Posts for Wyster


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Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Simple luck manipulation. Make hostage taker die fast = quick release, and then most importantly, make every hostage run to the closest escape point(there are like 6 to choose from). On console runs this would mean (1/6)^5 chance of getting all hostages to escape this fast(excluding the quick deaths on takers). What is interresting is that all hostages had already escaped long before Obj A showed up, it was only the bridge hostage left(which is completely dependent on the speed of the run. So what i'm saying is that in reality 52-53 hostages are possible. On another note, Same day as i finished Frigate Simon helped me out on Surface 2 and actually finished it(time of 1:10, same as his previous TAS record), but while this file works for him, i get a desynch during playback meaning it'll have to be redone from just before 2nd camera, I've been meaning to do this for a while but right now motivation + Lots of other things going on = DELAY!
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Slowest hostage is slow because he has severe problems with getting stuck everywhere. So my plan to warp pipes twice and release him first doesn't work. Doing agent hostages first does work though you need to save tracker bug for later, which requires the crazy throw, which most likely can't be done.(And is apparently slower(57-58 fail at best). Through all testings, i have come to the conclusion that this has to be the optimal strategy and perfect balance between total speed and hostage speed: 3rd Slowest hostage, Ignore slowest, Engine dude from catwalk, Engine bomb, Pipes, agent hostages, tracker bug, bridge. Should be fairly simple to finish level now.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Okay another big letdown today, i came within 9 frames of succeding with saving the bridge hostage, but it's totally impossible to do it. I'm afraid my near perfect run so far will have to be redone.....Argh. Only way to do this strat would be to either 1: come through a diffrent door(requires a slow route), or 2: save bridge guy first but don't do bomb. This would optimally be done in the very beginnign by shooting taker through window, which can only be done from a great distance...so not much luck there either. Back to square one and i'm getting more and more convinced that wr strat might be the only way after all. Btw, in this strat the engine hostage have an optimal escape at 52 seconds.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Umm, so when C buttons are disabled, you can't use C-items, but when it's enabled, you still can't use them right? So basicly it makes no diffrence?? (except for performing this glitch perhaps)
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Boost prolly wont matter but i'll definately try everything to make it work. I thought about blowing the comp but if bomb blows up i believe obj fails? I don't know when engine dude will escape, i have to get to that point in my current run to know for sure. Then we'll be able to figure out most optimal strat.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Actually as it appears now none of the strats seem to work. And Engine dude isn't fast enough, using a little overall slower strat in engine room he escapes in 54 seconds. However, defuser first in bridge doesn't work, hostage is killed too fast. And bug throw i dunno about, the strat's speed kinda depends on that now. Otherwise i suppose doing bug throw first is in fact fastest(rest of the strat should be same though). Sucks about the defuser, that was my main time saver...
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Curious when do you ever need an ocarina? I thought it was already skipped(using the old forest escape method of course).
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
To get through pipes i will most likely use a guard boost. Not sure if there's any other way. In any case, you do have a good point about the slapper not being instantaneous, though i believe it "accepts Z" sooner than a gun, might be wrong. Also the close range thing...didn't think of it until now but backstrafing and then shooting the guy in the head should save a bit(If there's enough room to accelerate for bug throw afterwards). In the end i'm not sure which method will give fastest escape time but i guess it'll just be marginal diffrence. So well i'm about halfway through the redo run now and it's going fantastic so far. Probably finished in a few days.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
God damn it! The next MM TAS will be the bestest thing ever :)
Ditto ^^
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Curious, if you get out of forest without sword, do DoT skip, become adult(now you have a sword!), then go back to childhood, your still unarmed right?(like why the hell would the programmers even check for a sword, but whatever). And what about the Deku stick? can that provide a limited replacement for sword?
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
How did you perform the throw? Just looking straight up while running up the stairs right? Were any of the doors opened? (somehow getting a view of the other side of the boat loads the area and makes it possible, but i didn't think there was any way to do that).
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Well when it comes to killing the bridge guard you'll first have to switch to weapon then shoot. I figure slapper can be used sooner. Besides, I tried the bugthrow and i don't really see how that could work. The bug lands beyond bond's sight and is therefor most likely removed from RAM or something, since the objective neither completes or fails meaning the bug doesn't actually land.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
I assume you already tried resets?
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Just do a google search for it. Should be version 6.1.0 Beta or similar i think. Mudlord and Aristotle has made some upgrades too, don't think it matters too much but google those names as well and you should find those versions. Anyway, i figured out that the old flickering problem is actually caused by OpenGL. Even after updating my drivers i still get the same problem. DirectX on the other hand works just fine but crashes mupen... Any ideas to what it might be with DX that causes this? Dunno if it matter but i'm using a GeForce 8800 GTS graphic card and running on Windows Vista(mentioning since i know vista has ALOT of problems). (It would also be greatly appreciated if someone could try out playing around on frigate with OpenGL/DirectX and see if similar problems occur?) Edit: In the meantime of figuring this out, me and Ryan White came up with a theoretical fastest possible route for frigate redo run, there's still alot of uncertainty around it but it should be able to shave off alot of seconds over previous run: 1: Save #1 Agent hostage. 2: Save #2 Agent hostage. 3: Save 3rd slowest hostage(first hostage after going down all stairs) 4: Ignore next hostage(4th, won't escape anyway) 5: Save Engine room hostage from catwalk. 6: Defuse engine bomb and select unarmed before choosing defuser in pause menu. 7: Warp through pipes but keep defuser out. 8: Defuse bridge bomb, bring out slappers and save bridge hostage. 9: Pause for tracker bug 10: run out the other bridge door, While running up the stairs towards the very first door you opened in the run, throw tracker bug near the top so it lands on helicopter(the biggest uncertainty of the run, but it might be possible to hit chopper from this extreme distance). 11: Pray that hostages are fast enough and finish level. Possible fail time: Between 45-50 seconds? Possible completion: Impossible to say, but maybe 50 seconds.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Who would've thought you'd shave off 20'ish explosives compared to first skip :p Love the work you're doing!
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Thx. However, today i tested some diffrent stuff again and found that i might not need Napalm at all(even though it did synch quite well when loading from savestates, so hex edit might be possible), i probably don't even want it, i might have screwed around too much with settings but it appears Rice looks best. And the flickering frigate problem...well here's what happens now after changing some setting(don't know which of them that improved things though): Almost every time i try to enter frigate or watch up to that point in my run, Anti-DS mupen crashes. I did manage to somehow make it continue by loading fullscreen, again i have no idea if that actually made a diffrence or if i was just lucky, second time i tried doing same things it didn't work. On the try when i did the the level loaded, it synched up perfectly until the previous desynch and i had no flickering/lag issues whatsoever. I'm not sure but i suppose it could have something to do with resolution? I've always had problem playing the game in full screen with rice but now it works perfectly. So long story short, i just gotta find a way to avoid those crashes and we're good to go. On a side note, is everyone having the same probem as DemonStrate? Or has anyone actually managed to get the run to synch?
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
"Probably dumb question by noob who don't know all the facts of the route", but what's the problem with this: During first cycle there's some time to spare right? (i don't remember if that has been taken care of yet :p) What happens if you activate owl statue during this cycle(i guess this idea is fucked up by both needing more explosives and money), complete the cycle, then when next cycle starts, you can SoS(after getting it) to GB without actually been there before = no need to hover into there later? I know i am missing something obvious but as stated before, i don't know enough of the game to realize what :P
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Sry for double posting, but it's appareantly really hard to get any attention by editing(seeing as topic doesn't appear on top of the list when edited). Anyway, i tried programs like TasEdit, and i seem to get one major problem with it, it can't read the m64 properly?? input that starts on let's say frame 200, will appears close to 400 in it. Also it says controller 2 is disabled when it's not, it says the rom is [E] while in fact it's [U], and last but not least, any changes i make doesn't get changed, let's say i change the description, it will still be the same as the original file when i save it... Am i doing something wrong?
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Yeah i dunno what's up with that pause, seems that second decoder pause at bridge has similar desynching problems. I guess Rice just doesn't work for frigate. Wireframe is totally fucked up, water being the worst emulation i've ever seen, flickering, wierd lag, previous images showing up again making it impossible to see sh*t etc etc... Anyway to just turn off the water or something? I'd hate a black background but it would be way better than this. Edit: Wow, really feels like i'm talking to myself here, but anyway, i have an idea that may be impossible, i dunno really, but i was thinking about trying to make this run synch in Glide64 Napalm through hex editing. Usually i get a desynch in beginning of Dam when trying to run it but when i ran my frigate run through a savestate, it actuallty synched perfectly up to the first pause(which was kind of expected). Anyway, i'm pretty sure no major adjustments need to be made for it to work? (I really don't have any experience whatsoever with hex editing) If someone could like explain the process or give some input it'd be much appreciated.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Okay got some really crazy problems here, I'm about halfway through Frigate(which is going amazing and fast btw), However, yesterday after first pause, i tried to playback, and i thought i had gotten a desynch when nothing was chosen during pause. But today i tried again and IT SYNCHED. So i thought like "Wieerd, but okay i guess i'll playback again and continue progress", but this time it didn't synch, twice in a row. So i restart mupen and this time it synched again. Next try it didn't. So it seems the game only synchs on first playback and none of the following? I've never seen or heard of anything like it. I have no idea if my second problem is possible to fix but the water on frigate is just beyond terrible. I thought Rice's and Napalm had fixed that problem somewhat but appareantly it's no diffrent at all. The water is made up of a green hypnotic background. It's extremely annoying and if someone knows a way to just remove it or something(Without sky glitch like in RT's run, and btw, i know nothing of how this problem occurs but i don't suppose replacing the water texture would help? Like a hi-res pack or something) that'd be awesome. Edit: Frigate Test run: http://dehacked.2y.net/microstorage.php/info/945598202/Frigate%20in%20progress.m64 I finished this run 3 times in 0:59 seconds but appareantly the graphical issues is making the game desynch like hell. And to that add that it's practicly impossible to optimize ending since i cant see a thing! I simply don't have to patience to sit and make this synch, you'll just gonna have to take my word for it that's it's a COMPLETED 59 second run. Without a fix to this graphics problem i'm not gonna continue/redo.[/url]
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
I posted some results of my frigate investigations on the-elite yesterday: http://perfectdarkelite.yuku.com/topic/14453/master/1/?page=1 Just in case anyone over here have any further ideas regarding the strategy :P To me it seems that optimal way to start would be to as soon as possible free both engine hostage and "First 00A hostage", I have to time both routes in this case. As soon as those 2 are free the rest of the level is completely dependent on them escaping quickly. So if i can just get rest of the level completed before then, i should get an optimal time. The only factor that remains unknown is exactly how fast they can escape. If they're too fast, i might need to rethink the upper levels. Also theres the obvious thing that freeing Engine hostage first should be more optimal, it just has 1 problem, when would the pause be done?? It's optimal to do right after engine hostage but then you'd have to free the other one first...
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Silo finished! M64: http://dehacked.2y.net/microstorage.php/info/873823061/Wyster%20-%20Goldeneye%20007%20-%20Silo.m64 Youtube: http://www.youtube.com/watch?v=CNhFWKgPShk&feature=channel_page&fmt=18 Ties Simon's previous TAS and is exactly 1 frame below what's needed for 1:07. So a nice 7 second improvement over RT's run here. Njoy! So now the greatest obstacle of this run is here, Frigate. However, using real hostage manipulation i might be able to go sub 1 min. This brings up another question however, which strat is fastest?? obviously hostages is the only thing standing in our way, meaning we'll want to let the slow dudes loose as soon as possible. Not sure if WR strat is optimal for TAS... NOTE: Just in case more poeple than Simon miss this, Check out the KF7 during first pause :P
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Wow, if MM was cool for previous run...It's really nothing compared to what it is now :D Awesome job and keep it up!
Post subject: Anti-DS mupen crashing?
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Okay so i've been TAS'ing Goldeneye for a long time now using Anti-DS, i haven't had any problems at all really. Until now. From out of nowhere, Mupen is now randomly crashing for no apparent reason all the time. I can hardly play 2 minutes before i gotta restart. Basicly what happens is that during the end part of Silo(haven't tried any other levels yet since this is the one i'm working on) at any point really, even when the ROM is paused and i'm going into the menus, the Windows vista message "Anti-DS mupen have stopped working" comes up. This have never happend in like 2 years and now it's comin all the time so i can just assume it has something to do with the current level i'm TAS'ing. Also, it appears during playback that problems only arise after halfway through the level. Before that i haven't had a single crash. I suppose any further information about my comp etc is irrelevant considering i haven't changed anything since before this started happenin. Anyone know what might cause this and how to solve it??
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