in places, as do other games.
Joined: 8/27/2006
Posts: 883
I would sacrifice speed for entertainment by looking straight instead of down.
Active player (302)
Joined: 9/2/2006
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Here's the "test run" of Surface: http://dehacked.2y.net/microstorage.php/info/1511414009/Wyster%20-%20Goldeneye%20007%20-%20Surface.m64 The reason i say test run is because i don't find it fully optimized at all. Alot more boost is possible(however guards were blind on this run and i couldn't get more boosts no matter what i did) and from the door to safe until end i didn't even bother to maximize it. Kinda lazy TAS'ing there. The wierd thing is the end time: 1:45! I was only expecting like 1:47 considering Simon's run had all those boosts and a great run. Actually beating that was incredibly unexpected. So now i'm kinda questioning whether this run is better than i thought and keep-able or if i should redo. So basicly, I would like to know my decimal(the address in MHS is not working for me), and i'd like to know you guys opinion of it(And please watch the run before judging it..)
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
will watch when I get home tonight.
Active player (302)
Joined: 9/2/2006
Posts: 504
It appears the MHS didnt work because i was using it with Anti-DS mupen :P Works fine with normal mupen and it appears my time was 1:45.2333333, Definately redoing the end half of the run to get 1:44. Edit: Found the address for Anti-DS: 009464B0 Doing some testings now, for starters, unlike Perfect Dark, Goldeneye doesn't appear to have any roundup in time, 5.97 does equal 5 seconds.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
eh, I don't think PD does either, but the timer just ends later than it actually stops updating it onscreen. unless you've actually confirmed with TAS that you've had high decimals (as found by the timer address) rounding up.
Player (168)
Joined: 4/27/2006
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Location: Eastern Canada
WIP uploaded to my youtube channel. Future levels will be there as well for those who are .m64 inept.
Active player (302)
Joined: 9/2/2006
Posts: 504
I've now FINALLY redone surface completely to a satisfying level(Time: 1:44.71, i dont see any chance on 1:43), definately final run: http://www.yousendit.com/download/WnBReUNITmFKV00wTVE9PQ Enjoy
Active player (356)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Wow despite a lot of ground-watch that was an awesome run! definitely looks extremely optimized now :)
Wyster wrote:
Enjoy
I sure did! one thing I tried non-TAS a while ago was to shoot the table/key in an attempt to get it to pop out of the cabin... which would eliminate the need to get a key for the cabin. I failed but I wasn't entirely convinced that it's impossible good luck on bunker!
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Experienced player (504)
Joined: 1/12/2007
Posts: 682
Awesome use of boosts and Bunker entrance. However, looking at the ground was particularly annoying in this level. Are you absolutely sure it saves time? I wouldn't ask you to redo that level if it doesn't, but if it's all the same, you should probably avoid doing it from now on.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
it makes the parts - that don't have action anyway - faster.
Active player (302)
Joined: 9/2/2006
Posts: 504
Its a very definite timesaver. I have been thinking about the lookdown thing and it's really only on long outdoor levels like surface where it will be utilized to this extent. Upcoming levels is mostly indoor and will have less lag overall and therefor more limited use of it. Yeah i tried the key thing once or twice myself on console, its an interresting idea for TAS though now that i think about it, juggle it outside of roof, somehow continue from there and make it land outside...That'd be the coolest trick ever :D Doubt you could hit it after it goes through roof though. Anyway, i prolly spend like 20000 rerecords and unless this key juggling thing works, it's final :P Bunker coming up and it's time to do some 2.3 style magic :D
Joined: 4/2/2008
Posts: 103
Location: The Netherlands
Pity you can't hex in the camera angle changes and encode it with an overclocked N64..
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
..an overclocked emulator?..
Joined: 5/17/2007
Posts: 393
Location: Sweden
I didn't know you could do that with Mupen or any other n64 emulator.
"No love for the game gear"