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The Big Three Plus One => GoldenEye 007 => Topic started by: Icy on December 24, 2017, 09:18:00 pm

Title: [Discovery] Boost Stacking
Post by: Icy on December 24, 2017, 09:18:00 pm
During some discussion with Karl on Discord, he was confused with how Clemens' 4:0 run (https://www.youtube.com/watch?v=oxTJDmYd0sE) was 0:17, and at first thought it was only 3 boosts. With a closer look during the pausing, it seems that the white flashes during the boosts occur about 1-2 frames before, and then when unpausing, a couple frames after, which appears to stack the boosting power! Similar is seen in Lockwood's 0:17 (https://www.youtube.com/watch?v=IyaengT-jSQ).

Shortly after, AntVenom shared this video (https://www.youtube.com/watch?v=_lGbmRmxQp0). By using cheats to boost himself multiple times with the Tank, he stacks several boosts together and their power combined is clearly far more than just the boosts alone, implying that they stack and compound!

I also messed with this a bit, also adding in turbo, which you can see here: 1 (https://www.youtube.com/watch?v=JMB2i5P8fso), 2 (https://www.youtube.com/watch?v=Y8dnKpcLht0), 3 (https://www.youtube.com/watch?v=q9fuuPlGae8).

The current theory is that whenever you're in a state such that you are unable to move like during a pause, or during the opening cinema, the speed of the boosts build up before being massively unleashed. Along with this, pausing seems to cancel hit invincibility, which would normally prevent these kinds of boosts. While this isn't too useful for normal runs, it makes cheat runs super interesting! The only levels this would appear to be of use are one where you both pause and can potentially be shot at multiple times, primarily, Bunker 1 Agent.

If anyone can figure out more about this, or know of other cases where this has happened, please share and discuss!

Credits to AntVenom!
Title: Re: [Discovery] Boost Stacking
Post by: AntVenom on December 24, 2017, 09:24:11 pm
Never thought a dumb meme video could turn out to contain potentially useful information. :LOL:

It also might be super useful IF you can consistently plan to be hit in back to back frames, and can have the pause occur between those 2 frames. Whether it be by blind luck, or careful planning, it could potentially be useful, since we've seen the obvious benefit with Lockwood's Bunker 17 run, and that was likely just the result of two boosts (one before, and one after the pause).

I personally doubt it will ever be helpful to pause somewhere that we previously didn't pause.

It's also theorized that Pausing, being hit right as the pause goes completely into the watch, unpausing and instantly repausing, and being hit AGAIN, then AGAIN being hit in the 2nd unpause might severely compound your speed. This could potentially compound forever if you could get hit between every unpause. It's interesting for sure.

EDIT:

Credits to Grav for the information below.

If you turn on pinball mode, and go into a corner, this is your speed being constantly hit.

(https://i.imgur.com/Q6DTYjTl.png)

If you do the same thing, but spam the pause buffer, in an attempt to stack the boosts, this is your speed.

(https://i.imgur.com/alPZpCil.png)

So yeah. Insane.
Title: Re: [Discovery] Boost Stacking
Post by: Icy on December 24, 2017, 09:46:11 pm
0:01 on the timer!

Title: Re: [Discovery] Boost Stacking
Post by: AntVenom on December 24, 2017, 09:55:51 pm
Here's some more food for thought. What if you intentionally caused an explosion far enough away to not be overly damaged by it, AND cornered yourself, paused JUST as the first explosion frame hit you, unpaused and repaused, and had another explosion frame hit you, and you kept doing that until the explosion ended, the speed you'd gain might honestly save time in some places.

I think everything needs to be looked at.
Title: Re: [Discovery] Boost Stacking
Post by: TheFlash on December 24, 2017, 10:02:59 pm
Happy to have voted Yes.

https://forums.the-elite.net/index.php?topic=20855.msg433054
Title: Re: [Discovery] Boost Stacking
Post by: Icy on December 24, 2017, 10:12:36 pm
Here (https://www.youtube.com/watch?v=j7VE_6BUEks)'s an example with pause buffering. It appears I hopped over a few objects!
Title: Re: [Discovery] Boost Stacking
Post by: learninglab on December 24, 2017, 10:21:40 pm
this also happened to me in my b1 17

https://youtu.be/SKBUH7a1s9I?t=22s

i even mention something about how crazy the boost was. lol go figure

awesome find!
Title: Re: [Discovery] Boost Stacking
Post by: AntVenom on December 24, 2017, 10:26:53 pm
APPARENTLY THERES NO SPEED CAP.

Credits again to Grav.

(https://media.discordapp.net/attachments/136678387065290752/394692098231631872/unknown.png)
Title: Re: [Discovery] Boost Stacking
Post by: flukey lukey on December 24, 2017, 10:33:18 pm
whens 00:00?
Title: Re: [Discovery] Boost Stacking
Post by: Icy on December 24, 2017, 10:52:33 pm
With some testing on Runway, I sat in a corner and took a ton of buffered boosts, but was unable to move anywhere. I'm thinking that it works like SM64 where the game detects your next location based on speed, and if you were to go OoB in any direction, it simply halts you.
Title: Re: [Discovery] Boost Stacking
Post by: Icy on December 24, 2017, 11:28:02 pm
Massive Depot warp by Grav (https://www.youtube.com/watch?v=QXIzl9_1mIQ). This proves that with enough speed, any crack can be warped.

After a ton of testing by a variety of people, I don't believe this will lead to massive untieds or anything, and is only useful on a handful of levels. Superboosting on Bunker 1 Agent is the best case of course, but I don't think this will be used anywhere else. Even then, it's mostly a happy little accident, rather than something controllable.

Really fun to play with though! :v
Title: Re: [Discovery] Boost Stacking
Post by: Icy on December 24, 2017, 11:54:31 pm
It appears Jimbo's Aztec Agent 1:26 (https://www.youtube.com/watch?v=uScXjBFDoPY&t=66s) gets it too. Probably others as well.
Title: Re: [Discovery] Boost Stacking
Post by: Boss on December 25, 2017, 01:07:39 am
Pretty sick stuff.

This is somewhat unrelated, but a boost I've always wondered about is the one I got on my original B2 24 run. I get like an insane boost at the glass right as I tried to warp the door. I still haven't seen a boost this good since without the stacking tech.

https://www.youtube.com/watch?v=XViltD6-xqI

I wonder if timing a weapon switch as you get boosted saves more time?
Title: Re: [Discovery] Boost Stacking
Post by: Aztec Exemplar on December 25, 2017, 01:35:15 am
wtf was that boost on that 24
Title: Re: [Discovery] Boost Stacking
Post by: Alka Maass on December 25, 2017, 01:57:40 am
another weird boost here: https://rankings.the-elite.net/~[Banned User #7]/time/125509
Title: Re: [Discovery] Boost Stacking
Post by: Wyst3r on December 25, 2017, 04:52:11 am
WOW. Insane discovery.

Back when I was TAS'ing Silo 00A, at the camera pause, I noticed that pausing on some frames would cause the boost to push me much further than normal (I didn't end up using it though). I thought it was simply a matter of pausing at the exact frame the boost hit me or something to make it more powerful, which might be similar to what Boss is saying. Since I was going for a double boost it could related to boost stacking as well.

Edit: Figured out why pausing works. Turns out that invincibility frames continue counting while you're paused. So if you're paused 30-60 frames, you'll instantly be able to take another hit. The reason it works this way seems to be because the same value is used to show the white flash on screen, and that continues animating after you're paused.

Oh and I think I know why certain warps don't work. For any warp to work, you need to have enough speed to end up on the other side without colliding with anything. But your speed vector must also not intersect anything on the way there. This is why for small cracks, you must be perfectly angled to get through. In Grav's vid, he goes behind a container, where there is a big crack and a clear line of sight. He just needed enough speed to get to the other side in 1 frame. This also means that you can't just go OoB or through walls, since your speed vector always intersects the wall.
Title: Re: [Discovery] Boost Stacking
Post by: PerfectTaste on December 25, 2017, 07:55:55 am
What a coincidence! Having watched some of Karl's B1 16 attempts recently, I was thinking of a possible way to use pauses to manipulate boosts. When I played Train 00A, back in the day, I had I run where I got hit two or three times before the first break. I naturally paused to quit-out and, I believe I was boosted on the very last possible frame before entering the clock. What happened next was that I pause-buffered and seemed to get hit pretty much every time I unpaused, until I was dead. It all happened very fast. I did have a video of this, but it was on the hard drive that recently crashed containing all of my raw captures.

Stacking boosts to increase speed is pretty much along the lines with what I was thinking about; nonetheless, it is still pretty mind-blowing.
Title: Re: [Discovery] Boost Stacking
Post by: Icy on December 25, 2017, 07:56:21 am
I did a bit more theorycrafting and testing, and I believe the only levels this trick can be used on are Dam 00A, Bunker 1 A/SA, all of Silo, and potentially all of Aztec. I can't see pause buffering being effective since you either get your health completely destroyed on 00A for a minor time save, or on Agent, guards are way too inaccurate. Aztec can get a superboost through the console, but I couldn't get anything with both drones in the vents. Bunker 1 A/SA when we pull out the Key Analyzer can be superboosted, but 00A not so much, at least not in a way that saves time. Silo can also get one where we pull out the Camera, but I wouldn't suggest going for it when getting Plastiques. Dam 00A could also get one, but the distance from the gate to the spot we throw the Modem is probably less than the distance a superboost gives anyway.

All other levels can't really use this. However, if there's more to it as suggested in Boss's Bunker 2 0:24, there might be more possibilities.

Also, the sliding effect seems to be similar to the sliding glitch as seen a couple times in Perfect Dark, like in this video (https://www.youtube.com/watch?v=N54WURY3_Ik). The cause is still totally unknown though, but it might give some insights.
Title: Re: [Discovery] Boost Stacking
Post by: AEB on December 25, 2017, 06:33:22 pm
That's just awesome!
Title: Re: [Discovery] Boost Stacking
Post by: AZ on December 26, 2017, 08:08:10 am
Pretty ridiculous find.
Title: Re: [Discovery] Boost Stacking
Post by: mrsooreams on December 26, 2017, 10:03:32 am
Since invincibility frames can pass while you're paused, wouldn't it make sense to (pretty much) always pause after getting boosted? Gives you the best chance of getting boosted again, which is useful whether you can warp or not.
Title: Re: [Discovery] Boost Stacking
Post by: eastwood on December 28, 2017, 11:29:09 pm
Very cool stuff! Wonder if much will come of this.
Title: Re: [Discovery] Boost Stacking
Post by: Wyst3r on December 29, 2017, 05:14:57 am
Quote
Since invincibility frames can pass while you're paused, wouldn't it make sense to (pretty much) always pause after getting boosted? Gives you the best chance of getting boosted again, which is useful whether you can warp or not.

The invincibility only last 30-60 frames, so you need to pause long before getting the boost and then get it shortly before being fully paused.