Hey guys, This is a TAS of the single player story mode in 007 Nightfire for GameCube. My main goal was to beat it as fast as possible, while still making the run entertaining to watch.
Just so there are no problems syncing the movie file, here are the dolphin settings:
I used Dolphin version 3.0-763. Everything is default for TASing with Dolphin(uncheck Dual Core and Idle Skipping and use DSP LLE recompiler for audio)except for the memory card settings. Options -> Configure -> Gamecube Tab, the Slot A and B should be set to <nothing>, and Port 1 should be Standard Controller.
Here are some notes on the run:
  • There is no sensitivity option, so I can't make turning around go faster.
  • at 15:38, I need to use the decryptor because even if I type in the correct numbers manually, the door does not unlock.
  • As with Goldeneye, it is faster to strafe left or right and walk forward than it is to just go straight
  • Jumping does not make you go faster on flat ground, only on stairs and inclines. However, the first level does not let you jump during the party scene.
  • On Chain Reaction, the Tactical Sniper's no scope accuracy is horrible, and I must quick scope in order to kill enemies. Near the end of the level, I use the sniper for enemies far away, because even if I aim a headshot with the P2K, it has limited range and does not hit them. I must kill them all because even if i leave one of them, when I grab on to the cable they kill me with full health and armor.
  • I am playing on the hardest difficulty.
  • I take damage to save time, especially noticeable on Island Infiltration and Countdown. (Although I try to maintain highest possible health).
Thats it! Any questions, please post them here.

Nahoc: Let me take care of this baby. Judging.
Nahoc: Well, it seems like there are some minor un-optimized parts, but I guess it's tolerable for a 40 minutes TAS. I surely wish you improve it and submit a v2, though! The audience response is good and I too found it entertaining. Accepting this movie to be our first GC publication on the site. Good job!

natt: procing


TASVideoAgent
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This topic is for the purpose of discussing #3695: gamerfreak5665's GC 007: Nightfire in 42:30.40
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This is my new favourite TAS. Just insanely entertaining.
NitroGenesis
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Wow that us a low amount of rerecords for a 3D 42 minute game. Is there a reason why?
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
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You know, i think dolphin doesnt correctly count the number of rerecords. I definitely remember rerecording more than that, although it may have to do with the 4 driving levels which are quite long. All I had to do for some parts was to drive in a straight line.
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I think there is some more room for entertainment. At the rail-shooting levels, why didn't you make some things that look funny, like in 5:40 of your encode you just aim at the point where an enemy is coming and waited until he comes out. You can randomly turn around and shoot at the enemies at the same moment they're coming. You don't have to do it frame-perfect (like I always try to do). Or you can shot signs or words into walls. Technically it seems to be well optimized. Not sure about the hitboxes in the game, but you could try to move nearer to them, this also makes the run more entertaining. I will wait with voting.
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Haven't seen this movie yet, but I will say that Dolphin does not count rerecords accurately. I'm not sure exactly how it does it, but iirc, if you don't save the movie, it doesn't count the rerecords. This way if you decide that you couldn't get anywhere, or just use savestates without making a .dtm every time, you will get a low rerecord count. I know I have done atleast 10,000 rerecords on my previous TWW TAS project, but it only counted 2,000. I suggest that you don't let rerecord count factor into this too much, especially less than other games. I'll comment and vote on this soon.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
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Loved this TAS. I don't know the game all that well so I can't say whether every known trick was used but I can tell it was well done. gamerfreak5665 I'm Hoping you work with me on 007 Agent Under Fire TAS next, it has has some really cool tricks and would greatly benefit from perfect aim. Would come in at a much shorter final time than this game too (~30 minutes in-game time).
Spikestuff
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Voting YES, very optimized and no desync on what I can tell on the desync emulator.
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Spikestuff wrote:
no desync on what I can tell on the desync emulator.
Dolphin only desyncs when some simple settings aren't set correctly, and on very few games. Otherwise, it is a very sync-stable emulator, moreso than Mupen. I'll watch this pretty soon, but it looks good.
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Yes!
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Well, I enjoyed it. And you encouraged me to get Agent Under Fire, which I'm now playing and enjoying as well. Why didn't I realize that they'd continued to make fun and silly Bond FPS games after Goldeneye? Anyway, yes vote. Nice work!
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I watched it back when you posted it in the Gamecube forum and it was great. I love the little touches you had, like changing up weapons while stalling for Kiko, punching plants on your way through the tower, lasering Mayhew in the crotch, and, oh, tossing around grenades like it wasn't anybody's business. Excellent run! edit: oh nice I'm not in lurkertown anymore. Yes vote.
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Watched it in the thread, pretty well done. No choice but to vote yes.
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Looks great. Definite vote yes. Well done.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
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I would say that this is a very well done TAS. I'm normally not a fan of FPS games, but seeing as how your run managed to keep me entertained enough to make it through, I present you with a yes vote.
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RachelB
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You know, i think dolphin doesnt correctly count the number of rerecords.
http://code.google.com/p/dolphin-emu/source/detail?r=a488b2c0cab861ca93a02ebf05a0dd813618bf84 i fixed that in april. The only time rerecords aren't counted are if you save state, close the emulator, then load an older save state. Unless you did that a lot, the rerecord count should be more or less accurate. Abahbob's experience is with an older version, in which a seperate counter was stored for each save state, so loading anything but the last one you saved would result in every rerecord since that save state was made (+1 for each time that particular save state was loaded) being discarded. Everything after 3.0-590 master, or 3.0-619 more-save-fixes has this fix.
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For the lock needing the decryptor: Is it possible that the code changes as you run it? Try finding the memory address that turns to 1781 when the decryptor is done, then look at it before you use the decryptor. Since Dolphin does not have RAM Search yet you need to use MHS, I think there is a topic in the Dolpin section on how to use it with the emulator. It should also be possible to use MHS to find out where the sniper rifle really is aiming when you're zoomed out, to eliminate the need of the scope. (It adds entertainment to aim at nothing and shooting an enemy somewhere else) It also appears that you miss a lot of shots (alternatively not hitting optimally) with the automatic weapons. A lot of entertainment in FPS TASes comes from using as few bullets as possible to eliminate the necessary enemies. (This does not include using bullets to write silly stuff on walls for entertainment during downtime) I will also echo the previous comments regarding you just staring at the direction the next enemy will come from, here you can do many things, for example while using the Sentinel turret on Drakes island: Look at the scenery, turn around, shoot someone just before it's too late, then resume looking at the scenery like nothing happened. Not voting yet.
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Voting Yes as it was certainly entertaining, but this can clearly be improved so I'd advise you to do another run. -Please complete Paris Prelude, despite being optional. -Many paths were not straight lines, but you kept changing halfway through, clearly improvements there. -You can afford to skip more enemies, since you finish many levels with high hp, and no doubt turning to shoot them costs a few frames. -Open the doors for Mayhew? -In Nightshift, I see you trying to shoot guards as soon as possible, just wait until later for a more convenient shot. Maybe even use the stunner instead? That's basically a short range homing weapon, in case you don't want to turn to shoot them. -Once inside vents, keep pressing X. Crouching alone is slow, and if you try to stand up it'll just stop you completely; but if you keep pressing X it'll hover him at an intermediate height which wont slow you down by as much. -Shoot through the glass at 39:05? -More entertainment during idle sections
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Thanks everyone for the support! btw, if i decide to do another run of this, would it be acceptable to do a maximum score run (all platinum medals?) Because in order to do that, you need to start with a save state that has beaten the game on 00 Agent.
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gamerfreak5665 wrote:
btw, if i decide to do another run of this, would it be acceptable to do a maximum score run (all platinum medals?) Because in order to do that, you need to start with a save state that has beaten the game on 00 Agent.
As long as you provide a verification movie that generates this save it's fine (the verification movie does not need to optimized)
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Flip wrote:
-Many paths were not straight lines, but you kept changing halfway through, clearly improvements there.
I did notice this, specifically in the driving levels. Didn't seem like the tightest racing lines were taken sometimes and I noticed the car getting re-angled in the middle of some turns. I don't know the fine details of how the cars handle or how turning affects speed though. Generally when TASing driving, you want to have one position set on the control stick for the entire turn, making sure the car keeps the highest possible speed throughout and that the car comes as close as possible to the inside of the turn.
RachelB
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I'm voting meh. I'm not against this being published as is, but some things didn't look that well optimized. I think you should try to improve it either way. Syncs on dolphin r c1a684bd44a1da6df1ef640ea63ea20969602fb2 (3.0-763)
  File: 007 nightfire.gcm
CRC-32: 345e6183
   MD4: 3c9b6386fe12ab5fc230fcfd922a7e18
   MD5: f6140df4499c775f7060a2d180da40f0
 SHA-1: 9e592f51e6c050c8ac4a7294b92379ae0494fa9f
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rog wrote:
I'm voting meh. I'm not against this being published as is, but some things didn't look that well optimized. I think you should try to improve it either way.
I think it should definitely be accepted, but down the line I'd like to see it improved IF new strats/tricks are revealed (there are some old runners of this game and I can't imagine that EVERY timesaver in this game was used unless he consulted all of them). As of now it's not worth redoing at all.
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Great run, gamerfreak5665! I agree that you could have completely optimized it or entertained during waiting periods, but it still looks good enough to publish. I haven't played the game, but it looks like a great game choice with lots of action and beautiful graphics. Voting Yes!
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rog wrote:
I'm voting meh. I'm not against this being published as is, but some things didn't look that well optimized. I think you should try to improve it either way.
I agree with him, too. I'm quite impressed that the game can be beaten less than an hour, but I'm not sure this is well-optimized. In many part I can see you didn't go exactly straight; the player's route seemed a little bit zigzag. If this wasn't intended movement, it is obvious there are still room for more improvement. I know it's extremely difficult to plan route in FPS games, and you actually did very well, but I vote meh for this reason.