Active player (277)
Joined: 5/29/2004
Posts: 5712
Yeah, I think you are biased, but the main problem with doing 007 Mode seems to be that we don't have a system for movies with unlockables yet. So a playthrough that sets something in 007 Mode would have to come after a playthrough of 00 Agent in the same movie.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 3/25/2004
Posts: 459
Uh... Just include the data's file.
Active player (277)
Joined: 5/29/2004
Posts: 5712
See, that's what I would say, but people have raised a big stink about how you can "cheat" the save file by altering it to give you things that you shouldn't have. I think this fear comes from savestate-based movies, though. With a savestate, you can't tell exactly how the player was dropped into the game, and you might be able to hack in a situation that you couldn't actually have by playing normally. When you're just loading the game fresh using the game's own save data, though, it's much less likely that there's anything you could put in there that the game itself wouldn't let you save.
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
I don't see what would be the problem with just making 1 long movie from the start for something with unlockables, splitting the AVI at reset-button boundaries, and including a save state for people that want to watch on an emulator and skip the first part. (Well, recording reset isn't implemented yet in Mupen64, but it would work for vba and fceu already.)
Joined: 3/25/2004
Posts: 459
For those who want to try, I just found this http://members.chello.at/n-rage/dinput8/index.html : I think the newest one is a different version that comes pre-packaged the the mupen64 re-recording package. Under downloads, there is a controller profile for GoldenEye. It plays very much like UT, or any other PC FPS. Up and Down move you forward and backward, representing the up and down of the analog stick. Left and right strafe right and left representing the C-left and C-right buttons. Turning left, right, pointing up, and pointing down, are all down by the mouse. The mouse covers the left and right of the analog stick, and the C-up and C-down buttons. This makes emulating GoldenEye feel very much like playing GoldenEye, it just takes a little bit of getting used to in the beginning. It emulates it very accurately. I thought I found an error, but the same thing occurs on the actual console. If you hold right, then hold left while still holding right, Bond stafes left. If you hold left, then hold right while still holding left, Bond stafes LEFT. The same with on the N64. If you're holding C-left and then hold C-right, he'll continue going left. But if you're holding C-right, and then hold C-left, he will go left. I don't know why this is. One aspect of the game is better emulated in 1964 then Mupen. This is... If you're aiming (with R) and you put the crosshair to the far left or right of the screen, Bond will begin to spin counterclockwise or clockwise respectively. This happens in 1964. In Mupen, the crosshair keeps going back to the center, making spinning counterclockwise/clockwise very tedious. Another thing I noticed in both 1964 and Mupen is: The crosshair can reach the far end of the screen on the left, right, top, and bottom. On the console, the crosshair can only come within about an inch of the edge of the screen. I don't know what causes this difference. Lastly, the scrollwheel is set as the A button. Scrolling forward or backward still cycles Bond's guns forward. In the game, it is possible to cycle backward by pressing A and Z simultaneously. I was not able to replicate this. Also, remote mines can explode by pressing A and B simultaneously. To do this with the current control profile would require spinning the scrollwheel and pushing it down simultaneously, which is tricky. If anyone can develop a better profile based on these observations, it would be k-rad.
Former player
Joined: 9/29/2005
Posts: 460
Ramzi wrote:
If you hold right, then hold left while still holding right, Bond stafes left. If you hold left, then hold right while still holding left, Bond stafes LEFT.
That'd happen with any game you'd try to emulate, try to change the strafe buttons from the arrow keys, and I think it wont act like that anymore, I believe it's because of the computer/keyboard. Someone who knows would have to explain it to you. Oh, and to me too please.
Emulator Coder, Skilled player (1300)
Joined: 12/21/2004
Posts: 2687
Sounds like a standard left+right thing, where the game ignores right if both left and right are pressed.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
I thought I'd take a peek in here. if anyone plans to do any runs, I could help out and such.
Experienced player (601)
Joined: 10/23/2004
Posts: 706
Awesome! :) -- someone, please start a run (Wouter, maybe you should give it a shot).
Current Project: - Mario Kart 64
Post subject: DLTK Facility
Joined: 8/9/2004
Posts: 139
Location: Washington State
I'd like to see a run on the facility on DLTK mode and still get under 2:05 if possible.
Post subject: that one rumor
Joined: 8/9/2004
Posts: 139
Location: Washington State
also there was a rumor that if you beat the aztec with all the 00agent stats cranked up (DLTK) you could get all the old bond identities such as Sean Connery for multi player mode.
Post subject: Re: that one rumor
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Ersatz wrote:
also there was a rumor that if you beat the aztec with all the 00agent stats cranked up (DLTK) you could get all the old bond identities such as Sean Connery for multi player mode.
That rumor was from an April Fools joke in EGM. It said to complete the Aztec level with those stats at full (except for health was at 100% instead of the crazy 1000%) under 9 minutes. I actually was able to do it one day, and then is when I discovered it was a joke. I always hated April Fools Day.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
I only know of 1 person who beat aztec dark ltk, he has video proof. you sure you did it once?
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
It wasn't with every stat turned up to full, if that's what you are referring to. As the trick in EGM said:
Get all the Goldeneye 007 in-game cheats but don't turn them on then go to the Aztec level in 007 mode and set enemy health at 200% enemy damage at 100% enemy accuracy at 100% enemy reaction speed at 100% and complete the level in under 9:00.
Source. I did do this once, but it was years ago and I don't have proof. I think I got 8:53 or something near that.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
yeah, I suppose that would be a lot easier than dark ltk settings :p the completed dark ltk is 26:09
Joined: 8/9/2004
Posts: 5
So is anyone stepping up to the plate and gonna do a TAS on this awesome game?
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
I very much doubt I would, busy with a lot of things, wouldn't know how to connect a controller, the ROM I have seems to run way too slow, 1.2 can't strafe using keyboard, have almost zero knowledge about how to do a TAS (how to rerecord and such, haven't looked into it much at all, and I wouldn't want to have to find everything out myself = only more work/time for me then, so if I'd do one, I'd need someone to guide me and help me whenever needed) etc
Joined: 3/25/2004
Posts: 459
It's good to see that you're interested in the tool-assisted aspect of GoldenEye. I believe I can help you with the technical aspects of making a TAS. Most of the information you need is already in the FAQs on the main page. The problems preventing a GoldenEye TAS right now are: 1) unintuitive inputs, and 2) a lack of a save state. I found a controller setup that would make GoldenEye play like Quake or Unreal Tournament. As of now, it's the best setup available. However, it does not have the N64 controller feel, which was so essential for playing GoldenEye. To make a TAS of this game, one would have to be really patient in regards to movement, as something that could easily be done with a 64 controller would take a couple of attempts on the keyboard. The other problem is a savestate. I looked and couldn't find one. I even tried hexeditting, but didn't succeed very much. Simply, you cannot do a TAS of a level if you haven't reached the level yet. If someone could beat the game on the emulator and post the savestate, or if someone could hex edit up a savestate, then we can start working. The first video I would like to see if Train DLTK. I think it would be the easiest of the four levels left.
Player (36)
Joined: 9/11/2004
Posts: 2623
Wouter Jansen wrote:
1.2 can't strafe using keyboard,
I thought in Goldeneye you strafe when pressing C> and C<
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 3/31/2005
Posts: 148
Location: Colorado
Savestate? I thought we agreed that we were going to do a run straight through the game, and not do segmented levels. Am I mistaken? If it hasn't been decided yet, I vote that a single segment run be made.
Do not try to bend the spoon, that's impossible. Instead only try to realize the truth. What Truth? There is nospoon. Then you will see it is not the spoon that changes, it is only yourself
Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
Since when are tool-assisted time attacks segmented?? In my opinion, runs made here should always be runs of the full game, not parts of it. That's the main point of interest I think. If there's a voting of some sort on the subject "Should this run be segmented or single-segment?", then I vote single-segment. I would not be interested in watching 20 different segments of this game, one by one, to see a full run. Not at all. TASes play from start to end. Always. Once again, that's my personnal opinion. Feel free to disagree. These were my two cents.
Joined: 4/23/2004
Posts: 150
I wouldn't mind seeing this segmented. I also wouldn't mind seeing all stages beaten on all 3 conventional difficulties. GE speedrunners like Wouter would know everything there is to know about this game. Since the records at the-elite.net are segmented best times on a given mission, I'd have no problem with that. Given the extreme level of the the console records, I also feel that a similar run would be a reflection on just how hard they have been working to set these times. On that note I'm sure that if no one had seen any video evidence from the-elite.net, and this was to be done by someone who wasn't familiar with the-elite, it would be difficult to match many times even when tool assisted. Andreas
Joined: 7/29/2004
Posts: 136
Location: Temple City, CA
I just don't see any use to having segmented runs. That's not what this site is about. If you want to make segemented runs, no one can stop you, but I personally would always give a no vote if they were submitted.
"How can you prove you exist? Maybe we don't exist..." -Vivi Ornitier (Final Fantasy IX)
nesrocks
He/Him
Player (240)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Wouter Jansen wrote:
I very much doubt I would, busy with a lot of things, wouldn't know how to connect a controller, the ROM I have seems to run way too slow, 1.2 can't strafe using keyboard, have almost zero knowledge about how to do a TAS (how to rerecord and such, haven't looked into it much at all, and I wouldn't want to have to find everything out myself = only more work/time for me then, so if I'd do one, I'd need someone to guide me and help me whenever needed) etc
it's easier than you may think. remember when you started playing NESticle back then and used a lot of savestates to beat the game? its the same feel, except that it's being recorded and will look good after you're done.
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
??? I never played NESticle.. what is it even?