Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
Yeah seriously, who are the idiots who made this TAS anyway?
Jokes aside, this turned out very well, really glad to have been a part of it! (and thanks to everyone who voted!)
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
This is extremely interesting MUGG. The Super Yoyo Glitch, assuming it actually exists, may have something to do with phantom hits. Have you tried performing the glitch and then getting a phantom hit to see what happens? Also what you explained with the lists, it could be possible that the game somehow immediately fills the list and allowed the hitbox jacket to always be on.
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
Yeah, they stopped letting you choose your own codec. I'm not sure which codec it is they use, but it is high quality and opens with the editing programs I use. (VirtualDub and Adobe Premiere)
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
There is another thread about Timesplitters 2 and 3 here, http://tasvideos.org/forum/viewtopic.php?t=10028 , but I am making a separate thread for just TS2.
I started working on a WIP of this game's first level about a month ago, and I finished it recently. Abahbob started this level a few years back, but never completed.
I went mostly off of current speedrunners of the game, however most of them play it on Easy, since that is the quickest difficulty. I decided to try TASing the first level on hard difficulty.
Link to video
2 times in the run, I let the sniper hit me because it gives a walking boost like in Goldeneye. I also decided to save as much time as possible, and therefore I took a lot of damage. At the ending part, shooting the helicopter at first with a normal gun is the quickest way to beat it, since it dips below the dam and you cannot shoot it with the mounted turret until it rises up. I think it is pretty optimized, although I may be able to save a few more frames at the end if I use the middle turret which is next to where the portal appears.
If I am missing some timesavers, let me know!
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
Ok, I finished the second level Alpine Escape:
Link to video
Some notes on this run:
- In the beginning, I found that shooting the tower with a grenade ASAP gives you a 20ish frame boost into the next cutscene.
- At 1:38, shooting the snowmobile once before and once after the cutscene starts saves a few frames, since it takes you more time to kill him if you wait until after. Interestingly enough, shooting him twice before the cutscene makes you go slower than if you kill him with 2 shots after the cutscene. It is also a few frames slower if you shoot him immediately after the cutscene ends instead of waiting a second...
- At 2:08, shooing the explosive barrel just before you see the enemies saves more time. In the old run, I shot the barrels too soon, and didn't get the boost afterwards.
- 2:23 shooting the doors after the cutscene gives you a boost, like I did in the last TAS. Shooting the doors before the cutscene would therefore be slower.
And that's all the specifics. Now, the in-game timer says 4:03, but the video itself is less than that for some reason. The in-game timer must be including the cutscenes at full length or something.
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
Wow, this stuff is incredible FitterSpace! With all this new clipping stuff and even more timesavers, I would be willing to try a new TAS of this game, with your help on all this new stuff of course.
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
I found that the weird frame advance behavior does have a temporary solution. If you pause and then load a savestate, press the frame advance 3 or 4 times very slowly, like once every second, and then after hold the button down for a few seconds. After that, it should behave normally. Kind of a pain yeah, but the unpausing thing doesn't come back for quite a while, at least for me.
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
Wow, this is one of the most entertaining things I've seen in a while lol. I couldn't stop laughing at level 2 where you just kept shooting civilian's tires for no reason. And that Lenny face... just perfect, lol. Awesome that the game works without desyncing now.
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
I'm trying to make a Youtube video on Goldeneye X (A port of Goldeneye weapons, characters, etc. into Perfect Dark) and it freezes in random parts. Perfect Dark itself does the same thing. Mupen64-rr works fine with both.
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
I tested various other games including Smash 64, Super Mario 64, and Goldeneye, all work fine without freezing. Both revisions of Perfect Dark freeze at random points, sometimes right at the beginning screen, and sometimes in the middle of a multiplayer match. Weird thing is, Bizhawk doesn't crash, it just keeps running at a constant frame rate once it freezes. It's very unpredictable, and it happens with any video plugin, I tried disabling the sound but that didn't help either. I tried all three graphics options, OpenGL, DirectX, and GDI+, all act the same, so it might be something completely different going on.
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
I'm getting some freezing/hanging when I play Perfect Dark on the latest Bizhawk version. It freezes at so many random points of time, I can't really know what the problem could be. I've tested all the video and audio plugins and the same problem occurs no matter which one I use. Could someone test out Perfect Dark for me just to make sure it's not a bad install or something?
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
Oh, yeah, I was looking all over to find out what the problem was with the new versions. Good, now I know what it is. I'm just using the AV sync hack for 4.0.2 for now.
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
Lol, give yourself more credit! I thought it was pretty cool...
Btw, I have a new TAS up, I don't usually post my videos on here, but what the heck:
Link to video
Just like in Numeric's Samus TAS, I overused the Super Wavedash, lol. Decided to try out some music and texture hacks as well. A little more variety to make things interesting.
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
My best guess would be it would be faster to just go straight, however testing may prove the opposite.
Yeah, using the fastest car possible while during adventure is obviously the best idea.
I'm excited you want to make a run of this in the future! Let me know if there's anything I can do to help with the run. I played this game all the time as a kid haha
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
I did a little TAS run of this challenge a while ago:
Link to video
It's not optimized though, I actually didn't know you could skip the ramp... (and I realize you can't use the car I used when you start the game)
Those L R attack bumps are very useful when boosting I've found out, especially when you can use L and R right after each other.
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
I tried working out a little glitch I was talking about, heres a try of the first mission:
Link to video
The way it works, is you powerbrake turn into a car and sometimes you go flying off in a sideways direction you choose. It will save a lot of time for sure, except I only improved this level by 1 second. I'll see if I can get it faster.
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
I have been having trouble with video audio syncing in a few Dolphin versions after the supposed fix (I'm using 4.0-4235). During changes in frame rate (when the frame rate drops to around 30 and the VPS stays at 60), the video goes faster for Super Smash Bros. Melee, and as a result the video is shorter than the audio in the end. I haven't tested other games, but I would assume the same applies for most other games. On the 4.2 a/v sync version here, it works perfectly fine.
Experienced Forum User, Published Author, Player
(202)
Joined: 8/3/2012
Posts: 116
Location: U.S.
Link to video
I don't know if this can be improved... unless you get a bat the whole time, maybe. Stupid Pikachu though, he always gets sent upward instead of sideways with the bat...