Player (148)
Joined: 1/26/2009
Posts: 39
Great run! Nice manip'
Active player (356)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Very cool DLTK frigate run :) Really shows how slow guards are :P
nfq wrote:
I didn't understand everything you said in your post because I'm not so good with that technical stuff, but how much time do you think these improvements could save from the total time?
up to 25 frames per level if you're ok with watching an extra bit (~80frames) of cinema
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Active player (302)
Joined: 9/2/2006
Posts: 504
They fixed the water? Cool Interresting findings, i'm gonna attempt to wrap it up and see if i got it right: Bonds sideways speed is always constant, only forward movement can be improved after 180 frames. I.e, building up speed by running only forwards is just as effective as sideways+forward buildup? 2.4 can build up forwards movement in cinema but not 2.3 or any other setting(???) I'm pretty this has been known to some degree before, even used it myself to some degree. Guess i always figured it worked with 2.3 as well as 2.4(think fullstrafe is held in beginning cinema of each level in current run).
Active player (406)
Joined: 3/22/2006
Posts: 708
Okay, I'm sorry but I am getting super sick of watching people do Goldeneye runs where they look at the floor the whole time. Is this just to reduce lag? It makes it really annoying to watch.
Player (148)
Joined: 1/26/2009
Posts: 39
Not when you're used to watch them this way. :-P
Active player (356)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Wyster wrote:
Interresting findings, i'm gonna attempt to wrap it up and see if i got it right: Bonds sideways speed is always constant, only forward movement can be improved after 180 frames. I.e, building up speed by running only forwards is just as effective as sideways+forward buildup? 2.4 can build up forwards movement in cinema but not 2.3 or any other setting(???) I'm pretty this has been known to some degree before, even used it myself to some degree. Guess i always figured it worked with 2.3 as well as 2.4(think fullstrafe is held in beginning cinema of each level in current run).
Nono, sideway movement should always be used in addition to forward movement... but after 180 frames, the forward part increases (thus also changing the resulting direction of motion) 2.3 has the forward motion on controller 1.... so it cannot build the forward-counter in cinemas because controller 1 is blocked 2.2 and 2.4 have forward motion on controller 2... so they can start increasing the counter (I suggested 2.4 because it still allows shooting during cinemas.. which 2.2 does not) So, in 2.3 it doesn't matter if you hold fullstrafe during cinemas... because the sideway speed is going to be 1/-1 either case, and the forward counter starts after cinema
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
Active player (406)
Joined: 3/22/2006
Posts: 708
Simon Sternis wrote:
Not when you're used to watch them this way. :-P
It's still boring. Who wants to watch a TAS where you don't actually see what's going on? This is my only real complaint. The stuff you guys have been working on is phenomenal, and having to watch the floor for large chunks of time just ruins the experience.
Joined: 7/2/2007
Posts: 3960
Unfortunately, floor-watching is pretty much a requirement to get world-record-beating times, as I understand it. There's too much lag otherwise.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 4/29/2005
Posts: 1212
Heisanevilgenius wrote:
This is my only real complaint. The stuff you guys have been working on is phenomenal, and having to watch the floor for large chunks of time just ruins the experience.
I have to agree. It really is boring watching nothing but the floor for large periods of time. Makes me glad there aren't more games that do that.
Expert player (2468)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I second Heisanevilgenius complaint about the camera. I also prefer when the taser tries to show the best camera angles, it really helps to keep the entertainment at a high degree. /unless looking to the ground helps to move faster and reduce the lag.
I am old enough to know better, but not enough to do it.
Player (148)
Joined: 1/26/2009
Posts: 39
Heisanevilgenius wrote:
Simon Sternis wrote:
Not when you're used to watch them this way. :-P
It's still boring. Who wants to watch a TAS where you don't actually see what's going on? This is my only real complaint. The stuff you guys have been working on is phenomenal, and having to watch the floor for large chunks of time just ruins the experience.
That's really not worse than a Mario 64 done with thousands of glitches. Derakon is just right.
Active player (302)
Joined: 9/2/2006
Posts: 504
I think you guys are taking this lookdown issue a bit too far. I'm pretty sure this is just about knowing the levels well, if you do, you won't have any problems with lookdown. Also, lookdown is only really used where there's nothing else interresting going on. So you're not really missing anything. You just need to get used to it, that's all.
Player (148)
Joined: 1/26/2009
Posts: 39
Archives 00A : 0.51 ! :-D YouTube Link M64 file
Joined: 3/31/2005
Posts: 148
Location: Colorado
Incredible!
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
Joined: 8/9/2004
Posts: 139
Location: Washington State
awesome video time on archives! so happy work is going back into goldeneye. also i'm kind of an outcast on this debate about downward look strafing ... i for one already know the game inside and out and would prefer the downward look. im more interested in seeing the game beaten as fast as possible.
Joined: 9/22/2009
Posts: 18
Nice one!
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
For those who don't check my channel, here's Control DLTK 4:19: http://www.youtube.com/watch?v=uEZzm-d10EQ Shooting Natalya in the beginning is supposed to make her open the door faster, but I noticed that she was only a few frames slower than in the 00A TAS (even though this part of my DLTK run wasn't perfectly optimized), so I didn't see any reason to shoot her. This TAS gets a little sloppy at the end, it could have been a few seconds faster, but my goal was to get sub 4:30, so I didn't put much time optimizing it. I might edit the ending later some day and get 4:17. By the way, the memory address for the head shots is 00966984 (short) -- works only with the antidesync mupen. It's pretty useful if you want to be sure that you hit someone in the head. I had to do insane amounts of headshots in the beginning, so it was useful there. A guy gave me 5$ for making this TAS. Previously I also got 5$ from two other DLTK TASes. There are still 3 times left that you can get 5 dollars from, so if anyone wants to try them, they are: Train sub-1:50, Facility sub-:55 and Streets sub-2:05. These are probably pretty damn hard though (Streets is easiest), I already got all the easy levels so there's only hard ones left :P (they might even be impossible, Train for example sounds impossible)
Player (148)
Joined: 1/26/2009
Posts: 39
Yeah Eddie got crazy on this. Train is not possible IMO. I may try Facility, but I feel that just getting a good Doak will be horrible. :P Mmh, I don't get your trick for headshots working. I use the antidesync mupen, I inserted the adress and selected "short" but for some reason the value stay on zero. Any idea ?
Active player (356)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Many addresses are level-specific.. for instance bond's location, rotation, etc Not sure if this is the case with head-shots Also... mupen tends to load into RAM starting at 0x00900000. However, this is not fixed. For instance if yo boot your OS, then load some resources (one of these might take 0x00900000) then Mupen will later be forced to use a different address. Hence, you should use relative addresses (mupen base executable + offset). In the case of nfq's address, I'm assuming it was base + 0x00066984 Then there's also differences in versions of Mupen :/ like nfq mentioned... as each was coded slightly different, the respective memory addresses will differ (and therefor be version-specific, unless you can figure out a failsafe way to determine some points of equality)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Simon Sternis wrote:
I may try Facility, but I feel that just getting a good Doak will be horrible. :P
Hm... actually I think that part would be pretty easy. Doak is determined when you drop down from the vents. You don't have to TAS through the whole level to see if he is on the right place, just push the button code for invincibility and go check where he is :) Facility DLTK sub 55 sounds almost impossible to me, so I'd really like to see that one. The headshot address is not level-specific. If there are different versions of the anti-desync mupen, then maybe that's why it doesn't work. I got my mupen from: http://www.bluetoaster.net/emu/all.htm The address is easy to find by yourself though, or at least I think it's easy because I've become better at using MHS. It only took me a couple of minutes to find it.
Player (148)
Joined: 1/26/2009
Posts: 39
Okay, works with the rerecording V2 but is this one an antidesync version?
Active player (406)
Joined: 3/22/2006
Posts: 708
Hah. After the first scene with all the repeated headshots, I thought it would get pretty boring, but after that it was great. The best part was when that soldier lobs the grenade and blows up himself and three other guys.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Simon Sternis wrote:
Okay, works with the rerecording V2 but is this one an antidesync version?
I have no idea. I thought this would be the antidesync version. It did feel like it desynced less when I did some Pilotwings 64 TASing, but it could have been a placebo. Everyone keeps talking about this antidesync mupen, but where can it be downloaded? Could you maybe upload your antidesync mupen? Would be interesting to see if it desyncs less.
Heisanevilgenius wrote:
Hah. After the first scene with all the repeated headshots, I thought it would get pretty boring, but after that it was great. The best part was when that soldier lobs the grenade and blows up himself and three other guys.
Thanks. I didn't use any lookdown on this either. On DLTK you don't have much time to look down.
Player (148)
Joined: 1/26/2009
Posts: 39
nfq wrote:
Everyone keeps talking about this antidesync mupen, but where can it be downloaded? Could you maybe upload your antidesync mupen? Would be interesting to see if it desyncs less.
This is the version I use. I don't know where to get it, Henrik sent it to me a while ago.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Ah, that has the exact same size as the one I have so it's probably the same.