Player (148)
Joined: 1/26/2009
Posts: 39
Yes for the size but I guess it's not the same since the headshot count didn't work with it.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
that's true, i forgot about that. i tested recording a movie with this and it seemed like it maybe desynced less. crap, now i have to find the headshots address and timer again :P thanks for uploading it though.
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Player (94)
Joined: 5/10/2005
Posts: 1204
I made a tool-assisted 4-player round a few days ago: http://www.youtube.com/watch?v=1nlK2Bvjino I thought it would have been impossible to make because it would have been so complex, but strangely it was pretty easy once I actually tried it out.
Active player (407)
Joined: 3/22/2006
Posts: 708
I'm a little disappointed to see nothing new here in the last month. I was really enjoying the updates and it seems like we're close to another finished run.
Player (148)
Joined: 1/26/2009
Posts: 39
I asked Henrik to continue this run, that's all.
Active player (302)
Joined: 9/2/2006
Posts: 504
Haven't really had time to even think about this. Can't say my motivation is anywhere near good enough either. But maybe in a few weeks i might give it a try?
Joined: 8/9/2004
Posts: 139
Location: Washington State
at any rate awesome 4 player video nfq
Active player (407)
Joined: 3/22/2006
Posts: 708
Well, if no one else is doing anything, I'm tempted to do a playaround. I'm sure this game has loads of potential for a funny goofy playthrough.
Wren
He/Him
Joined: 4/11/2005
Posts: 196
Location: Michigan
Go for it, a play around for this would be very fun to watch I'm sure.
<i>A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.</i>
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1914
Location: Floating Tower
Heisanevilgenius wrote:
Well, if no one else is doing anything, I'm tempted to do a playaround. I'm sure this game has loads of potential for a funny goofy playthrough.
If it's even halfway as entertaining as Family Feud, this will be fun. Make sure you do the Aztec and Egypt levels too.
Taking over the world, one game at a time. Currently TASing: Nothing
Active player (407)
Joined: 3/22/2006
Posts: 708
Sir VG wrote:
Make sure you do the Aztec and Egypt levels too.
That might prove difficult. I decided there's more potential for comedy if I play on Agent skill. It's a bit hard to explain why. Let's just say there are less stringent mission requirements that allow me to be more abusive to the concept of the game. For example, I'm not punished as severely for killing scientists and I can destroy equipment that would otherwise be important to the mission.
Active player (356)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Henrik I saw your TAS on Train A, looks awesome :) i was wondering if you considered using the the glitch that allows multiple weapons... I believe you end up with 2x ZMG with watch-laser on Bond (without anything in between) which means you could equip watch-laser and a ZMG simultaneously. In turn, that may allow a faster floor? theories theories theories :)
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
That one is 3 years old :p besides you need two sets of dual weapons for it to work.
Banned User
Joined: 5/11/2004
Posts: 1049
That's not true, you can do it with dual and single, it should be possible. I remember doing sniper rifle and rocket launcher with just the dual rocket launcher code on dam. When you do you the glitch sometimes the one of the weapons goes away after your stop firing, but sometimes it doesn't, I never figured out what made the difference. Probably just timing.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Active player (407)
Joined: 3/22/2006
Posts: 708
Hmm. This could be really useful for a playaround run too. I can think of nothing funnier than wielding dual weapons where neither makes sense to hold one-handed. Could someone provide details about how this glitch is achieved? Edit: Nevermind. I found some useful FAQs.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
I made a times page with the fastest times for the levels and difficulties: http://www.ge-tas.webs.com/ Rising tempest made one earlier too, but I think he stopped updating it after geocities shut down.
nfq
Player (94)
Joined: 5/10/2005
Posts: 1204
Heisanevilgenius wrote:
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?
for some reason, looking down causes you to get slightly faster times. it's supposed to be faster because it reduces lag, but i don't understand why reducing lag would make it faster. this is just a thought but: since bond doesn't run in perfectly straight lines... maybe lookdown makes bond run in straighter lines, and thus you have better times. if that's true, then it wouldn't be necessary to use it in a TAS, because you could make small adjustments. i've also noticed that changing a weapon moves bond into a slightly different direction. maybe you DaTeL237 could check if this is true. i can't get the addresses to work.
Joined: 8/9/2004
Posts: 139
Location: Washington State
I always assumed lookdown was faster because if geometry is not in line of site geo in the distance can be unloaded and thus improve framerate.
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Player (94)
Joined: 5/10/2005
Posts: 1204
Ersatz wrote:
I always assumed lookdown was faster because if geometry is not in line of site geo in the distance can be unloaded and thus improve framerate.
Yeah, but lookdown is used to improve the ingame time, not the actual time, so does improved framerate make the ingame time faster too? Shouldn't the ingame time go at the same speed, no matter what framerate it is?
Experienced player (608)
Joined: 10/23/2004
Posts: 706
I have read elsewhere that the reason is that the in-game clock does not lag even though the game is rendering frames more slowly. With some memory watching, we should be able to figure out the exact reason.
Current Project: - Mario Kart 64
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Player (94)
Joined: 5/10/2005
Posts: 1204
I made a TAS of Jungle level with 007 Max Stats in 1:45: http://www.youtube.com/watch?v=MOC71kXndJg The best real time speedrun on this is 20 minutes and I think there's only one person who has beaten it (my bro). The headshot calculator address was pretty useful when shooting Xenia from afar, and through the tree (used some wireframe there too, but it wasn't that useful because you can't see that clearly). It took a lot of frame advance. It's easier to just go near her to get headshots. 1700 rerecords. Took about 7 hours to make.
Active player (302)
Joined: 9/2/2006
Posts: 504
Mind sharing that address? It sounds really useful :)
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Player (94)
Joined: 5/10/2005
Posts: 1204
00965974. It's for the normal mupen64. I posted an address for some other mupen (antidesync, v2 mupen, reset mupen or something) earlier. It's 00966984 but it didn't seem to work for Simons mupen64.
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Player (94)
Joined: 5/10/2005
Posts: 1204
Train Agent 0:47 The first half of this is from an old TAS made by Wyster, I remade the ending using a weapon switch trick suggested by DaTeL237 (on the previous page). Just one frame under 48. Henrik had 50, so it saved quite a lot of time :) m64
Active player (356)
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Wooh that was awesome! :D Thnx for trying and gz for the result! Gotta love wacky ideas :)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]