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nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Maian SOS - Perfect Agent - 1:49: http://www.youtube.com/watch?v=NUUz7_8EiA0 13 seconds faster than WR. I learned from my mistake on Attack Ship with the elevator, so I used a memory address so I could see where the elevators are all the time. Very useful. I had to wait slightly for the last elevator though, but I didn't lose more than about 0.3 seconds, because if I had taken a faster elevator, I would have to wait more for the door to close. I'm not sure how fast the scientists can come out from the alien abduction room. Maybe I should have asked the-elite about this first, but this is 1 second faster than in the fastest videos that I've seen. The door opens at about 31 seconds. Maybe a memory address for the scientists XYZ position could help to get them out faster. For attracting the guards for the first elevator, I shoot at a bit different place than in the WRs because it was easier to get the elevator right. The flying saucer could probably be destroyed a bit faster if I would shoot about 20 bullets at it and then throw the dragon at it, pick up another dragon and shoot the dragon. Worth trying if someone tries to improve this with a faster elevator some day. Maybe the golden LX gun could also be used if the scientists could come out fast enough, but it seemed to me like they won't if I go somewhere else. By the way, Rayans WR on this level will probably soon be the longest lasting untied (only about a month left). It's been untied for over 6 years. The decimal is .516. I was able to get a few frames faster ending (.433) by using look-down and stuff, but I wanted to do some craziness at the end :P BTW, I still use a controller for some parts. For example for manipulating luck with the scientists it's much faster/easier. --- Rerecords: 7634 m64 file and save state: https://drive.google.com/file/d/0BwPmNE-Ua0MzVUFMTEN4OHBTTmM/edit?usp=sharing Emulator used: antids-mupen Resolution used: 1152x864 (probably desyncs with a different resolution) Memory addresses: Lift 1: 00DFC04C (float) Lift 2: 00E01FE0 (float) Maian saucer health: 00E29EC8 (short)
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Duel - Perfect Agent - 0:08: http://www.youtube.com/watch?v=gKnNWAEg4Fs 1 second faster than WR. 0:09 on Duel is the longest lasting WR in the game (13 years). Since it's such a short level, there's not much room for improvement, so it easily gets maxed. This is actually even 3 frames (0.05) under 9 seconds. I saw Henriks pause trick for Goldeneye yesterday (http://forums.the-elite.net/forum/index.php?topic=18518.msg398376#msg398376), so I decided to try similar things in PD. I've noticed earlier that random things like that can affect the timer. I noticed that by changing weapon at a specific time at the end of Duel it could sometimes save up to 7 frames, probably because the lag/framedrops from switching weapon causes the timer to freeze temporarily, which would actually lose time normally, but if it's done at the right time where the level ends, it can save frames instead. My earlier best time was 9.13, or 548 frames, so 7 frames wouldn't be quite enough to get sub 9. Then I noticed that I could sometimes save 2-3 frames between the first and second duels by changing weapons rapidly, so I was thinking like WTF, maybe Duel 8 is possible? But the game always seemed to freeze if I saved 3 frames if I wasn't unarmed. But sometimes I did manage to save 1 or 2 frames without it freezing. You can notice the framerate drops at the beginning of the next duel after I have switched weapons rapidly, which would normally lose time, but at the beginning of each duel, the timer is always still for a moment, so I don't lose time from that. Times I got before this: 9.05, 9.01, 9.00, 8.98, 8.96 --- m64 and save state: https://drive.google.com/file/d/0BwPmNE-Ua0MzVW1oa2tpaGh2VDQ/edit?usp=sharing Works with the "mupen64-r1-gcc4.6.2.zip" (or the older one, "Mupen64 v8 installer.zip" I think it's called) on http://code.google.com/p/mupen64-rr/downloads/list In-game frame counter which works with the "Mupen64 v8 installer.zip": 00AF3C9C
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Mr. Blonde's Revenge - Perfect Agent - 1:08 (TAS): http://www.youtube.com/watch?v=paBuHOKsz1Q (now all levels have been TASed btw, except Air Force One is not TASed with better than WR speed) 16 seconds faster than WR. I run the beginning without cloak, so that I get a couple of boosts, and also if I would decide to use the cloak later on, maybe when pushing Cassandra. Sometimes the security chief elevator arrives a bit earlier. It has a bit randomness to it. I would have written or drawn something in the elevator, but the other elevator might have messed up if I did that. A few seconds could be saved with a more perfected Cassandra pushing. Maybe by using cloak, you could push better, because she won't be moving towards you and limiting your speed. It's hard to do perfectly. I got a 1:12 first, but I improved it to 1:09 by remaking the ending, and then after a few hours I got so close to 1:08 that I had to get it. It annoyed the hell out of me though, because I was one fucking frame away from 1:08, and I tried for like an hour to do random things at the end to save one frame, but it wouldn't go one single frame under, and I almost gave up on 1:08. I couldn't though, because it was so annoyingly close, so went back a few seconds, and after a couple of hours of optimizing I saved enough time, and now I'm happy with it at least. I thought this took more time to make than Maian SOS, but looking back at my files, it only took 11.5 hours, while Maian SOS took 19 hours. This is a much shorter level though, so the average minutes put into a second is about the same. --- Rerecords: http://www.youtube.com/watch?v=SiMHTK15Pik&t=0m5s Emulator used: mupen64-r1-gcc4.6.2.zip (April 2012): https://code.google.com/p/mupen64-rr/downloads/list m64 and save state: https://drive.google.com/file/d/0BwPmNE-Ua0MzYTB0cERQbjcwa28/edit?usp=sharing Resolution used: 1152x864 (probably desyncs with a different resolution) Memory addresses: Security chief elevator: 00E02EB4, 00E1DA44 Headshots: 009A6918 Timer: 00B14AFC
Editor, Expert player (2073)
Joined: 6/15/2005
Posts: 3282
nfq wrote:
it only took 11.5 hours, while Maian SOS took 19 hours.
How much time did you spend making the whole TAS (all levels)?. I can't imagine wanting to spend 10 hours TASing a single level.
nfq wrote:
Rerecords: http://www.youtube.com/watch?v=SiMHTK15Pik&t=0m5s
Haha.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
FractalFusion wrote:
How much time did you spend making the whole TAS (all levels)?.
Well, I only made 5 levels at the end, because Wyster made most of them. I don't normally count time, so I don't really know, but I would say about 40 hours, because I think they were less optimized than the ones I've made recently.
I can't imagine wanting to spend 10 hours TASing a single level.
10 hours seems pretty typical for a complex game like this. It's almost necessary to spend at least 10 hours on a PD level, otherwise it might be kinda sloppy. 3D games even in general are much more time consuming to optimize than 2D games, but PD also has low variable framerate, desync issues and very good unassisted WRs, so if I only spent a couple of hours, it would only beat the unassisted WR by maybe 2%, so that wouldn't be very impressive or different from the WR. But 10 hours isn't much if you compare for example to Wyster who used 100000 rerecords (and probably a lot of time) on a Goldeneye level.
Active player (406)
Joined: 3/22/2006
Posts: 708
Has anyone had any luck getting Perfect Dark to work in BizHawk?
Player (201)
Joined: 8/3/2012
Posts: 116
Location: U.S.
Heisanevilgenius wrote:
Has anyone had any luck getting Perfect Dark to work in BizHawk?
I'm trying to make a Youtube video on Goldeneye X (A port of Goldeneye weapons, characters, etc. into Perfect Dark) and it freezes in random parts. Perfect Dark itself does the same thing. Mupen64-rr works fine with both.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Editor, Expert player (2098)
Joined: 8/25/2013
Posts: 1200
Freaking sweet! If nobody starts work on this within the next few weeks I'll probably TAS it.
effort on the first draft means less effort on any draft thereafter - some loser
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
arandomgameTASer wrote:
Freaking sweet! If nobody starts work on this within the next few weeks I'll probably TAS it.
Cool :) Yeah, I have no plans to do it, so go for it. Seems like Wyster has been busy with something else for a long time too, since he hasn't progressed on his Goldeneye TAS. A co-op TAS of this would be interesting to see too, which might not be so difficult to do now, if there are no desync issues.
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11478
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
I just finished a (not-so-great) real-time speedrun for Perfect Dark on XBLA. I never played it on N64, so I don't know if this is possible, but I was able to save a little bit of time while crawling through small spaces by un-crouching repeatedly, which speeds up Jo considerably. If I'm not mistaken, this isn't used in the currently published run (but correct me if I'm wrong!). Is it just not something that can be done on the N64?
Active player (302)
Joined: 9/2/2006
Posts: 504
Unfortunately it can't. The issue is that N64 requires that you press the R/aim button to unduck, which causes Jo to lose all speed. On XBLA unducking has a dedicated button so you can unduck without the speed loss.
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
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11478
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Awesome stuff!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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