Post subject: Gex 3: Deep Cover Gecko
Skilled player (1098)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
A while ago someone suggested that I look at this game. Over the last few months I've formulated what I believe to be an optimal route through the game, recorded a test run and have recently begun the TAS. The first 7 remotes. I estimate that this game can be beaten in just under an hour which, if you know this game, is incredible. Basically, I'm posting this for some feedback on whether or not this project is worth my time. Would anyone be interested in a TAS of this game? Pros - All the levels are different and the themes are more interesting than Gex 64 - The graphics are better. Cons - The 16 direction thing isn't completely fixed meaning that some areas look sloppy. - Is one hour too long for what this game offers?
Joined: 10/3/2005
Posts: 1332
It's definitely a lot better than Gex64, which I couldn't sit through; an hour of this wouldn't be excessive. Still pretty mediocre, though. It seems to have some of the same factors that made the original monotonous to watch. So, even though I'd most likely vote yes on a submission of this, there are bound to be other projects out there more deserving of a skilled hand.
Tigame
He/Him
Joined: 12/19/2015
Posts: 14
Location: Germany
Hello! First of all I wanna say that I'm new to this Forum and I'm not 100% if this is the right place to ask this. Secondly, Gex 3 Any% has changed super much since 2008, since there was also a Wrong Warp into the final Level discovered. So the RTA WR is now 26:40. Since I also found some things in Gex 3 in the near past and was testing many things I want to ask: Does someone know a fly cheat, or can someone figure out the Z axis adress and/or the zVelocity/other Velocity adresses in MHS? So that you can "fly". It would really be the best for testing, because you could find where the different areas in the maps are located and maybe then find setups to get to them faster (like OoB). Any help/answer is really appreciated :) Cheers
Post subject: Re: Fly Cheat
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Tigame wrote:
Hello! First of all I wanna say that I'm new to this Forum and I'm not 100% if this is the right place to ask this. Secondly, Gex 3 Any% has changed super much since 2008, since there was also a Wrong Warp into the final Level discovered. So the RTA WR is now 26:40. Since I also found some things in Gex 3 in the near past and was testing many things I want to ask: Does someone know a fly cheat, or can someone figure out the Z axis adress and/or the zVelocity/other Velocity adresses in MHS? So that you can "fly". It would really be the best for testing, because you could find where the different areas in the maps are located and maybe then find setups to get to them faster (like OoB). Any help/answer is really appreciated :) Cheers
You're right here ^^ I messed around with Gex 3 quite a bit, even though Gex 2 is my main game. I got very close to a 0 remote/token method to enter the final boss stage early, but the design of the overworld makes it impossible. Basically, if the locations of the 0 token TV and one of the upper ones would be switched, this game would now be 10 minutes long. As for addresses, I can only offer you ones for Gex 2 on Bizhawk. I generally recommend using that emulator, if you're looking to make a submittable TAS. It has memory search included. I also have some savestates of Gex 3 laying around from my experiments with Rez early, I can provide them if you're interested. Also, feel free to ask me any questions about the Gex 3D games, I'd love to see some activity in them :)
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Post subject: Re: Fly Cheat
Tigame
He/Him
Joined: 12/19/2015
Posts: 14
Location: Germany
Hey andypanther, thank you for the quick answer! :) I actually have Bizhawk installed but I didn't think of using it because I only know very little about it. I'm really interested in those savestates! Would be awesome if you could actually send them to me! (Also, what adresses of Gex 2 do you have? Maybe they would still be usefull) Back to my question: Could you help finding adresses for Gex 3 to get like a moonjump? Because I'm thinking that maybe in levels or the overworlds there are secret areas, not removed from the game. Or just normal areas, as I said in my previous post. Any yeah, it would be awesome to see more activity here and also for Gex 2 :)
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
I had moonjump for Gex 2 once. I had found it through google and added it as a cheat in Project 64. That was years ago and it was quite annoying to make it work. I can't really help you with finding it for Gex 3 :/ I actually have really cool addresses for Gex 2: All collectibles, HP, lives, power ups and even a simple speed address! The descriptions may be at bit confusing, but you should get used to it quickly. Basically, all the remotes are stored in binary numbers, for example, if you want to get the second remote of Out of Toon, you'd poke the address from "0000 0000" to "0000 0010". For power ups and speed, those share an address per world, not level. So by that logic, the address for the firefly in Smellraiser is the same as in Frankensteinfeld. http://tasvideos.org/userfiles/info/27662086657347398 Note that this file isn't 100% complete, it misses at least two addresses for fly power ups. As for the savestates, I guess I can also put them into the storage of this site if I zip them. But it will take me some time to look them up and send the correct ones, I hope you can wait a bit ^^
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Tigame
He/Him
Joined: 12/19/2015
Posts: 14
Location: Germany
Of course I can wait :) I Hope that I, or someone who may also read this can figure out the adresses to make a Moonjump work in Gex 3. PS: I tried 0 remote today with BizHawk and it seems really difficult, if it's possible. My question, on what does it fail for you? Getting up to where the boss/rocket room loading zone is? Because if it fails "only" because of this it really may be possible. Just have to find a clip or something like that?
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
The reason Rez early fails with the 0 remote/token TV, isn't that you can't reach Rez' TV. You can TV cancel from it all the way to that TV, something that would obviously never be done in real time. But it just won't let you enter the final level, so let me try to explain: The reason that the two upper TVs can be used for Rez early, is their position. You see, every TV has a fixed range where it will suck you in as soon as it was activated. If you leave that range by TV cancelling, you will crash the game as soon as you stop cancelling, unless you can reach another TV. In the case of Gex 3, that other TV is Rez. Our problem with the ranges of TVs is, that their layout works against us: They extend very far horizontally, but are very limited vertically. That's why the upper TVs work, they're high enough for us to leave their vertical range! The 0 remote/token TV is just too close. For 0 remote/token Rez early to work, we would either need a new TV cancelling method or some sort of wrong warp
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Tigame
He/Him
Joined: 12/19/2015
Posts: 14
Location: Germany
Oh, alright. I heared something before that the TVs have a certain range to get sucket in it. (PS: How did you got to the Rez TV? Would still be interested in the savestates to see and maybe test something. But take your time :P)
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Hey Tigame, I finally found the time to look up the savestates! But it seems that the site doesn't support sending .state files in any way. Wanna add me on Skype so I can easily give them to you? Would be cool to have a talk about Gex anyway. Just look up the same name I use here, you'll find me ;)
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Post subject: Collect Infinite Bonus Coins & PawPrints
Tigame
He/Him
Joined: 12/19/2015
Posts: 14
Location: Germany
I thought I should post this here because it's quite an major glitch. https://www.youtube.com/watch?v=_jt8QIBPz38 I think this won't be allowed for Any%, because then it would be like only entering the first level and always collecting the same coin. Maybe we can call a category using this glitch "Glitched Any%". EDIT: This glitch is now used for "Any%" and the category without this glitch is called "Any% No Item Duplication".
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
This game needs a new TAS! That's why Tigame and me were testing all kinds of things over the last few days. We found that an optimal TAS will use the same route RTA does: - Get the first remote and bonus coin in Mission Control - Enter Totally Scrooged - Get the elf remote and the snowboard coin - Get the Santa remote and the house coin - Go to Clueless in Seattle - Get the maze remote - Get the blood cooler remote - Get the coin outside the level and head to Holy Moses - Dupe coins up to 30 - Savewarp back to Mission Control and clip into Funky Town - Get the last coin - Wrong Warp to Rez-Raker and beat the game We estimate a TAS to be around 12 minutes long. I already tested all the small things like menuing and settings, so we're ready to go!
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
I'm finally at Totally Scrooged, after TASing Mission Control a second time to save 68 frames over my first attempt. The next two remotes and tokens might take a while to optimize, but I'm sure the RTA runners can help me with that.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Post subject: 0 Remote Wrong Warp
Tigame
He/Him
Joined: 12/19/2015
Posts: 14
Location: Germany
I just want to document here that yesterday I found a method to finally make the 0 Remote TV Wrong Warp possible. I RAM-searched through addresses that are linked to which TV you are going to get sucked into and in what TV's range you are, and I found a really interesting address. The Wrong Warp involves changing the movement and camera, so the last "TV Range Value" of that address is a different one/from a different TV than with normal movement and camera. I will post an update and/or a video here when I gathered more information.
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
Gex 3 might be dead very soon.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Post subject: Re: 0 Remote Wrong Warp
Editor, Skilled player (1439)
Joined: 3/31/2010
Posts: 2108
Tigame wrote:
I just want to document here that yesterday I found a method to finally make the 0 Remote TV Wrong Warp possible. I RAM-searched through addresses that are linked to which TV you are going to get sucked into and in what TV's range you are, and I found a really interesting address. The Wrong Warp involves changing the movement and camera, so the last "TV Range Value" of that address is a different one/from a different TV than with normal movement and camera. I will post an update and/or a video here when I gathered more information.
omg
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
I have some great news! The 0 remote wrong warp has now been confirmed to work! I'm currently doing the movement up to that trick and from there on, Tigame will most likely take over to do the wrong warp as fast as possible.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.
Joined: 10/23/2009
Posts: 545
Location: Where?
Glad to hear this is still a thing.
Experienced player (690)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
Don't think this isn't posted here yet, but: Link to video This TAS is from Apollo Legend's "Top 7 Optimized Speedruns" video or something like that. This was also in his "Most insane glitch discovered in speedrunning" video (that one is uncommentated), and he never uploaded this separately by itself for some stupid reason.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Former player
Joined: 6/30/2010
Posts: 1107
Location: Zurich, Switzerland
The TAS itself isn't very optimized, but it does use the 0 remote wrong warp. And that's the thing, we still can't figure out how this wrong warp works. What exactly did he do that made it work? I TASed the game up until the wrong warp multiple times, but Tigame was never able to get the wrong warp done from there.
Current project: Gex 3 any% Paused: Gex 64 any% There are no N64 emulators. Just SM64 emulators with hacky support for all the other games.