Joined: 6/12/2006
Posts: 368
You aim so well, i can't aim worth crap. :( I made a test run for fun going through Dam agent with just some slowdown, (rerecorded on the lock though..) got 58 seconds :)
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
methinks he wants his postcount to stay at 69 :D
Joined: 11/29/2005
Posts: 317
Location: Sao Paulo - Brazil
Wouter Jansen wrote:
methinks he wants his postcount to stay at 69 :D
then he could delete some old posts and then post new stuff =D
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Did I mention how lazy I am? Oh, there's tons of other stuff I like to do with my time as well. Still want to do this, but it's becoming increasingly apparent I might need someone to work on it with me, for the two aforementioned reasons. Lemme know if anyone is interested. As far as the run goes,,, I'm still at start of Facility. Doak is being an unco-operative fuck this time around, and it's really put me off doing this the last little while. Eventually, I'll lose my patience with something ELSE, THEN I'll get back to work on this.
Joined: 6/12/2006
Posts: 368
I'm interested but i'll need to practice a lot. For Doak, you can always do the first part past the bathroom doors then just run through normally to find where he is. His position should be set at that point. edit: going to take a while to overcome the button delay. If i ever get the hang of it i could possibly do something, just got out of the vent semi awkwardly.
Former player
Joined: 3/24/2004
Posts: 248
Location: West 81st Street
Nightcom wrote:
Please tell me that someone's tried looking into getting boosts by mines on Caverns (by shooting them) - I think it should finally be possible now, on a TAS of course. Btw, awesome/hilariously great videos so far.
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Nightcom: I don't know if that would save more than a few frames since you would have to turn around to shoot the mine to get a good boost (turn around = lose speed), but I'll try it all the same when the caverns, eventually, come 'round. L4yer: I already knew that this is when Doak's placement is decided, but it still doesn't make checking it any less tedious. I did get an idea involving hex editing that may save some time in getting the right placement but still, I am not looking forward to it. Also, there really isn't any sort of button delay, the game will only check input on the frames where the screen changes. It usually plays fine at 60 FPS at the start of most levels, and fluctuates between every 2nd or 3rd frame once you get going... if you watch the input on my many WIPS you'll notice I usually hold the buttons down in increments of 3 frames to shoot/turn/open doors etc. Also, when doing anything but running in a completely straight line, frame advance is a must.
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Rising Tempest wrote:
(turn around = lose speed)
That's the main downside of the control scheme you're using, I take it?
Joined: 6/12/2006
Posts: 368
I can help you check instead if you don't want to do that, just need the .m64 with a savestate. That way, i won't make a bad turn in the vent but get the good Doak, making it meaningless.
Joined: 6/12/2006
Posts: 368
I believe it's the same setup for all n64 games, the frame you input something, it isn't received by the emulator until 2 frames after, just like if you had pressed it then. And the input you do does not last for one frame only so it seems. I can't seem to get to opening the washroom door as fast as your previous wip, it's too difficult.. the difference is less than a second but that's a lot.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
One thing that can save time on some levels is if you use the Domino control style, because then you can use the second controller to affect things in the cutscenes. For example, it can be used to destroy the screen on Depot, which is one of the missions, on Caverns it can be used to open the door in the elevator, and on Bunker 1 it can be used to attract a guard to open the first door... I'm sure there are other places where it could be used, I haven't thought much about this. Besides shooting and opening doors, it's also possible to change weapons in the cutscenes. Jack, I hope you continue the run some day, what you've done so far has been really cool.
Joined: 6/12/2006
Posts: 368
I got the good Doak, don't mind what i do at the end. http://www.yousendit.com/transfer.php?action=download&ufid=C618044F1993F30E
Former player
Joined: 3/24/2004
Posts: 248
Location: West 81st Street
nfq wrote:
One thing that can save time on some levels is if you use the Domino control style, because then you can use the second controller to affect things in the cutscenes. For example, it can be used to destroy the screen on Depot, which is one of the missions, on Caverns it can be used to open the door in the elevator, and on Bunker 1 it can be used to attract a guard to open the first door... I'm sure there are other places where it could be used, I haven't thought much about this. Besides shooting and opening doors, it's also possible to change weapons in the cutscenes. Jack, I hope you continue the run some day, what you've done so far has been really cool.
That's technically two players, and just a way of playing that I find absurd/extremely dumb for Goldeneye.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
you could argue both sides, fact is, there's quite some differences in intros between PAL/NTSC so you'd have to note the system if it's going to be used.
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Cool, l4yer, I will have a look at it in a bit. I have something else to finish before I do this level, so, I think friday, should be reasonable. If the vent is slow, I'll just note the frame you exited, and wait through enough cinema so that an optimal vent exits at the same frame. 52 is what I'll be going for,,, I'm not sure if 51 will be possible, but we'll see.. Thanks again.
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Nightcom wrote:
nfq wrote:
One thing that can save time on some levels is if you use the Domino control style, because then you can use the second controller to affect things in the cutscenes. For example, it can be used to destroy the screen on Depot, which is one of the missions, on Caverns it can be used to open the door in the elevator, and on Bunker 1 it can be used to attract a guard to open the first door... I'm sure there are other places where it could be used, I haven't thought much about this. Besides shooting and opening doors, it's also possible to change weapons in the cutscenes. Jack, I hope you continue the run some day, what you've done so far has been really cool.
That's technically two players, and just a way of playing that I find absurd/extremely dumb for Goldeneye.
I think the person watching couldn't really tell the difference in control style. The 2 controller styles wouldn't be hard to emulate on a keyboard either, I may look into this when a level where it could help comes around.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Wouldn't Bond run faster with 1.1 control style, I mean, because you set the analog range to 100? It feels like he does, or maybe I'm just imagining.
Joined: 6/12/2006
Posts: 368
nfq wrote:
Wouldn't Bond run faster with 1.1 control style, I mean, because you set the analog range to 100? It feels like he does, or maybe I'm just imagining.
What's the difference when you are using keys to move? As far as i know it only helps on a real controller since the control stick may not go all the way to 100%.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
1.1 looks around much slower than 1.2 ... I wouldn't know if using buttons for input would change any of that.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
here's a bunker secret agent 19 where i used the domino trick on the intro: http://rapidshare.de/files/29372569/Bunker_SA_19.zip.html 18 is possible but i'm still too dumb to use a keyboard and frameadvance so i use a controller and slow motion and
Joined: 6/12/2006
Posts: 368
That's really good but i can see you had a bit of trouble perfecting it with all the rerecords. The savestate isn't need btw since you started from the snap. If it can help in a mission might want to use it since it's available.
Experienced player (608)
Joined: 10/23/2004
Posts: 706
Rising Tempest wrote:
Nightcom wrote:
nfq wrote:
One thing that can save time on some levels is if you use the Domino control style, because then you can use the second controller to affect things in the cutscenes. For example, it can be used to destroy the screen on Depot, which is one of the missions, on Caverns it can be used to open the door in the elevator, and on Bunker 1 it can be used to attract a guard to open the first door... I'm sure there are other places where it could be used, I haven't thought much about this. Besides shooting and opening doors, it's also possible to change weapons in the cutscenes. Jack, I hope you continue the run some day, what you've done so far has been really cool.
That's technically two players, and just a way of playing that I find absurd/extremely dumb for Goldeneye.
I think the person watching couldn't really tell the difference in control style. The 2 controller styles wouldn't be hard to emulate on a keyboard either, I may look into this when a level where it could help comes around.
I think this domino trick should definitely be used. It's another way to go faster, case in point. Also, it helps differenciate the TAS from a speedrun, no one uses Domino in real runs, it's too tricky and would require cruise control too for max speed while turning, I think.
Current Project: - Mario Kart 64
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
It would be irritating to set up the keyboard for domino, since one joystick moves forward, and the other strafes sideways. I would have to sacrifice speed or accuracy this way. Unless, someone knows how to individually map the % pressed for each of the four directions of the analog, rather than just the entire stick itself. Are there any 2 controller configs that move and strafe on the same joystick? (while allowing the cutscene awesomeness of domino too).
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
L4yer wrote:
That's really good but i can see you had a bit of trouble perfecting it with all the rerecords.
Rerecords don't really show anything. I need lots of rerecords because i'm a complete newbie (and forever will be) and i was in a really bad mood and i actually used most (1000) of the rerecords the last 30 feet, i just couldn't concentrate. .....i can't play the movie file without the save state :/
Rising Tempest wrote:
: It would be irritating to set up the keyboard for domino, since one joystick moves forward, and the other strafes sideways. I would have to sacrifice speed or accuracy this way.
Not sure what you mean, playing with domino feels exactly like playing normally with 1.2 control style, since i can configure keys like i want.... i played with a ps2 controller. Maybe it's different when you play with a keyboard, wtf do i know.
Player (168)
Joined: 4/27/2006
Posts: 304
Location: Eastern Canada
Well, since a keyboard isn't analog, I have to set how far the joystick is pressed manually in the input (this accounts for at least 90% of the re-recording process). The only place I've found to do this sets the range for the entire joystick. Meaning I could press, say, Up 45% and Right 45%, but not Up 45% and Right not-45%- This is why if you watch the input I aim horizontally, then vertically to line up shots (very rarely does diagonal aiming get me where I want to be aiming at a perfect diagonal). Meaning that to be moving forward at 99 on one stick and strafing at 99 on the other (max speed), I would have to make all my aiming at max speed as well (=no accuracy). Using a controller would be way too tedious for my liking, I like that I can choose how far the joystick is pressed, rather than "feel it out" on an actual, joystick. Sorry if that was too confusing >_<