Posts for Wyster


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Well the slower pauses are slightly noticable, and besides, i still want to achieve as good end times as i can. The only reasons to sacrifice end time would be that it requires cinema watching or a big entertainment tradeoff. Doing it because of a mistake is just lazy :p I already started the redo process and it's much faster progress this time, so maybe it's not so bad after all. Btw, have you tested if Depot warp can be done with only cinema? And how much would it save on 00A?
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Urgh it appears i've made a super-annoying minor/major mistake on Silo. I had worked hard and TAS'd all the way to the DAT and the run was awesome(2 full seconds ahead of old run) when i noticed i lost quite a bit of time on my pause compared to old run(23 frames). Obviously the only way this could happen was if something went wrong with my earlier quickpauses. And indeed, it appears that i made my second quickpause a few frames too early which made it useless... So i'm not sure exactly how much time i'd loose in total on this mistake, there are 2 more pauses though the effect of quickpausing is reduced on each pause. It could prove to be significant and make 1:05 impossible so the only way to go seems to be redoing all the way from the quickpauses.....
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Me and Simon tested that during last run and you can't get boosts from TV's. (unless shooting them with 4 bullets in midair or something which will probably loose more time than it gains)
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You gained frames on Silo without waiting cinema?
Yeah, cinema don't matter until later in the level.
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I didn't warp the aztec glass on turbo, i killed jaws. Tested bunker a bit too and couldn't even get close to working. (though i couldnt get depot working either :P) Lol i noticed on Silo i somehow gained 57 frames up to first pause. I know 31 frames came from a better warp to 1st room but appareantly another 26 by simply going up stairs and pausing :p I guess 1:06 will be cake, maybe even 1:05 can be done.
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Wow awesome, i hadn't even thought about the new possibilities laggier video modes might provide.Have you tried slap-warping the bars on B2? (skipping the pause?) I just hope Cinema is laggy enough... Maybe the glassdoor-warp on Aztec is possible now xD
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http://dehacked.2y.net/microstorage.php/info/404916741/Henrik%20-%20Goldeneye%20007%20-%20Bunker%201%20-%2054.m64 Lol totally forgot i could use microstorage.
i made a ge tas too, i'll upload it today maybe , i found a small possible time saver u might not know.
Which level?
i would rather see u go for ingame time
This will not be a primary goal this time for 2 reasons: 1. It makes no diffrence(yet). 53 is probably still out of reach and only other level where cinema might make a minor diffrence is Silo. 2. You can't even see the end time when watching the full run. Only the speedrunning community cares about end time and this run aims to reach the general population. Also i want to obsolete old movie by as much as possible which is why i'm also ending egypt as soon as the last headshot lands on Baron.
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Bunker 1 Finished Time: 54.7 Time is identical to my last run though i used the slower start to save real-time. 53 or low 54 might be possible with cinema watching, i found a few places where my old run lost time. M64: http://data.fuskbugg.se/skalman02/44855346_Henrik%20-%20Goldeneye%20007%20-%20Bunker%201%20-%2054.m64 Edit: LOL i found my old files from last run and it appears that my rerecord count back then was nothing compared to now. I've used 40k more already :P
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I think the Large key is what opens the safe hut so juggling the key is useless. Also me and Simon tested it during last run so i'm pretty sure it's impossible(some keys can only travel up/down, not sure if that was the case here)
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I think vids would be nice for at least the first 10 or so levels. Then we'll see i guess. Feedback is always nice.
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Personally i think that while this TAS is probably well done, the game itself isn't good enough. It's similar to the argument about hacks, of course they should be allowed but they need to meet certain quality standards(this don't). This game was probably drawn by an amateur in MS paint and everything else about it seems pretty mediocre as well.
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Surface 1 00A 1:43 (.533) (Old run was 1:44.7 so this is 1.2 secs faster) M64: https://www.yousendit.com/download/bHlDT215SWVCSWZIRGc9PQ Finally!! This has taken longer because i can only work on weekends now but still a crazy amount of work put into this. I was forced to use lookdown for a very brief moment when entering the safe hut because lag was crazy there and i would've lost tons of time. Otherwise this was pretty much perfect. Bunker is gonna be a nice vacation now...
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Haha that was actually the first thing i tested(even though i think i've confirmed this before...). And the answer is a definite no.
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Well obviously they move around since they are randomly generated numbers. When for example a guard decides what action to use, they grab the first byte from one of the addresses and then compares it to some pre-determined values. So for example if a guard is gonna pull a nade, the byte must be a number between 0 and 10. 11-50 means sidestep etc... Edit: yeah what Derakon said pretty much ^^ The Ge Setup editor can reveal exactly what numbers are needed for certain actions.
Probably the best way to figure this out is to manually set the RNG value and observe how the guards behave. For example, if you fix the RNG to 0, then the guards should always do the same action, assuming that the random number is the only input on their behavior.
This is precisely what i did and when locking the value to 0 every guard who can throw a nade will always do so, no exceptions.
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Alright, i made a post over at shootersforever forums and they knew precisely where i could find the random seeds. So after some converting to anti-ds mupen's address space: 008F0EF4 008F0EF6 (Unsigned short) These can be read as a single double word or seperately. Locking these values can produce some cool effects such as guards throwing grenades over and over and over.
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Yeah you can really learn alot from the GE Setup Editor, and also memory watching although that's much harder. I also realized that the GE hacking community has already identified tons of memory addresses(although it seems to be diffrent then the emulated memory...) and figured out alot of the game's mechanics. About RNG's, i've been trying for a while now to find the seeded values but without luck. When you don't know exactly when a value is seeded or for how long it remains unchanged or even how it behaves, how the hell do you find it? RNG's have been found for pretty much every RPG ever and lots of other games and i assume there must be similar issues there?? Surely there must be some general approach to this?
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I've always thought it's because in DLTK we set their reaction speed to 100%.
Nope, even with normal 00A settings they spawn immediately. Also tested with reaction speed 0%.
Seems like you're doing a good job figuring out how the guards work.
Yeah i know pretty much everything about how they work but without the randomly seeded numbers i don't stand much chance manipulating them(except trial and error method which i'm trying to avoid).
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Thanks. I honestly don't think lookdown makes as much diffrence as we thought. Surface will give a definite answer but i'd be suprised if i loose alot considering i've lost nothing so far. -------------------------------------------------------------------------------------------- The guards timers on surface appareantly don't start until you enter one of these rooms: So no random guards until then. Could be useful for DLTK since you can get the large key and second key(by luring the large key guard through window, like the TAS'es) before a single guard comes out. Also you can control their spawn locations by remaining in a single room for a while. It should be easy to get to safe too before any guards have spawned and are close enough to kill Bond. Edit: Above statement is wrong, this provides no help for DLTK simply because 007 mode works diffrently than 00A(besides the guard settings). If you start up surface on 00A and just wait, no guards will come, ever. But on 007 they will appear. So on 007 their spawning works diffrently for some reason. I wonder if there are any other fundamental diffrences between 007 and 00A?
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What's Aktan's method?
What specifically are you trying to find?
Right now i'm trying to figure out the randomly spawning guards on Surface. I went through some of the code using the Goldeneye Setup Editor and while it's extremely difficult to follow what's happening i could make out a rough algorithm: (There are 4 spawning guards and each of them runs this code seperately) 1. Start cycle counter 2. If cycle counter > 120 continue else wait (simply wait 2 seconds) 3. Reset cycle counter 4. If cycle counter > 120 continue else wait (wait 2 seconds again, the game checks some objective bits during this) 5. Seed random Byte (I want to know this byte) 6. If Seeded byte > 200 continue (So i can know if this is true or false) 7. If Seeded byte > 50 continue (Dunno why they do this, should always be true since value is already determined to be bigger than 200??) 8. Spawn Guard This code determines WHEN one of the 4 guards spawn. When that happens, the game simply checks which "room" Bond is in, and has 4 pre-determined spawn locations for each room, i.e one location for each of the 4 guards. But since the guards spawn at diffrent times, they can still end up in seemingly random locations. In my 1:44 run, Guard #4 spawned by the houses where the alarm and camera is, and this can only happen if Bond is located near the grenade launcher hut when 4th guard spawns. Here's the code in it's original form:
8E00 Change Guard ID  (00)
AE Reset Cycle Counter And Enable It 
0240 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
B400007803 If Cycle Counter > Value, Return Value Loop B4 (000078)
0140 Go To Beginning, Then Return Value Loop 
0203 Resume If Return Value Loop Met 
9C000004000B Check If Objective Value, Return Loop If So  (00000400)
AE Reset Cycle Counter And Enable It 
020A Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
B400007807 If Cycle Counter > Value, Return Value Loop B4 (000078)
010A Go To Beginning, Then Return Value Loop 
0207 Resume If Return Value Loop Met 
310407 If Bond In Room With Guard ID, Return Value Loop  (Spawned Guard) Path from Block [0414]
0103 Go To Beginning, Then Return Value Loop 
0207 Resume If Return Value Loop Met 
AD737061776E31 = spawn1
F329 If Player Pickups Disabled, Return Value Loop 
33 Seed Random Byte
35C807 If Seeded Byte > Value, Go Into Return Value Loop  (C8)
590129 Go Into Return Value Loop If Specified Weapon Is Out  (01 Unarmed)
590229 Go Into Return Value Loop If Specified Weapon Is Out  (02 Hunting Knives)
590329 Go Into Return Value Loop If Specified Weapon Is Out  (03 Throwing Knives)
590429 Go Into Return Value Loop If Specified Weapon Is Out  (04 PP7)
590529 Go Into Return Value Loop If Specified Weapon Is Out  (05 PP7 (silenced))
591129 Go Into Return Value Loop If Specified Weapon Is Out  (11 Sniper Rifle)
0207 Resume If Return Value Loop Met 
35322A If Seeded Byte > Value, Go Into Return Value Loop  (32)
590729 Go Into Return Value Loop If Specified Weapon Is Out  (07 Klobb)
591829 Go Into Return Value Loop If Specified Weapon Is Out  (18 Grenade Launcher)
590829 Go Into Return Value Loop If Specified Weapon Is Out  (08 KF7)
022A Resume If Return Value Loop Met 
BD15FF232804140000000104 Spawn Guard  (Siberian Special Forces: Dark Grey Snowsuit, Mask) (Random Head)
0229 Resume If Return Value Loop Met 
AD2D3E6661696C = ->fail
0103 Go To Beginning, Then Return Value Loop 
0204 Resume If Return Value Loop Met 
AD7331204F4B21 = s1 OK!
0103 Go To Beginning, Then Return Value Loop 
020B Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
9C0000020007 Check If Objective Value, Return Loop If So  (00000200)
010B Go To Beginning, Then Return Value Loop 
0207 Resume If Return Value Loop Met 
0103 Go To Beginning, Then Return Value Loop 
04 Terminator 
And here's the location code: (Preset 0093 means the room with the grenade launcher hut, And Preset 00DB is the location around the camera/alarm houses)
0200 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
55002D30 Go Into Return Value Loop If Entered Room with Preset  (Preset: 002D)
55004D31 Go Into Return Value Loop If Entered Room with Preset  (Preset: 004D)
55005132 Go Into Return Value Loop If Entered Room with Preset  (Preset: 0051)
55003333 Go Into Return Value Loop If Entered Room with Preset  (Preset: 0033)
55006634 Go Into Return Value Loop If Entered Room with Preset  (Preset: 0066)
03 Leave The Routine, But When Return Continue From Spot 
55003635 Go Into Return Value Loop If Entered Room with Preset  (Preset: 0036)
55007B36 Go Into Return Value Loop If Entered Room with Preset  (Preset: 007B)
55009337 Go Into Return Value Loop If Entered Room with Preset  (Preset: 0093)
5500DB38 Go Into Return Value Loop If Entered Room with Preset  (Preset: 00DB)
55004A39 Go Into Return Value Loop If Entered Room with Preset  (Preset: 004A)
03 Leave The Routine, But When Return Continue From Spot 
5500D23A Go Into Return Value Loop If Entered Room with Preset  (Preset: 00D2)
5500BA3B Go Into Return Value Loop If Entered Room with Preset  (Preset: 00BA)
5500EB3C Go Into Return Value Loop If Entered Room with Preset  (Preset: 00EB)
5500FC3D Go Into Return Value Loop If Entered Room with Preset  (Preset: 00FC)
5500F13E Go Into Return Value Loop If Entered Room with Preset  (Preset: 00F1)
0100 Go To Beginning, Then Return Value Loop 
0230 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
AC000030 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1001](P: 0030)
AC010042 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1002](P: 0042)
AC020038 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1003](P: 0038)
AC03007B Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1004](P: 007B)
0100 Go To Beginning, Then Return Value Loop 
0231 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
AC00002D Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1001](P: 002D)
AC010066 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1002](P: 0066)
AC020045 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1003](P: 0045)
AC030093 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1004](P: 0093)
0100 Go To Beginning, Then Return Value Loop 
0232 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
AC00002D Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1001](P: 002D)
AC010047 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1002](P: 0047)
AC02007B Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1003](P: 007B)
AC030038 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1004](P: 0038)
0100 Go To Beginning, Then Return Value Loop 
0233 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
AC00002D Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1001](P: 002D)
AC010045 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1002](P: 0045)
AC0200B5 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1003](P: 00B5)
AC030038 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1004](P: 0038)
0100 Go To Beginning, Then Return Value Loop 
0234 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
AC00002D Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1001](P: 002D)
AC01003C Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1002](P: 003C)
AC0200B5 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1003](P: 00B5)
AC030033 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1004](P: 0033)
0100 Go To Beginning, Then Return Value Loop 
0235 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
AC00004D Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1001](P: 004D)
AC010045 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1002](P: 0045)
AC020047 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1003](P: 0047)
AC03003C Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1004](P: 003C)
0100 Go To Beginning, Then Return Value Loop 
0236 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
AC000030 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1001](P: 0030)
AC0100A3 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1002](P: 00A3)
AC02004A Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1003](P: 004A)
AC0300BC Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1004](P: 00BC)
0100 Go To Beginning, Then Return Value Loop 
0237 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
AC00004D Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1001](P: 004D)
AC010045 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1002](P: 0045)
AC02003D Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1003](P: 003D)
AC0300DB Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1004](P: 00DB)
0100 Go To Beginning, Then Return Value Loop 
0238 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
AC0000BC Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1001](P: 00BC)
AC0100D2 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1002](P: 00D2)
AC0200B5 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1003](P: 00B5)
AC03007B Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1004](P: 007B)
0100 Go To Beginning, Then Return Value Loop 
0239 Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
AC0000EB Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1001](P: 00EB)
AC01007B Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1002](P: 007B)
AC020045 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1003](P: 0045)
AC0300FC Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1004](P: 00FC)
0100 Go To Beginning, Then Return Value Loop 
023A Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
AC0000DB Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1001](P: 00DB)
AC010066 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1002](P: 0066)
AC020038 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1003](P: 0038)
AC0300FC Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1004](P: 00FC)
0100 Go To Beginning, Then Return Value Loop 
023B Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
AC0000DB Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1001](P: 00DB)
AC0100F1 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1002](P: 00F1)
AC020051 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1003](P: 0051)
AC030033 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1004](P: 0033)
0100 Go To Beginning, Then Return Value Loop 
023C Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
AC000051 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1001](P: 0051)
AC0100D2 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1002](P: 00D2)
AC020047 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1003](P: 0047)
AC030045 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1004](P: 0045)
0100 Go To Beginning, Then Return Value Loop 
023D Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
AC0000D2 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1001](P: 00D2)
AC010093 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1002](P: 0093)
AC020040 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1003](P: 0040)
AC03003F Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1004](P: 003F)
0100 Go To Beginning, Then Return Value Loop 
023E Resume If Return Value Loop Met 
03 Leave The Routine, But When Return Continue From Spot 
AC0000FC Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1001](P: 00FC)
AC0100B5 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1002](P: 00B5)
AC020038 Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1003](P: 0038)
AC03008F Set Guard ID #'S 2328 Value To Preset  (Spawned Guard) Path [1004](P: 008F)
0100 Go To Beginning, Then Return Value Loop 
04 Terminator 
Anyway, i guess this is jibber-jabber for most poeple. My point is that the RNG which seeds the bytes could be very useful to understand. Not only for this level but for all levels. Edit: I found the addresses of the 4 guards timers! Edit2: Seems like these addresses are not static, so the addresses will be diffrent each time you play. Should be easy to find though since after you've gotten a bit into the level they start to continously count to 120 and then reset. Over and over and over... Locking these values to 0(or sub 120) will hinder the guards from spawning completely. Would be great for DLTK lol if it was allowed. I guess this is a good step forward since we now know when their timers start(it's not immediately), and when the random seeding occurs. I'll continue investigating this..
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Cool, it's amazing you can still improve these times.
I'm a bit suprised myself actually. Must've been sloppy work last time around(At least first half of the run, i bet archives - egypt are equal to the times i do now)
You still can't make a vid btw?
Nope, Mupen hangs everytime i start a capture. Edit: I realized it might be very helpful to watch the RNG in GE to better understand how to manipulate events. But i can't figure out any way of actually finding that address(if it's only one of course...), my only attempts ended up with over 1000 possible addresses which obviously is way too many. Does anyone here have experience with RNG's and have any idea how to find it?
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Runway 00A 32 (.683) M64: http://data.fuskbugg.se/skalman02/4e5e224a199d6_Henrik%20-%20Goldeneye%20007%20-%20Runway%20-%2032.m64 Craziest and possibly most annoying level in TAS'ing. I got lucky this time around(Just like when i got 33) and got a probably rare boost before 3rd drone. That 3rd drone determines the lowest possible time i can get which this time is around 1950. My end time here was 1961 so my ending is pretty close to max. Tested surface a bit and it seems extremely laggy...
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The old facility run was a 49.7. Shaving off .8 off that was surely gonna be a challenge... But who would've thought i'd be able to shave off another full second on top of that?? (without even using extra mines for boosts :D) Facility 00A 47 (.916) M64: http://data.fuskbugg.se/skalman02/4e5a67c3f2692_Henrik%20-%20Goldeneye%20007%20-%20Facility%20-%2047.m64
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Weatherton wrote: I, for one, would love to see the run in cinema + 16:9 as the field of view is surprisingly wide. Are you interested in trying Dam with these settings or would that kill your motivation? I am wondering the same since I agree that a run using cinema and 16:9 would be awesome.
To answer this, i'm not redoing Dam and Facility(way too much work lol). I still haven't seen an encode example of the stretching in action which is required to use 16:9. Also i feel cinema already provides alot bigger FOV than last run and while increasing it further would be cool, it's hardly worth the effort.
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I also wonder if such a heavily edited video would be acceptable as an official TASvideos encode? Things like the end screen are no problem to cut and paste into wide screen format, but when the clock is chosen, it can look strange when it jumps back and forth with the aspect ratios, because the change is gradual instead of instant. I haven't tried it though, so it might not be as hard as I think.
Yup the pausing sequence is a big problem. And honestly i have no idea how to do that, i'm simply throwing ideas out there since the current best option is to watch a HD encode where only 50% of the pixels are utilized :p But of course we already knew that when i started so it'll have to do if it's the only way.
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Joined: 9/2/2006
Posts: 504
Wow awesome comparison. With stretching cinema+16:9 it looks pretty great. Curious, is it possible to encode the run by using a constant widescreen resolution and show the beginning non-cinema part with black border to the left and right, and then stretch the cinema parts to the widescreen format? Dunno how menu's and pauses would work but it's definately worth looking into possibilities which does not include black borders on the bottom/top parts.
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