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Active player (302)
Joined: 9/2/2006
Posts: 504
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
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
I noticed that you're using v1.1 version of the game. Any reason for that? On tasvideos they usually prefer v1.0 unless the other version is better somehow. It could be worth testing if the v1.1 or the European version wouldn't have the problem with advancing to the next level without reset. Edit: cant get it to sync... maybe some of the settings (like the resolution, framebuffer emulation etc) in Napalm have to be the same as yours.
Active player (302)
Joined: 9/2/2006
Posts: 504
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.
Joined: 7/2/2007
Posts: 3960
nfq: I'd expect the usual reason to prefer 1.0 is that 1.1 sometimes fixes some bugs that could be useful. If that's not the case, though, then why not use the most recent version? I rather doubt there'd be an impact on sync-stability in any case.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Player (94)
Joined: 5/10/2005
Posts: 1204
Ok, I got it to sync now, and the resolution didn't have to match yours. People always complain that mupen is annoying because the plugins have to be correct for movies to sync, but with Napalm even the settings in the plugin have to be correct :P
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)
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
can't the needed settings be saved into the movie file?
Active player (302)
Joined: 9/2/2006
Posts: 504
In the .m64? No, the m64 format simply isn't made for including settings. About the run i found that the level progression is decided pretty early in the run(after speech skip roughly), which is bad since i'd have to redo most of the level(again...), and it was already hard as hell to manipulate a perfect programmer(i did see a low 59 "loggin on now" while playing in slo-mo but was never able to recreate it). I kinda wish to stay sane so i won't try to finish this level until more info on the progression glitch is found.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Wyster wrote:
About the run i found that the level progression is decided pretty early in the run(after speech skip roughly), which is bad since i'd have to redo most of the level(again...)
i went to the end of the level after you threw the bug and it went to next level without any problem (i didn't use the falling glitch though, because it's annoying to do), so i don't see any reason to redo anything. and going to extraction shouldn't be any problem because on your previous TAS i was able to get the game to go to extraction without reset if i just manipulated luck at the very end of defection. there could of course be something i'm missing though.
Joined: 7/2/2007
Posts: 3960
It sounds to me like there's something different in nfq's setup that means that he doesn't run into the same problems between levels that Wyster does -- i.e. a run syncs for nfq when it doesn't for Wyster. nfq, didn't you earlier say that you were able to do the last few levels of the previous run without any between-level desync problems? Perhaps you two should compare notes and see if there's something going wrong on Wyster's end.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Active player (302)
Joined: 9/2/2006
Posts: 504
i went to the end of the level after you threw the bug and it went to next level without any problem (i didn't use the falling glitch though, because it's annoying to do), so i don't see any reason to redo anything.
You don't have the latest version, in my new attempt i redid to watch more cinema(still identical file as one i posted until start of cinema). In this version i have done until the internal comms hub and from there it always fails to progress if i finish level. However, when i went back to middle of speech skip and tried to continue from there, it worked fine! All other spots i've tried(outside cass office/calling programmers elevator etc) have produced the bug. So my only conclusion is that something changes after speech skip but before calling the elevator.
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Player (94)
Joined: 5/10/2005
Posts: 1204
Finished one of the extra levels: WAR! - Perfect Agent - 0:47 6 seconds faster than WR. Normally backstrafe is slower, but I used it at the beginning so that I would be able to boost without losing much life. If more doors would have been open, this could have been 46 or 45, but I don't know if some doors can be open like in some of the normal speedruns since they may not have time to open them if I go too fast. I used Napalm so some graphics are better, but Rice has the best looking text as you saw in my 25 WAR.
Joined: 9/30/2007
Posts: 2
Location: United States
Um, guys I found oob in attack ship and it looks like it could shave a few seconds off if tased to land on the level below the room i clip out of. Just wanted to make sure it was seen as it could potentially save at least 4 - 5 seconds by skipping having to use the elevator. But it was done on XBLA version so I'm not sure whether it'll work on the 64 but its worth a shot http://www.youtube.com/watch?v=3rkG2rmwOHg[/url]
Active player (302)
Joined: 9/2/2006
Posts: 504
While i've never seen that particular way of OoB before, there is another VERY old one where you glitch through the door right next to you(after it's fully opened). This allows you to easily get back in the hangar. The problem with this glitch has always been that you need to get to Elvis, and he's in the little tunnel outside of elevator. Going back into hangar is actually slower than using elevator. I'm not sure if this new OoB can glitch to the tunnel?(if so it might be useful).
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Player (94)
Joined: 5/10/2005
Posts: 1204
Joined: 8/7/2011
Posts: 166
Perfect Dark had a co-op mode. Is it possible to use it to save time? Quick search says there are emulation issues behind it not being co-op alreddy, but how much and where would time be saved if the run was?
Active player (302)
Joined: 9/2/2006
Posts: 504
I started a Co-Op run a very very long time ago: http://www.youtube.com/watch?v=UR51BQz5OhM It's insanely difficult to TAS and i think there'd be alot of lag.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Quote from page 16
DaTeL237 wrote:
As for the elevator/elvis timing... it may help to do some RAM digging to figure out whether they're tied to the clock or perhaps to other triggers
I think I found an address that displays the position of the elevator on Attack Ship. It's 00E0D2E4 (short). It seems to be entirely consistent and predictable though, so I guess I just timed the elevator wrong. Maybe I can find the Elvis position too some day if I decide to improve that level. --- Yeah, co-op TAS of this game would be interesting, but the game is already very hard to TAS because of the desync issues and low+variable framerate, so there would be twice as much lag and desyncs in co-op, and twice as much input, so it would make it at least 4 times harder than 1-player.
Active player (302)
Joined: 9/2/2006
Posts: 504
Co-op would likely be much lower quality run too in terms of perfection. The problem is that the input of one controller affects the outcome of the other player. Therefor it's often difficult to do one player at a time when trying to find correct inputs, since if you find correct input for Player 1 and then move on to player 2, player 1's input might not work anymore. This makes the whole process extremely tedious and very difficult to optimize.
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Player (94)
Joined: 5/10/2005
Posts: 1204
Yeah, that sounds pretty messed up. The only multi TASing I did was one simple 4-player mode in Goldeneye, where I didn't need to do perfection. By the way, I improved the last level, Ruins PA, from 1:08 to 1:05: http://www.youtube.com/watch?v=k07Jr89pcsE Most of this is the same as the 1:08, I only improved the ending a bit.
Active player (459)
Joined: 11/12/2010
Posts: 183
Location: Sweden
How much damage does two fully charged Maulers do compared to the Callisto? I just wondered if it would be worth the time to shoot once with the duo Maulers before swapping to the Callisto to finish the boss off?
"An artist who can’t take constructive critique on their work is only hurting themselves and their potential. Conversely, and artist that can’t communicate a critique in a constructive way isn’t helping anybody."
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Player (94)
Joined: 5/10/2005
Posts: 1204
I don't know where I could get two maulers. There are several maulers at the end, but you only get more ammo from them.
Active player (459)
Joined: 11/12/2010
Posts: 183
Location: Sweden
Ah, I have no idea either if/where you can get two maulers. I just assumed you could on that level and maybe could make use of them.
"An artist who can’t take constructive critique on their work is only hurting themselves and their potential. Conversely, and artist that can’t communicate a critique in a constructive way isn’t helping anybody."
Joined: 7/2/2007
Posts: 3960
To my knowledge double Maulers are only possible on the alien ship level. Dual-wielding is rare in all of the levels, since you have to find a left-handed version of the weapon you want to wield (that is, you have to find an enemy that starts out dual-wielding, kill him, and take his weapons). Skedar Temple already introduces a bunch of new weapons to the player; I guess they didn't want the player to be distracted with a weapon they've already played with. Come to think, I think every single level in the game has at least one never-before-used weapon in it. I wish more games had that level of variety...
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Player (94)
Joined: 5/10/2005
Posts: 1204
cleaning bot position address for investigation special agent in case it hasn't been posted before: x coordinate: 00DEDF48 (float) y coordinate: 00DEDF50 (float) z coordinate: 00DEDF49 (float) starting position: x-1532 y-423 it's for antids-mupen, and it's for the bot that has to be activated to get further in the level. the bot can warp forward sometimes, so that you can get faster times, but nobody knows why it warps. knowing the position might help understand better how it works.
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