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#638224152137453357 - 007 Nightfire GBA - Mission 1 TAS

Lv1.bk2
In 02:27.34 (8800 frames), 1257 rerecords
Game: 007: Nightfire ( GBA, see all files )
2 comments, 52 downloads
Uploaded 6/15/2023 8:40 AM by LRFLEW (see all 1)
This is a low-optimization TAS I made of just the first level. Here's an encode of the movie: https://youtu.be/rMD_Gyj3Eeg
The makes use of a TAS-only route, as taking the lower path in the second section requires having perfect shot accuracy to have enough points for the required bronze rank. In addition, this also makes use of strafe walking, which allows you to move significantly faster than just walking forwards.
This can be optimized significantly. The most significant time loss was from grabbing the suitcase before dispatching the enemies in the room it's in, but I also didn't spend any significant time optimizing the movement, so I'm sure there's time to be saved there. There's also possible manipulations that would probably improve the time, including lag manipulation (not just lag reduction, but also creating intentional lag) and (from what I've heard) truck manipulation in the first section.
Also, I've noticed this game is really sensitive to emulator accuracy. I recorded this with BizHawk 2.8, and it already desyncs running in BizHawk 2.9.1. If I do get around to making a full-game TAS (which I'm interested in making), deciding on a fixed version of BizHawk will probably be necessary.
BlackWinnerYoshi
on 6/15/2023 9:46 AM
Well, older versions *usually* sync on newer versions, but in this case, a resync is required (maybe I'll look into this). I guess mGBA post-0.10.0-interim in BizHawk 2.9 really changed much (note: 0.10.1 existed when it was released). The only movies I managed to sync past 2.8 were https://tasvideos.org/5329M and I think a Shrek 2 userfile too, but I can't find that… but regardless, he resync might not be too hard.
LRFLEW
on 6/15/2023 9:59 AM
Maybe, but also maybe not. It's worth noting that I do think it's sensitive, because I downloaded BizHawk 2.2 to check the only other file for this game, and my testing indicates that 2.2, 2.8, and 2.9,1 are all incompatible. Also, re-syncing will be more than a little complicated:
The game has an internal framerate that needs to be taken into account. Because of lag, a frame may last anywhere from 3 VIs up to, in theory, any length. The problem with just re-synchronizing the per-VI inputs with the game's frames is that the game actually uses framerate independent physics (or at least tries its best). This means that, even holding the same inputs, the player will end up in a different location on the next frame depending on how long the frame took. There just isn't a simple way to re-sync the TAS when that happens. (At least not without some very specialized tools, which I do want to spend some time developing)