Posts for Wyster


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Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Appareantly the level progression bug is not decided early on at all, and i haven't exactly pinpointed when it is but it's definately pretty far into a level. (v1.1 doesn't make any diffrence btw)
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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I just figured the newer the better, haven't noticed any diffrence yet so i dunno if it matters. (Haven't had any level progression problems while testing though, might be a good sign). My napalm settings are: Resolution 800x600(also synchs with 1920x1440, and should synch with others) Read every frame might be important since it seems to prevents the blackness as background during pauses.
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By opening/closing elevator for programmer manually i managed to get him to floor above roughly 2.3 seconds faster than old run. However, i don't think i'm far away enough from him to get an optimal warp so at best i can get roughly 1 second faster programmer than previous run. Might have to redo entire run to watch more cinema... Edit: Might as well post this since i'm redoing: http://dehacked.2y.net/microstorage.php/info/25416024/Wyster%20-%20Defection%20-%202.m64
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Found the programmer addresses!(finally) It appears that NPC addresses are random each time a level is started. I.e they are not even level specific, they are only valid for a single turn. To make them even more difficult to find, all NPC have a diffrent x=0.0,y=0.0 position, i.e they are relative only to themselves. Also their axises can be inverted compared to Joanna's. So in order to find those addresses each turn you need to know the NPC's starting position and search for that. Here's some i found: Cassandra X/Y = 75/-415 Programmer X/Y = 450/-650 Also i guess it's obvious that the position are always 4 bytes between each other so if you find one, just search 4 bytes above or below for the other one. Should be the same with Z position. Speaking of Z: Joanna Z position: 0096A7F4
Experienced Forum User, Published Author, Active player (302)
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Activating paintball takes 2 frames extra :p And i have to go through menu's anyway in beginning so i just did it there. I guess the real-time vs in-game time can be discussed further since it doesn't really matter until the second level.
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I'm a bit confused about the goals of this run, does he simply get all stars possible without A button? Have to say though, that was probably the most entertaining and genious mario run i've ever seen. Awesome to see a truly original vid for once. For publication? Yeah definately for the "Hacks/Demos/Other" category.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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Paintball doesn't make run slower(why would it??), less realistic sure but when has TAS ever been about realism? :P I want to improve entertainment for this run and i think paintball is a great way to do that. Aiming for real time is not a very good idea i think since i would spend alot of time waiting for elevators. Run will be more action filled if waiting some cinemas.
Crazy, my best was 2.60. But if it reaches 'ridiculous height', wouldn't it take too long to fall on the elevator?
Yeah i thought so too. I haven't actually tested it though.
Experienced Forum User, Published Author, Active player (302)
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Awesome^^ Unfortunately i can't help you with the resolution.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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I TAS'ed entire menu thingy and stuff so it's alot more than 10 seconds. Some interresting stuff i found: Pressing R multiple times with very precise timing when going inside the wall above door can make Joanna unduck very early and reach ridiculous height. I got outside of building after 2.38 seconds. Might be useful for lowering the Agent TAS. When the programmers speech starts is somewhat random, angle matters alot and it can differ a few tenths. Also ending a speech-skip-pause early so that some of the message is still visible, makes the next line come up earlier. Roughly a tenth or two differs here. So at end of speech skip i'm around low 10 seconds high 9. Around 1 sec ahead of previous TAS. (oh and i also skipped most of cinema so if it works out i'm actually alot of real time ahead of previous TAS). Joanna position addresses: Y: 0096A7F0 X: 0096A7F8 Position x=0.0, y=0.0 appears to be perfectly centered with the cross on the helipad :P Edit: I can't seem to find programmers position address. Either it's a really wierd address that's completely unrelated to Joanna's position(shouldn't be) or it's at a memory address higher than 00FFFFFF... Also having some severe desynchs at speech skip but i guess that's to be expected. At least it's not a difficult part to optimize.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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Oh it appears i was searching for speed in the wrong memory range. Never thought they'd be in 00Axxxx. Anyway, found Defection address and it's identical to Goldeneye in values(1.08 - 1.35). Forward Speed: 00AD32A0 Strafe Speed: 00AD3298 Edit: Wierd, joanna seems to decelerate automaticly at random times? I TAS'ed until getting outside building on Defection and it seemed to synch fine with all resolutions. I will test playback often with diffrent ones to make sure run synchs in all situations. I don't think paintball shows when shooting headshots unless using penetrating weapons. And since majority of shots will be headshots it might not remove so much of the realistic feeling. I'm not sure i like the idea of turning it on and off, And i'm probably gonna make use of it fairly often. Like for long corridors where there's nothing else to do/waiting for stuff, it's quite alot of places.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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Btw, What's everyones opinion on using paintball mode? It's not a cheat in this game like in GE and it might make the run more entertaining, along with it looking awesome to write messages on walls. Personally i'd really like this but i want to know if theres poeple who's against it :p
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
I'm probably going to start an improvement run of this game today. Considering the synch issues and overall mediocre quality of previous run i think this is well called for. Some of the "major" improvements i'm going for: 1. Perfect synch without resets(obviously) 2. Way better graphics - Napalm WX emulates skies/effects and everything else amazingly, some minor issues do exists like for example i noticed my Sniper Rifle had a picture from extraction as texture on the side of it. Perhaps some settings can fix this??(doesn't matter too much though) NOTE: i haven't tested all levels with Napalm, if you know of some major issue later in the game feel free to post about it :p 3. "Perfect" cinema timing, this was extremely diffcult on the previous run but now we know how "wrong" that run was in the timing and can correct those mistakes. 4. Speed management, I haven't actually found a speed address though? Does anyone know what they are? I tried searching just like i'd do for GE but found nothing that made any sense... 5. Better luck manipulation(including boost manipulation, health issues might minimize number of possible boosts though). 6. Several strat improvements exists and i might be able to figure out some new stuff as well. Overall quality/optimization goals would be to equal that of the Goldeneye run(or at least very close). I'll warn though that progress will probably not be very fast, my motivation isn't at it's peak after doing alot of Goldeneye TAS'ing recently and spring/summer really isn't the best time for TASing :p I'll try to get Defection done though and we'll see how it goes after that. So here are the things that i could use some help with: Speed addresses Position addresses(for NPC's like programmer on Defection, bot on investigation etc, anything that i need to manipulate). Exactly how to avoid resets? I think Miika described how some pages back but any information about this is good information :p
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Yeah^^ On agent difficulty the TAS would be 5.4 seconds.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
^^Fantastic
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
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^^Never noticed that before. So is there alot of missing textures? I assume that since no one has really noticed it that it's not such a major issue? Anyway, does additional savestates(at beginnings of desynching levels) fix the problem with extra desynchs? There will of course be alot of extra segments but i can't figure out any other solution at the moment...
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Wierd, for me the movie synchs fine from Dam savestate -> Silo. I'm sure any level load problems can be avoided though by making new savestates at the beginning of each level i didn't do one for. But like i said, this should synch fine already, are you sure you have the right plugins/emulator version etc?
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Wyster: How did you know when to create the save states?
It was basicly trial and error for me. I played movie til a desynch, found a savestate some time before that, checked if it fixed the problem, see how long it synched this time, repeat steps etc(Most desynchs are caused by level load like you said so it's not rocket science to figure out when to do the savestating) About having more desynchs i'm not sure what you mean?? The savestates should synch entire movie without problems?
Experienced Forum User, Published Author, Active player (302)
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So instead of actually storing current speed in a variable they just calculate it when changing position? If so i have no idea how to actually find the top speed considering it'd be a pretty constant value and there could be infinately many of those.
Experienced Forum User, Published Author, Active player (302)
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yeah couldn't really do more tricks with tommy, I tried in every place I could think of and this strategy seems optimal for him. I'm thinking of doing a test run with some other character to see the exact diffrence in speed and money gained.
Experienced Forum User, Published Author, Active player (302)
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Sry bout that. I changed it so it now states scaredsim for nickname and Simon Sternis for real name, better? (It'll show the real names first under the publication anyway)
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
Well he is listed as Simon Sternis under "author's real name", i wasn't sure what to write under nickname so i just went with Simon, it's of course easy to change but not sure it matters so much :p
Experienced Forum User, Published Author, Active player (302)
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Around 2100 per lap seems optimal(at least with Tommy). So this would end around 13500 for first level. Meaning at least 20k needs to be collected on second level. Oh and i did 2nd lap as well: http://dehacked.2y.net/microstorage.php/info/1957053420/Wyster%20-%20Snowboard%20Kids.m64 This might get a bit repetitive with 5 laps? Oh well, i will probably finish this level just for the fun of it.
Experienced Forum User, Published Author, Active player (302)
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Speaking of testing, i did a test run on first lap on Rookie Mt: http://dehacked.2y.net/microstorage.php/info/65454078/Wyster%20-%20Snowboard%20Kids.m64 I have no idea how optimal this is speed wise but it still looks pretty good i think(especially when turning every other frame :)) Also it seems money is no problem for getting Alpine 2. Roughly 2k per lap seems optimal if we don't want to loose speed. Need another 22k for lvl 3 upgrade so i guess any extra money we can get is good.
Experienced Forum User, Published Author, Active player (302)
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Can such avoidence be manipulated indefinately? As the time trial vid showd, holding A for a certain amount of time before releasing it gives a pretty long and fast jump which seems to be faster than normal top speed(but the damn speed address is 0 in air so i don't know how much this actually helps). However, we obviously need those 13k or whatever for the upgraded board so perhaps it would be possible to figure out the least amount of tricks necessary to get 13k and find the best spots to do them on each lap. Along with this the best spots for "fast long jumps". I assume fans can only be gotten when you're in 2-3 place? Might be a good idea to always stay in first place since it's a TAS which is supposed to pwn the game.
Experienced Forum User, Published Author, Active player (302)
Joined: 9/2/2006
Posts: 504
VLC didn't playback the Lagarith file correctly? That's interesting. I would really recommend you try reinstalling the codec. It sounds like something screwed up.
I tried reinstalling with no results. And according to every online source i could find VLC does not nor has never supported Lagarith playback? btw, when i feed the dumped video to x264 i get the message "resize [error]: input colorspace Unknown format is not supported". Any ideas how to fix this? Edit: Here are some other screenshots to consider: ^^My personal favorite along with "too slow james!"
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