nfq
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L4yer wrote:
GE doesn't have the timer which which makes the test a little impossible unless there is a hack to show it
There is a timer at some levels like Streets 00 Agent and Silo 00 Agent.
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Does that timer slow down with lag? Could be independent timers but go ahead and test it. I don't know if it will be accurate enough without a very long test though since it doesn't have milliseconds.
nfq
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L4yer wrote:
Does that timer slow down with lag?
dunno. why did you stop your perfect dark tas? was it too hard to get the programmer?
Could be independent timers but go ahead and test it.
what? you're asking me to go ahead and test it? no, i don't know how to do.
I don't know if it will be accurate enough without a very long test though since it doesn't have milliseconds.
but pd doesn't have milleseconds either..
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If i get back to that game it won't be until next year most likely. When i was doing it it was just odd that the guy could see me through the floors when he was at the elevator, thus ruining a lot of it. The counter goes up by goes by 10 milliseconds (or 0.01s) supposedly although i think it might skip a few. GE has that too, but i couldn't get the game to lag! In silo i blew up the plastique with invincible on which normally makes the game lag like crazy but the VI/s never went off 60. I even tried enemy rockets in bunker 2 in the big room but still.. no lag. So the lag that occurs must be just produced from the n64 hardware which can't handle all the textures. I don't believe texture overload is a feature of any emulator. So WJ may be right about it helping only on console, as far as i can tell it doesn't matter on emulator since the timer doesn't even faze.
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L4yer wrote:
So WJ may be right about it helping only on console, as far as i can tell it doesn't matter on emulator since the timer doesn't even faze.
Now you only have to worry about shot placement.
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nfq
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L4yer wrote:
but i couldn't get the game to lag!
Smoke causes lots of lag on N64, but not on emulator. If you want to make lag on emulator you have to gather lots of guards, like on Bunker 2. And I think there's a timer at the end of the level when Natalya does something with the computer.
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L4yer wrote:
If i get back to that game it won't be until next year most likely. When i was doing it it was just odd that the guy could see me through the floors when he was at the elevator, thus ruining a lot of it.
Ocean's Eleven: "Every problem is an oppurtunity in disguise" I don't know if it could work to your advantage somehow, but I remembered playing Perfect Dark (couldn't get past one of the levels) and would love to see a TAS of it completed. Plus we need more N64 TASes.
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nfq wrote:
L4yer wrote:
but i couldn't get the game to lag!
Smoke causes lots of lag on N64, but not on emulator. If you want to make lag on emulator you have to gather lots of guards, like on Bunker 2. And I think there's a timer at the end of the level when Natalya does something with the computer.
I did gather lots of guards, i was spinning around the room shooting while they were shooting rockets but it still didn't lag. comicalflop: What do you mean by that, i'm lost I still have to check if it's possible to cut the opening entirely and call the elevator at the right time.
nfq
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L4yer wrote:
I did gather lots of guards, i was spinning around the room shooting while they were shooting rockets but it still didn't lag.
What is VI/s? (vertical interrupts per second) I never get that below 60 either, but I could get FPS down to 6.
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Fields per second = VIs, different from frames as frames do not determine lag, only the fluidity of what you see. As long as the VIs stay at 60 or 50 for PAL then the game is running fine. Apparently the real n64 could not always obtain this.
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I was trying to see if guards seeing you through the floor could be used to your advantage, but if it hampers the speedrun too much in negative ways then nevermind. But I would like to see progress on Perfect Dark if you can get around that problem. plus it was the movie Ocean's Twelve, so my bad there.
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Nope, he ruins the speed of the level if he sees you because he runs off to get some guards to whack you.
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bummer.
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I still don't understand the problem, Exactly where does he see you through the floor? And i've never heard of this happening on console. Oh btw, Some poeple wanted to see TWINE TAS'd so i started a run a few days ago. I'm currently at King's Ransom(00A of course). Should easily be able to beat my own console wr by at least 10 seconds(probably 15-20) since it really sucks. I'll post a WIP when i'm done with KR.
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I'd to see a tas of twine, that game was a lot harder than GE imo. Of course, be sure to check the-elite.net for an idea of what to aim for in each level.
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Well i'm already ranked 2nd in TWINE on the-elite.net so yeah i already know what to aim for. Note that the 00A wr's there are uber-crap though so it doesn't really tell me anything about what times i should get. Most 00A TAS'es should beat the Secret Agent wr's though.
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Mukki wrote:
Personally, I'm stunned that there isn't an active and specific thread purely for arguing time vs. entertainment. It seems to be argued with the same vivacity as many of the more extreme persuasion would debate abortion or capital punishment. Someone should really start one...
actually I was thinking about this and a general discussion thread for it wouldn't work, since every game is different and varies on what is better speed vs. entertainment. Making a general thread entailing all games with the debate of speed vs. entertainment is probably a bad idea and a flaming thread waiting to happen. It should be discussed per game in their respective threads, since the arguments/reasons are different.
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I dunno, I think it'd be a fun and possibly informative debate to have sometime.
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I agree. As an arguing chatterbox myself, it sounds appealing, however it could too easily get WAY out of control, and the main point is there is no universal standard of speed vs. entertainment since games are, invariably, different. back to this run: is it being run? I'm hooked on those vids, this is a very entertaining run. I watched the SDA single segment which was great to get an idea of the whole run, and I have this TAS on my dying to see list for a reason.
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entertainment is acheived through see how fast a game can be beaten. I can't really seperate the two. so pure speed should be the paramount goal. but on topic... how is the progress?
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I'd say dead for the moment. I probably could run a few levels myself but i don't really wanna do Runway and Facility. And then i'm not sure how much RT was thinking about redoing, i personally thought levels like Silo was as good as it will ever be.
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Silo was my favorite out of all the vids I had seen.... I really want progress on this to continue.
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comicalflop, seriously? Post more useless posts kthx. Post count doesn't get you chicks in RL unfortunately.
Working on: Command and Conquer PSX Nod Campaign
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Hay guyz I like gam and continue plez!
hi nitrodon streamline: cyn-chine
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Zurreco wrote:
Hay guyz I like gam and continue plez!
hey don't make fun of me, we all think this especially for this run. I just happen to think that Silo was my favorite, and iterating that I'd like this run to be worked on, because what's done so far is awesome stuff. Is that less of a useless post? satisfactory content criteria? (sorry for getting defensive, at least it's not as bad as the Spiderman 64 thread.)
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