Goldeneye: Reloaded is my favorite modern James Bond game. There are quite a few slight differences between this game and
the Xbox 360 version, which i'm more familiar with, but a TAS of the Wii version would still be very awesome and entertaining.
The hardest difficulty in the game, 00 classic, is much like 00 agent difficulty in the original Goldeneye on N64. There are more
objectives, tougher enemies, and no health regeneration. Many levels also have multiple paths you can take so that makes
routing very interesting. I think a full TAS of Goldeneye: Wii would be really cool. I plan on starting the project some time in
the near future.
Here is a TAS I did of the Facility level: https://www.youtube.com/watch?v=9JawmN9bFKM
I had a lot of problems with the dolphin version I was using to TAS this. I feel like that made optimization a lot harder than
it needed to be. For a complete TAS i can use a more recent version that fixes many of the problems i was facing. Check
the description of the video as it goes into more detail about this.
That was awesome! Man, this game looks good! I look forward to seeing the redone level when you decide to work on it.
And I don't know about the savestate issues, but the frame advance issue should be just about fixed.
Thanks, Coolkirby! I've been working with a real-time Goldeneye Wii runner named InfiniteSheldor and he's been showing me some small time saves i didn't know about. This level has a few seconds of potential improvement scattered throughout. I'll probably do some real-time runs so i can learn more about this game before I eventually work on a full TAS. The issue I was having with frame advance isn't present in 4.0-8965 unless Wii TASing is different than Gamecube TASing. If the issue still happens for that game on the newer version then I may wait until it's fixed in a future version of Dolphin.
Also if I make a full TAS for this game then I will provide a normal encode as well as an encode without the cutscenes since they are unskippable.
The bug that makes frame advance unpause emulation randomly is still not fixed, but there's a fix (in PR 3794) that's close to done. You might want to wait until that fix is released.
So there's an interesting scenario in this game. At the very beginning of the run, you can click "New Game" to start playing the game from the training mission. It lasts for about 2 minutes so it's a pretty short level. All real-time runs start from selecting "New Game". However, if you select "Mission select", you can start from the Dam level, skipping the training mission entirely. So my question to you guys on TASvideo is should the TAS skip the training mission or not?
I was thinking the same thing. I'm in favor of skipping the training mission but I wanted to make sure. Right now i'm routing and practicing each level with a real-time runner for this game and we disagree about that.
If it is just a menu function that does not require cheats, passwords or unlocks, then yes, it can be used for a run. This would go for both that run and this submission.
At the end of the day, skipping levels like this is a game feature, so can be used to make runs faster. I also think it's similar to e.g. skipping tutorial levels.
By the way, the quoted rule has been rewritten so as to hopefully be less ambiguous now.
Context sounds like what you just described. If I'm wrong please ignore this.
I found a really easy and fast way to kill Trev in the final level: https://www.youtube.com/watch?v=_21VJETd5zc
If you've ever played Call of Duty multiplayer, you've probably gotten stuck in a corner because of player collision at some point. This works exactly the same way.
Just get him stuck between you and the crate and he won't be able to move. Then you can repeatedly headshot him.
Even better, enemies don't spawn until Trev moves to a certain place. This spot he gets stuck in is before that place, so no enemies will spawn!
Wow, I'd forgotten how preposterously much health Trevelyan has. That was a silly video.
Would you believe that in the Xbox 360 and PS3 versions they gave him more health and made him invincible during enemy waves? We really lucked out with the Wii game since he just has a simple health bar.
So i'm done with routing the game and i've done a few RTA runs to make sure i know everything. I had a few problems with desyncs during testing but those problems seem to be gone now. If all goes well, I should officially start the TAS in the very near future!
Looking great! Keep it up. :)
I'm surprised by how much the game allows you to get shot even on the hardest difficulty...but I guess it was balanced around regenerating health, so maybe that makes sense.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Looking great! Keep it up. :)
I'm surprised by how much the game allows you to get shot even on the hardest difficulty...but I guess it was balanced around regenerating health, so maybe that makes sense.
Thank you! Yes, you can take a lot of hits in the earlier levels. The enemies do more damage as the game progresses so it won't always be that way.
And yes, this game was definitely balanced for regenerating health. 007 classic difficulty gives you more health than normal but takes away health regeneration. To make up for this, the developers placed Body armor throughout the game (body armor only appears on 007 classic) so it's really not that much different than having regenerating health as long as you manage your health and armor properly.
Health and Armor management is a very important part of making this TAS. Killing enemies usually wastes time since you have to move the crosshair away from your destination to aim at them. Sometimes you get lucky and an enemy will stand directly in front of you so you don't have to do that. In the Dam TAS as well as the rest of the game, I will kill as few enemies as possible (except in parts that don't waste time). Sometimes killing an enemy is required not because of health and armor concerns, but because they can get in the way. almost all of the enemies killed in the Dam TAS were because they would have slowed down my movement in some way.
I'm going to be pretty busy for the next week so i won't get to work on the TAS at all in that time. To make up for that, i thought i'd upload what i have so far in the facility level and compare it to my 8:42 TAS i posted here before.
I'm more than 6 seconds ahead at the breach, which is only 3 minutes into the level (this is including the first cutscene which was not shown in the video)
There are many time saves in the TAS compared to my 8:42. Getting over the stall door, shooting the glass and walking through instead of going around it, killing less enemies, not aiming down sights, and a faster phone animation at the end of the video. I expect the finished facility TAS to get somewhere around 8:30.
Here is a video of what i have so far: https://www.youtube.com/watch?v=hnB9Znjddjo
I found a glitch in this game! You can literally levitate. Not even kidding.
https://www.youtube.com/watch?v=qxT6uqcQT_s
You can use this to get out of bounds as well. This is the first real glitch in this game so it's really major. I need to do lots of testing with this because it could potentially break this game wide open.
Unfortunately you still have to complete all of the objectives, so there's no skipping that. But it may be possible to get out of bounds and skip sections of levels you are intended to play. Like i said i'm gonna do a ton of testing with this glitch and see what i can find!!
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Congratulations for seemingly being the first one who truly broke the game :D
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
First, I should say that when you say 'levitate' I expected something more spectacular: allowing you to remain at the same altitude or even increase it.
That aside, this looks like an awesome find that will have many uses :)
Some ideas for investigation:
Are both A and B needed for this to occur? Perhaps only A or B is needed...
Or did you try alternating A and B? (Rather than setting A and B to turbo at the same time)
Or perhaps holding A and turboing B or vice versa
Did you try wat happens when setting turbo to other (combinations of) buttons as well? :)
First, i should address the name of the glitch. In my previous post and in the video i call i "levitating" when a more proper name for it is "hovering". It didn't cross my mind at the time but i think hovering is a better name for the trick. with that being said...
DaTeL237 wrote:
Are both A and B needed for this to occur? Perhaps only A or B is needed...
Or did you try alternating A and B? (Rather than setting A and B to turbo at the same time)
Or perhaps holding A and turboing B or vice versa
Did you try wat happens when setting turbo to other (combinations of) buttons as well? :)
I'm still testing it, but here's what i know about it so far:
1) You need some way to interrupt the sprint in the air. The most convenient way to do this is reloading but it's not the only way. You can also interrupt sprints by stopping or shooting. Stopping isn't really useful and it's not possible to shoot that fast. As far as i'm aware the most convenient way to interrupt a sprint is by spamming the reload button.
2) As far as i know, both A and B are needed to hover. My guess is that bond stops falling temporarily when you interrupt a sprint. That may be why the hover only lasts as long as your sprint. I don't know for sure what's causing this but i'm still trying to find out. The more i understand about this glitch the more i can apply it to other situations and optimize it as well.
3) Hovering only happens when you mash A and B alternating. Mashing A and B at the same time doesn't appear to work and changing the order of A and B doesn't seem to make a difference. I don't know if it's possible to control the height of a hover or to increase your height.
Now let's talk about getting out of bounds. Unfortunately, this game and its engine are very well developed. there doesn't appear to be any useful place to get out of bounds. There are checkpoints or required objectives in nearly every room that cannot be skipped if you want to progress forward. I did some testing in the Solar level since there is an elevator sequence that could save a lot of time if it was skippable. With hovering, it's completely possible to skip waiting for the elevator and get down to the floor below. But there is one major problem: An objective cannot be completed if you skip the elevator and the door to the next section will not open. It turns out there are several checkpoints in the room, and two of them are in the elevator. One at the top of the elevator shaft (when you press the button to use the elevator) and one at the bottom when you get off the elevator. Getting in the elevator and pressing the button is required to progress forward, and i fear that the entire game is like this. This drastically hurts the usefulness of hovering. Just to make it worse, several rooms will not even load until you have passed all the checkpoints. I'm still testing this glitch in many places but i don't expect any huge sequence breaks in this game.
With that being said, there are a few minor time saves from hovering. One of them is in the Solar level. There is a very tall set of stairs that you need to go down, but hovering allows me to skip going all the way down the stairs and access the floor below a few seconds earlier than intended. I wouldn't be surprised if there were more places like this hovering could be used in.
I am still testing this glitch and i really hope there are more uses for it soon! I will keep trying my best to find time saves in this game. Also, i'm almost done with the Facility level. Expect that level to be done in the near future!
I just finished the facility level! https://www.youtube.com/watch?v=8l7RNoGEELc
It's 19 seconds faster than my previous attempt at facility in the first post, so it's a pretty major improvement. I'm really proud of the result and I can't wait to TAS the other levels in this game.
I just finished the Airfield level: https://youtu.be/lcY_D6pASTQ
Shortest level in the game, by far. It's only 3:34 and that's including all the cutscenes. Unlike the previous two levels, Airfield has lots of enemies that are always shooting at you. However, the only enemies killed in the whole level are enemies that are absolutely required to be killed, or enemies that don't waste time to kill. Sometimes enemies will walk in front of you so you don't have to aim at them. That would be a case where killing him would not waste any time.
About halfway through the level, I am sprinting through a tunnel and I take time to kill a seemingly random enemy and also shooting explosive barrels nearby. This was completely intentional. I did this because the enemy I killed causes a scripted scene where a huge explosion happens at the end of the tunnel. This explosion will kill you instantly. I also shot a set of explosive barrels nearby to kill an enemy behind me. Both of these enemies will cause the scripted explosion, but killing them will prevent it from happening, thus allowing me to get through the tunnel much sooner than normal.
For the most part, using assault rifles wastes time because of movement speed. Near the end of the level, however, I used one to blow up all the computers in a building (which is a required objective). Switching to the AK-47 here was faster because of its extremely fast fire rate. The slight movement speed penalty was well worth it in this situation. Most of the time the pistol is faster solely because of movement but this is one of the few cases where it is not.
Someone let me know if you like the more detailed posts like this. I will write more detailed explanations of what I'm doing in each level if you guys want me to.
It's always nice to know the why of decisions made in a TAS. And you can re-use the posts for your eventual submission. So I say, keep 'em coming so long as they're not too much work. :)
Level looked good. I can't remember -- can you switch weapons when sprinting? Would it be possible to take out the AK-47 only immediately before you shoot the computers? I guess it gets equipped automatically when you pick it up, right? Maybe if you grabbed an earlier one, switched back to the pistol, then switched the AK in again when you got to the computer room? That seems unlikely to save time, but maybe it would.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.