Post subject: Shadow Man
WMJ
Joined: 5/11/2008
Posts: 21
Location: Netherlands
I have finished making a Tool-Assisted speedrun for the game 🙂. I clocked a total time 31 minutes and 16 seconds (starting from loading a new file to when Legion dies). For some reason loading screens are a bit longer on emulator so on a real n64 it should be sub 31 minutes. I think timing on this website is a bit different. I started from a save state on the title screen because I wanted to turn the sfx volume a bit down as it's so loud in certain parts that it causes clipping (when loading the gun for example which happens frequently). Not sure if it can be submitted here but I am anyway happy with the result and had a lot of fun making this run. I'll have to look into the regulations for submitting it. I mostly just made it for myself because I love the game and enjoyed doing it. I have the realtime record for a segmented run using a glitch to reach the final boss very early (similar to a 16 star run SM64 this is a 13 dark soul run for Shadow Man). The route for the realtime record was the basis for the TAS run but I was able to save significant time at certain parts especially in the last boss fight. The PC version has a well known glitch where you can hit the second form boss model during the first form fight as the model is loaded in a corner in the room. I tried everything but it doesn't seem to be possible on N64. With this route you reach the boss very underpowered so it would have really helped but oh well I think the last fight is a lot more entertaining how it ended up dodging bullets like Neo in the Matrix :D . Anyway enjoy! Link to video[/video]
WMJ
Joined: 5/11/2008
Posts: 21
Location: Netherlands
It came to my attention analyzing the run that there is a slightly faster route through the game which would lead to some changes in the beginning. I guess I won't be submitting this run then but I hope the video is entertaining anyway. I plan to redo this run from scratch with the intention of submitting it here. I will be recording from powerup like usual in a TAS run. Goal would be sub 30 minutes. Is it allowed to quickly turn down the sfx in the options to prevent the sound clipping issue even though this would lose some frames counting from power up? In the end people watch these for entertaiment so I would think it would be.
Active player (434)
Joined: 2/5/2012
Posts: 1687
Location: Brasil
it is allowed to set option to make the run more enjoyable, the doom run does it cause the game is super dark
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
Post subject: Re: Shadow Man
Joined: 10/14/2013
Posts: 335
Location: Australia
WMJ wrote:
For some reason loading screens are a bit longer on emulator so on a real n64 it should be sub 31 minutes.
What graphics plugin did you use? I honestly doubt it's the cause, but there are a few fringe cases where some of the older plugins cause issues regarding loading times or transition times to (or between) menu screens.
WMJ wrote:
I started from a save state on the title screen because I wanted to turn the sfx volume a bit down as it's so loud in certain parts that it causes clipping (when loading the gun for example which happens frequently). Not sure if it can be submitted here but I am anyway happy with the result and had a lot of fun making this run. I'll have to look into the regulations for submitting it.
For this particular question, you might want to try the ask a judge thread. I'm a publisher and don't have much to do with the judging process, so what I think doesn't matter all that much on that front, but I do handle a lot when it comes to presentation. To me, if there's an in-game setting that doesn't affect gameplay and can prevent an intrusive artifact from being present in the final product, I'm all for it being set to the appropriate setting. You later mentioned that it would cause you to lose frames though, so I'm honestly not sure where this would stand. Testing could always be done to see if the clipping can be removed some other way, but I've ran into a bit of computer trouble lately which makes such a test difficult. I would recommend working this out before starting your second run though, as I'd like to see this run improved and submitted!
grassini wrote:
it is allowed to set option to make the run more enjoyable, the doom run does it cause the game is super dark
Correct me if I'm wrong, but I don't think that option affected gameplay at all. Another example like Doom 64 would be the Wolfenstein 3D games, where the screen size was maximized in the menu in the run prior to starting the episode for a better viewing experience, but again, the only frames these options cost were the frames it took to set them. I don't think they had any actual gameplay implications and so it's tough to use them as direct precedent. That being said, these things were done for entertainment and speed / entertainment tradeoffs are common in many runs. It's definitely something to look in to, audio clipping is not a pleasant thing to repeatedly have to hear.
I'm not as active as I once was, but I can be reached here if I should be needed.
Post subject: Re: Shadow Man
WMJ
Joined: 5/11/2008
Posts: 21
Location: Netherlands
TheCoreyBurton wrote:
What graphics plugin did you use? I honestly doubt it's the cause, but there are a few fringe cases where some of the older plugins cause issues regarding loading times or transition times to (or between) menu screens.
I started this run over a year ago with the Jabo 1.6 video plugin. I downloaded the latest bizhawk and I see that GlideN64 is the default now. I would have to retime it with that one to see if the difference is still there. Here is a video with Jabo 1.6 to show the difference: Link to video
TheCoreyBurton wrote:
To me, if there's an in-game setting that doesn't affect gameplay and can prevent an intrusive artifact from being present in the final product, I'm all for it being set to the appropriate setting. You later mentioned that it would cause you to lose frames though, so I'm honestly not sure where this would stand. Testing could always be done to see if the clipping can be removed some other way, but I've ran into a bit of computer trouble lately which makes such a test difficult. I would recommend working this out before starting your second run though, as I'd like to see this run improved and submitted!
I did another test now and while the sfx is very loud it doesn't usually cause clipping. It's mostly in scenes with a lot of background noise and repeated shooting. In the TAS that can be mostly avoided without losing any time. The area before the final boss is the worst but in the TAS route I don't need to shoot there. I think I will just go with standard settings. It would cost 2 seconds to go to the options before starting a new game otherwise. I'm about 2 minutes into a new game already. I think with the new route I have in mind I can just about make sub 30 minutes :).
Experienced player (601)
Joined: 10/23/2004
Posts: 706
WMJ, you're the man! Love this. Regarding loading times. For what it's worth, Mupen64Plus also had much longer loading times for Mario Kart 64. If you care the final encode to the console verification. The loading times were exactly twice as long on emulator. I winder if there is some easy fix that could be implemented.
Current Project: - Mario Kart 64
WMJ
Joined: 5/11/2008
Posts: 21
Location: Netherlands
I have already finished a new TAS. With the same in game timing it is 29:19 so almost 2 minutes faster! Big improvement. TAS time is 30:15. I takes almost a minute before you can select new game due to the loading screens. The improvement is a combination of better optimization and a route change. This one is really as fast as I know how to go. I have just submitted it to the site as well. Enjoy! Link to video Note: The audio clipping issue is present in the final boss area. The machine is extremely loud as well as the attacks of the final boss. Before the youtube upload I have extracted the audio file and used a declipper tool in Adobe Audition to fix it so it is watchable. I regret not taking the 2 seconds to fix the sfx volume but it can also be solved like this.[/video]
Active player (411)
Joined: 2/29/2012
Posts: 192
Was it not faster to kill the final boss form during the first boss phase as seen here? https://youtu.be/6ADXZx1Ects
WMJ
Joined: 5/11/2008
Posts: 21
Location: Netherlands
I've tried that but appears he's not there on N64. Couldn't get it to work.