Posts for Eagerestwolf


Eagerestwolf
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Joined: 7/17/2018
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Location: United States of America
Bloopiero wrote:
There have been several 101% LOTADs actually, with the most recent being, I'm pretty sure, this one. https://www.twitch.tv/videos/497894869
Yeah, I knew a bunch of LOTAD's had been made, but I was thinking of making a full on TAS by tasvideos rules.
Eagerestwolf
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Now that RingRush has completed 2 any% TAS's for DK64, has anyone considered 101? I'm asking because if not, I'd like to take up the reigns and attempt to do it. DK64 glitches and routing for 101 are extensively documented. For the time being, I think following the standard speed run route will probably be the best option, just with that TAS-only flair. I don't know of any glitches that would really help 101, ICG takes too long to set up to be worth it since I would have to collect everything anyway. Here is a tentative route I'm considering:
    - Do the training grounds somewhat as intended, then phase angle clip out
      - I think in this situation, it would make the most sense to phase angle clip out and get Simian Slam later to save time
    - Banana Fairy Island next to get the camera and shockwave - Creepy Castle next, this serves a few purposes:
      - Using a phase angle clip in Troff and Scoff room, I can clip into the loading zone for King Kut Out fight and unlock all Kongs - Since Creepy Castle is the last level of the game, Cranky, Candy, and Funky should have all of the end game upgrades - This will enable me to do the levels in whatever order is fastest, regardless of moves - This solution does have a downside though: I have to grind rainbow coins before going there
    - Then basically figure out the fastest or most efficient routing, with added TAS flair of course
Eagerestwolf
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Status update on this. I was looking into creating a TAS of this game, and I can agree with what has already been concluded. This game is not TAS-able. This is for a few reasons: First, as has been pointed out, this game suffers from immense lag, even when emulating the Expansion Pak. Turok is one of the odd cases with the Expansion Pak in that it's not required, it just increases the texture resolutions which only serves to make the lag worse. Second, given that many of the tricks and techs are frame perfect in Turok 2, the aforementioned lag makes many of the tricks completely impossible. This could be counteracted as it is in many N64 games by adjusting the timing of tricks, but Turok 2's lag seems to be wild and inconsistent. Finally, the lag makes inputs very sketchy at best. Input C-Right for a single frame and then you won't move for an arbitrary number of frames, then you'll move for an arbitrary number of frames before you stop moving. This makes it almost impossible to do anything even relating to movement, and makes de-syncing almost inevitable. I will continue to look into this and see if there is anything I can do to make this work, but the lag is so intense that I just don't find it feasible. Furthermore, as has been stated previously, this is not an emulation issue.
Eagerestwolf
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Zinfidel wrote:
A quick scan of the speedrun.com guides has a glitch document. Looks like it's written for the PC version of the game, but perhaps it will be of use to you: https://www.speedrun.com/turok2/guide/c677a
I actually had not come across that document yet. Very interesting. I noticed they didn’t mention the undead glitch, which does work on N64, but uses a different setup. I would imagine that many of the glitches do work, given the games likely use the same engine, just recompiled. One glitch that I know won’t work is Level 3 Primakey early since it relies on PC quick saves, which aren’t available on N64, but the undead glitch can be used to accomplish a similar result. I’ve been watching PC speed runs and that seems to be the generally accepted strategy on PC now as well is undead to avoid dying to poison water on Level 3. Also, I’ll need to optimize strafe running, because on PC you have limited angles, but on N64 since there is analog input, there should be an angle that is more optimal to others. I can brute force that in BizHawk once I finish mapping as many memory addresses as I can.
Post subject: Turok 2 Research (TAS in VERY early stages)
Eagerestwolf
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Hello all, I am a new-ish TASer (I've done some unpublished LOTAD's, but I haven't really attempted a full on TAS yet). I am interested in taking on the Goliath that is Turok 2: Seeds of Evil for the Nintendo 64. At this point, I am just doing my research, so don't get your hopes up just yet. This is a VERY complex TAS and will likely take months or a year to complete. My request for the community at this point is do we know of any major glitches, exploits and/or sequence breaks for Turok 2 N64? I am browsing YouTube and Google, but I am interested to see what the community has to offer. I am also looking into mapping the memory values, so we have that available (this is the longest part of the TAS, so be patient). Also, if any Turok/Turok 2 speed runners and/or TASers have any input, I am happy to listen and learn from whatever everyone has to offer.