Author Topic: The Perfect Dark Facts Topic  (Read 7899 times)

Wyst3r

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The Perfect Dark Facts Topic
« on: August 30, 2013, 12:20:15 pm »
Same deal as with GE etc...

G5 Building: "Instant Obj 1 Complete" Glitch

I figured it was time to de-mystify this glitch once and for all. When watching Speedruntrainer's vid yesterday, I was pretty sure this glitch had something to do with the default position of the camspy, i.e. it's position values given during level-load, before it's actually been used for the first time. If this position was somehow set to a location within the trigger zone for the cinema, the glitch would probably the triggered. After some memory searching i found the position values for the camspy and decided to try and force them to a value inside the trigger zone for the obj 1 cinema. Indeed i got the same results as in videos of this glitch.

However, when looking at the default position when starting the level i noticed that it was actually a position in the very beginning of the level, nowhere near the cinema trigger zone. I wasn't sure how this value could possibly be changed, or what action might cause it to change. It turns out that it's actually changed automatically every time you reset the level. Each default position also corresponds to a different "preset". What's a preset you ask? It's a pre-determined position within a level. The PD version of Goldeneye Setup Editor shows where each of these are located. When i looked at the list of presets in the editor, i noticed that the order was identical to the pattern i was getting when i kept reseting the level over and over. I.e. every reset incremented the index in this list by 1. After some more memory searching i managed to find this index value as well.

So the theory behind the glitch is this:

1. Every time you start the level, the camspy's gets a default position based on the current index in the preset-list. During the level-load, the index gets incremented by 1 (it's starting value from power-on is 0).
2. If the default position happens to be within the trigger-zone for the cinema, the glitch happens.

There are 7 presets located within the trigger zone, with the following index values:

#133
#149
#226
#227
#228
#229
#230

You can see where they are located here (they're the blue cubes/rectangles):



So if you reset 132 times, you get the glitch. If you reset another 16 times, you get the glitch again. Then after 225 resets you get it 5 times in a row. Since the index is 1 byte, it resets after 255, going back to 0. So eventually you'll get the glitch again if you keep reseting.

The index value is not unique to G5 Building. It's shared by all levels where you start out with a camspy/drugspy (and it doesn't matter which difficulty you play on). I.e. Investigation, G5, Air Base and probably MBR (i don't have this level unlocked on my emulator file, so i couldn't check it). The way default positions for camspy works is also the same for all these levels, although G5 is the only level that has a camspy trigger zone that can cause a glitch (as far as i know).

So instead of playing G5 132 times, you can play Air Base PA 15 times, Investigation SA 117 times, then play G5 A/SA/PA and you'll get the glitch.

Hope this clears things up  :)

Links to other posts:

Escape: Alien medpack: http://forums.the-elite.net/index.php?topic=19067.msg395238#msg395238
Deep Sea; Cinema glitch: http://forums.the-elite.net/index.php?topic=19067.msg395689#msg395689
Attack Ship: Ending: http://forums.the-elite.net/index.php?topic=19067.msg439221#msg439221
Attack Ship: Fast AR34: https://forums.the-elite.net/index.php?topic=363.msg453184#msg453184
Icy's Scripts Summary: https://forums.the-elite.net/index.php?topic=22593.0
« Last Edit: July 31, 2018, 02:28:50 am by Wyst3r »

Al Gore

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Re: The Perfect Dark Facts Topic
« Reply #1 on: August 30, 2013, 12:40:34 pm »
Thanks for the explanation, so that's how it works.
Just resetting triggers the glitch.

Nice topic for more than this like GE ;)
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Deep-Darkness

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Re: The Perfect Dark Facts Topic
« Reply #2 on: August 30, 2013, 02:47:57 pm »
Nice Henrik :p.

By the way, speedruntrainer, just found this:
http://elite.speedrunwiki.com/forum/index.php?topic=14356.0
Let A be a pizza of radius z and height a. Its volume is V_A = pi·(z^2)·a = pizza.

Botched Movie Quotes

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Re: The Perfect Dark Facts Topic
« Reply #3 on: August 30, 2013, 09:08:50 pm »
Is there a chance you could get the code for the end of attack ship so we know how the random skedar timings work? there may be a way to get consistently fast endings.
*Creator of 'waiting half a sec more cutscene' on b2 agent*
*Creator of 'bounce boost' on streets agent*
*Creator of 'strafe change laser skip' on inves*

Dark Slayer

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Re: The Perfect Dark Facts Topic
« Reply #4 on: August 30, 2013, 11:04:18 pm »
That's interesting, I had no idea it looped like that. Thought it would be possible to get 300 glitches in a row if you were unlucky enough.

Do you think the pillars on Skedar Ruins work in a similar way (only a bit more complex, since there are 3 "objects" instead of 1)?

Selenium Webdriver

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Re: The Perfect Dark Facts Topic
« Reply #5 on: August 31, 2013, 12:46:11 am »
Cool stuff. So basically the glitch only happens on "attempts" 133, 149 and 226-230? Would it be possible to manipulate the value of this byte?

I could be wrong here but I'm pretty sure the pillars on Ruins are actually RNG.

Deep-Darkness

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Re: The Perfect Dark Facts Topic
« Reply #6 on: September 01, 2013, 04:27:34 am »
Maybe they are RNG on N64, but I read somewhere that TASers always found the same combination of pillars by starting in the same frame of the scene... I could be wrong though.
Let A be a pizza of radius z and height a. Its volume is V_A = pi·(z^2)·a = pizza.

Wyst3r

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Re: The Perfect Dark Facts Topic
« Reply #7 on: September 01, 2013, 09:08:08 am »
Yeah it's not quite as easy as "press A on the right frame". As i explained here: http://elite.speedrunwiki.com/forum/index.php?topic=18518.msg388188#msg388188

Assuming the RNG works the same way as in GE, it will update its value multiple times each frame, maybe even thousands of times if there's lots of lag. So even if you press A on the same frame, you can still get different RNG values if you had more lag earlier in the session.

Quote
Would it be possible to manipulate the value of this byte?

I doubt it.

Quote
Is there a chance you could get the code for the end of attack ship so we know how the random skedar timings work? there may be a way to get consistently fast endings.

All GE/PD scripts are available. PD is really difficult to read though, especially since many functions don't have proper names or explanations. The ending skedars seem to rely on timers/death animations and RNG as far as i can tell. So there's probably not much you can do in terms of manipulation.

I think this is the script that handles it. As far as i can tell, there's 1 invisible/invincible skedar in each of the rooms where they spawn, and they both run this script from the start of the level. It seems that when one of them are dead, the game will occasionally check if he finished his death animation and if so, respawn him. That check seems to be based on a timer and RNG though. So the check CAN happen early but if RNG fails, it will eventually happen anyway due to the timer.

Code: [Select]
0415:
009A14 Set Guard Reaction Time 009A (14)
00984B Set Guard Accuracy 0098 (4B)
0096FD000A Set Guard Health (Guard [whatever called it])
009700BE Set Guard Health 0097 (00BE)
009900  0099 (00)
010E0000 Set Guard Shield Amount 010E (0000)
00A7FD00100000 Set Tags for Guard ID# (Guard [whatever called it]) Set Civilian
00A400000002 Set Guard Bits
00A400000400 Set Guard Bits Invisible only to rockets guard
01B7FD0100  01B7 (FD0100)
00A400040000 Set Guard Bits
008400 Set action block variable to value 0084 (00)
0002C2 Resume if Return Value Loop Met 0002 (C2)
0003 Leave the Routine, But When Return Continue from Spot
00A3000800000104 Check Objective Bits (00080000)
0001C2 Go to Beginning, Then Return Value Loop 0001 (C2)
000204 Resume if Return Value Loop Met 0002 (04)
0003 Leave the Routine, But When Return Continue from Spot
00A3800000000106 Check Objective Bits (80000000)
0088022C If action block variable is less than value, return value loop  0088 (022C)
000206 Resume if Return Value Loop Met 0002 (06)
00B6 Reset/Enable Cycle Counter
000265 Resume if Return Value Loop Met 0002 (65)
0003 Leave the Routine, But When Return Continue from Spot
00BD00003C06 Check if Cycle Counter > Value, Return Value Loop if so 00BD (00003C06)
000165 Go to Beginning, Then Return Value Loop 0001 (65)
000206 Resume if Return Value Loop Met 0002 (06)
000008 Go to Return Value 0000 (08)
00022C Resume if Return Value Loop Met 0002 (2C)
00464D  (Invalid Guard ID)
0034F92C If Guard ID Finished Death Animation, Return Value Loop (Actor Path)
0033F92C If Guard ID Dying/Dead, Return Value Loop (Actor Path)
017BF92C Detect if Guard Body Disappeared, Return Value Loop if so (Actor Path)
00022C Resume if Return Value Loop Met 0002 (2C)
003F08 If Joanna in Line of Sight, Return Value Loop 003F (08)
000104 Go to Beginning, Then Return Value Loop 0001 (04)
000208 Resume if Return Value Loop Met 0002 (08)
00A500000400 Unset Guard Bits Invisible only to rockets guard
0003 Leave the Routine, But When Return Continue from Spot
01B7FD0001  01B7 (FD0001)
0005FD0417 Jal To Function 05? (Guard [whatever called it]) (JAL TO: 0417)
00024D Resume if Return Value Loop Met 0002 (4D)
00B6 Reset/Enable Cycle Counter
000210 Resume if Return Value Loop Met 0002 (10)
0003 Leave the Routine, But When Return Continue from Spot
0036 Seed Random Byte
00BD00012C2C Check if Cycle Counter > Value, Return Value Loop if so 00BD (00012C2C)
0037012C If Random Byte < Value, Return Value Loop 0037 (012C)
000110 Go to Beginning, Then Return Value Loop 0001 (10)
00022C Resume if Return Value Loop Met 0002 (2C)
0034F94D If Guard ID Finished Death Animation, Return Value Loop (Actor Path)
0033F94D If Guard ID Dying/Dead, Return Value Loop (Actor Path)
017BF94D Detect if Guard Body Disappeared, Return Value Loop if so (Actor Path)
000104 Go to Beginning, Then Return Value Loop 0001 (04)
00024D Resume if Return Value Loop Met 0002 (4D)
00CAFD0416000000002C Respawn guard? Used in Crash Site (Guard [whatever called it])
00A500000400 Unset Guard Bits Invisible only to rockets guard
0003 Leave the Routine, But When Return Continue from Spot
01B7FD0001  01B7 (FD0001)
0005FD0417 Jal To Function 05? (Guard [whatever called it]) (JAL TO: 0417)
00022C Resume if Return Value Loop Met 0002 (2C)
008501 Add value to block variable 0085 (01)
0003 Leave the Routine, But When Return Continue from Spot
000104 Go to Beginning, Then Return Value Loop 0001 (04)
0004 Terminator

Al Gore

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Re: The Perfect Dark Facts Topic
« Reply #8 on: September 08, 2013, 01:26:02 pm »
Can you find out how the Laser Skip Glitch works because it never works for me.
I looked at http://elite.speedrunwiki.com/forum/index.php?topic=17013.0

Is there a consistent way?
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Boss

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Re: The Perfect Dark Facts Topic
« Reply #9 on: December 01, 2013, 08:57:41 pm »
Does anyone really understand how the medpack works? I'm pretty sick of getting bad Escape times and really don't fully understand what makes it complete quickly. It would be a game changer to get around 340 most runs in RTA instead of having 30 sec variances because of the medpack (yes I can lose up to 30 sec sometimes). Killing guards helps the odds but isn't the only variable. I feel like this is due to be investigated.

Deep-Darkness

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Re: The Perfect Dark Facts Topic
« Reply #10 on: December 02, 2013, 03:59:09 am »
I don't think anyone knows it, so Henrik is the best to answer it. But I'll give my opinion: medpack is full activated when a certain guard is killed. Maybe he's not always the same, but I really think you just have to kill guards and hope you kill the trigger one, because in my game the text always appear while ond of the guards die. Hope this makes sense.
Let A be a pizza of radius z and height a. Its volume is V_A = pi·(z^2)·a = pizza.

Wyst3r

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Re: The Perfect Dark Facts Topic
« Reply #11 on: December 02, 2013, 05:23:33 am »
I'll try and look into it, but knowing PD, it can be very hard to figure out what's going on.


Wyst3r

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Re: The Perfect Dark Facts Topic
« Reply #12 on: December 02, 2013, 04:04:54 pm »
Alright, i think i have most of it figured out:

Escape: Alien medpack

After using the medpack on Elvis, a timer starts counting to 120 frames (2 seconds). This is only used for starting a sound effect though (the humming sound i believe). The timer does delay any other checks though, essentially making 2 seconds the minimum time possible before the "Alien medpack has been administered" can be triggered.

There are 2 ways the message can then be triggered:
1. Kill a specific guard. He should spawn shortly after having used the medpack (read below for more info).
2. Wait 33 seconds. (So total waiting time would be 2 + 33 = 35)

The guard you need to kill can spawn in 2 locations, the probability for each location being 50.3% and 49.7%. The locations can be seen in these pictures:





When i say "kill" i mean actually kill. Punching or tranquilizing him (unless lethal injection is used) doesn't count. So if the guard spawns in the 2nd location, Jonathan could very well punch him unconcious. In that case, you have to shoot/explode him so he really dies.

For RTA runs, it's probably a good idea to kill the guards coming down the ramp first (like normal IL strat). If the guard isn't among them, you might still get lucky and have Jonathan kill him in the 2nd location. Detonating a remote mine in 2nd location could work too but i'm not sure how reliable it is.
« Last Edit: October 01, 2017, 05:40:42 am by Wyst3r »

Carathorn

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Re: The Perfect Dark Facts Topic
« Reply #13 on: December 02, 2013, 04:59:24 pm »
wow @ 50% chance of the guard spawning at the jon-protect-part. so detonating a mine at that 2nd location pic right after using medpack gives a 50% instant completion rate?

Carathorn

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Re: The Perfect Dark Facts Topic
« Reply #14 on: December 02, 2013, 05:00:35 pm »
btw its very awesome that you do this stuff for PD once in a while as well, Henrik. PD is probably a bitch to decipher in many ways.

Boss

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Re: The Perfect Dark Facts Topic
« Reply #15 on: December 02, 2013, 08:27:36 pm »
There's no point in throwing a mine near the far door then.. this is great info to know. I was also blowing up the mines too fast (like right after the insert). No wonder I almost never got quick medpacks when I got the bad 50%.

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Re: The Perfect Dark Facts Topic
« Reply #16 on: December 03, 2013, 01:24:19 am »
Wow we've been wasting our time throwing a mine at the door near the mines. :nesquik:

Carathorn

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Re: The Perfect Dark Facts Topic
« Reply #17 on: December 03, 2013, 12:58:35 pm »
I thought we did that just to kill guards and have better odds on jon running towards the ship immediately? :nesquik:

Dark Slayer

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Re: The Perfect Dark Facts Topic
« Reply #18 on: December 03, 2013, 04:17:01 pm »
^ Same.

404

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Re: The Perfect Dark Facts Topic
« Reply #19 on: December 03, 2013, 06:02:36 pm »
Taka didn't use the far mine for SA/PA untieds. Japan hoarding teh knowledge.

Boss

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Re: The Perfect Dark Facts Topic
« Reply #20 on: December 03, 2013, 08:27:36 pm »
With some testing, it's still hard to get instant completions. I don't know that the guard always spawns exactly 2 sec after the insert. Sometimes 1 guard will come from the top of the ramp, but after doing the first detonation, then another guard or so will come from the top after going back near Elvis first. I noticed it's pretty hard to get much better than 338 without an insane run still, like the trigger guard doesn't appear fast in the high 32x or low 33x range or something.

Carathorn

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Re: The Perfect Dark Facts Topic
« Reply #21 on: December 04, 2013, 06:18:43 am »
the trigger guard might spawn there but maybe there is a good chance that he runs away immediately, making the window of successfully killing him with a mine small?

Wyst3r

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Re: The Perfect Dark Facts Topic
« Reply #22 on: December 04, 2013, 08:01:44 am »
Quote
I don't know that the guard always spawns exactly 2 sec after the insert.

I never said he spawned exactly 2 seconds after insert, only that the message can't be triggered until 2 seconds have passed. You could still kill him before then and get the message instantly at the 2 second mark.

The scripts seem to indicate he should spawn immediately after using the medpack, but then again, never trust logic when it comes to pd scripts. His spawn can almost certainly be delayed for unknown reasons. This is why i wrote that detonating a mine wouldn't be very reliable.

Boss

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Re: The Perfect Dark Facts Topic
« Reply #23 on: December 04, 2013, 09:34:22 pm »
Ok so actually it might be worth while to pause for the mines and insta blow them up in case he's at the 2nd spot. It's pretty likely that he'll run toward the hole or the door near the mine box if the mines are blown up too late. Knowing that guard's behavior is the sole key to getting consistent times on this level.

Edit: Scratch that idea. I do push a couple of those barrel things near the 2nd spot for extra fire power after blowing up the mines. It seems like his odds are much higher at the 2nd spot from what I've seen as well. I'm pretty sure he doesn't always spawn instantly either.
« Last Edit: December 05, 2013, 08:27:15 pm by Boss »

Illu

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Rat dissapearing on Deep Sea
« Reply #24 on: December 13, 2013, 03:37:01 pm »
Rat (elvis :P ) dissapearing on Deep Sea agent after entering the first teleporter is ruining races.

So just throwing this question out there, would it be possible to find out if it's just totally random or if it happens for some reason?

Happened to me almost 3 races in a row, that's unusually bad luck however.

Illu

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Re: The Perfect Dark Facts Topic
« Reply #25 on: December 13, 2013, 04:40:08 pm »
Wow just had the most random rat death ever, he died after I killed the first cloak guards (deep sea) and I could not find his body, I only leave 1 cloak guard but he was not to be found either.

Seriously PD has such weird glitching going on at times that besides from death/fail I think some glitch will probably contribute to a great time loss in a marathon run.

Wyst3r

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Re: The Perfect Dark Facts Topic
« Reply #26 on: December 13, 2013, 05:27:59 pm »
Quote
Rat (elvis) dissapearing on Deep Sea agent after entering the first teleporter is ruining races.

So just throwing this question out there, would it be possible to find out if it's just totally random or if it happens for some reason?

Happened to me almost 3 races in a row, that's unusually bad luck however.

Not sure if i've ever had this happen. Vid?

Illu

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Re: The Perfect Dark Facts Topic
« Reply #27 on: December 13, 2013, 05:41:05 pm »
It's like a 1/10 thing on deep sea, at least when speedrunning it, I could highlight when it happens next time I don't know any vid showing this happening.

DavidK5

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Re: The Perfect Dark Facts Topic
« Reply #28 on: December 14, 2013, 06:22:10 pm »
Disappearing Elvis happened a bunch in our races today. Here's one vid:

http://www.twitch.tv/davidk519/c/3394466
poor performance isn't a glitch - Wouter Jansen

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Re: The Perfect Dark Facts Topic
« Reply #29 on: December 14, 2013, 06:46:40 pm »
A disappearing Elvis never happened to me when I played Deep Sea on PAL not too long ago. I put quite a few hours into it but maybe not enough for it to happen. Perhaps it's an NTSC-only thing i.e. it can only happen on NTSC? Would be ridic though.

404

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Re: The Perfect Dark Facts Topic
« Reply #30 on: December 14, 2013, 10:50:27 pm »
Perhaps it's an NTSC-only thing i.e. it can only happen on NTSC?

No, I had it about 3 times on PAL and I didn't play much DS. I also had the exact same glitch as Cara on PA where the entire level suddenly is in a bogus state where you can't do anything after applying the backup disc to Dr Caroll.

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Re: The Perfect Dark Facts Topic
« Reply #31 on: December 15, 2013, 07:07:59 am »
Perhaps it's an NTSC-only thing i.e. it can only happen on NTSC?

No, I had it about 3 times on PAL and I didn't play much DS. I also had the exact same glitch as Cara on PA where the entire level suddenly is in a bogus state where you can't do anything after applying the backup disc to Dr Caroll.
Elvis hasn't ever dissapeared in my game, iirc, but I also had that last glitch, it was annoying.
Let A be a pizza of radius z and height a. Its volume is V_A = pi·(z^2)·a = pizza.

Wyst3r

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Re: The Perfect Dark Facts Topic
« Reply #32 on: December 15, 2013, 08:09:50 am »
Quote
Disappearing Elvis happened a bunch in our races today. Here's one vid:

http://www.twitch.tv/davidk519/c/3394466

Wow, that's some powerful witchcraft right there. Wierd how i've never seen this before considering it sounds really common?

Anyway, i have no idea how to begin testing this. I'll need to play it on emulator and hope it happens so i can make some savestates. Maybe i'll also try and read the scripts to see how Elvis is transported around the level.

Btw, does this only happen at the 1st teleporter?

Quote
I also had the exact same glitch as Cara on PA where the entire level suddenly is in a bogus state where you can't do anything after applying the backup disc to Dr Caroll.

Not sure if i've seen this either. Is there a vid available?

Illu

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Re: The Perfect Dark Facts Topic
« Reply #33 on: December 15, 2013, 08:51:34 am »
Amazingly he dissapeared twice in the same race for me yesterday, I have never seen him dissapear after any other teleporter.

Carathorn

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Re: The Perfect Dark Facts Topic
« Reply #34 on: December 15, 2013, 10:35:14 am »
Henrik I have a vid online with that glitch, look in vid topic or fails topic to find a link of it.

Sorry on mobile atm so cant do much but its on my YouTube

Al Gore

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Re: The Perfect Dark Facts Topic
« Reply #35 on: December 15, 2013, 12:38:35 pm »
http://www.youtube.com/watch?v=p26LK1fYC8U
There you go :nesquik:

Also, Henrik, can you test it on both v1.0 and v1.1? Both Elvis disappearing and Perfect Agent no cinema glitch?
I don't think if something has to do with it but you can always test ;)
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Wyst3r

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Re: The Perfect Dark Facts Topic
« Reply #36 on: December 15, 2013, 01:52:52 pm »
Deep Sea: Cinema glitch

Turns out this is a last-frame kind of glitch. The cinema is normally triggered by having the backup disk out and standing within a certain distance of Dr. Caroll. If you switch to the backup disk and enter this area, but leave it at the last possible frame before backup disk is fully out, the glitch occurs. It's also possible to trigger it by pausing at the last frame before cinema.

So the good news is that you can avoid the glitch easily by not standing too close to the edge of the cinema area and not moving around too much.

If the glitch were to happen anyway, you can actually still save the urn. The backup disk is gone from your inventory and your current weapon says "unarmed". But despite this, you can still trigger the cinema if you walk into the cinema area again. As long as you don't switch weapons. If you do, you're screwed.

« Last Edit: December 15, 2013, 02:00:19 pm by Wyst3r »

Carathorn

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Re: The Perfect Dark Facts Topic
« Reply #37 on: December 15, 2013, 04:08:06 pm »
omg thats insane to know! thanks a bunch

DavidK5

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Re: The Perfect Dark Facts Topic
« Reply #38 on: December 21, 2013, 06:49:30 pm »
Another disappearing Elvis vid for reference:

http://www.twitch.tv/davidk519/c/3429362
poor performance isn't a glitch - Wouter Jansen

chuck

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Re: The Perfect Dark Facts Topic
« Reply #39 on: December 22, 2013, 08:59:36 pm »
elvis is tired of doing everything for you
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Deep-Darkness

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Re: The Perfect Dark Facts Topic
« Reply #40 on: December 23, 2013, 05:50:29 am »
Henrik, I think this is the correct topic for this.
When I was playing Deep Sea's DLTK some time ago, it was annoying that sometimes that guard gave me the proxies and sometimes he didn't... I've tested a lot of things to try to explain that, like how soon/late you kill the guard, what's your health, etc., but I didn't conclude anything... Are you able to find out an explanation for that? I mean, exactly what makes the proxies being there some times and not being there some other times? I ask this because a lot of things said on Internet are wrong, for example:
In http://perfectdark.retropixel.net/pd/hiddenitems.php, there is:
"Proximity Mines (3): Beat the guard on the far left after passing through the fourth large door. Make sure Elvis doesn't get him otherwise he won't drop the mines."
That's wrong.
In http://www.gamerevolution.com/cheats/n64/perfect-dark, there is:
"Proximity Mines: Just past the tunnel after the large cavern (near beginning), kill the guard to the left. He'll cough up the mines."
That's wrong...
In http://www.supercheats.com/nintendo64/walkthroughs/perfectdark-walkthrough03.txt, there is:
"Proximity Mines: In the area with the dead Skedar kill the Shotgun carrying guard on the far left. He'll drop a box with the mines. Be careful to not shoot this box, or else..."
That's wrong...
Or everything above is wrong or my game is stupid... And I prefer thinking my game is not stupid...
Let A be a pizza of radius z and height a. Its volume is V_A = pi·(z^2)·a = pizza.

Wyst3r

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Re: The Perfect Dark Facts Topic
« Reply #41 on: December 23, 2013, 06:59:12 am »
I'm fairly certain it's dependent on Joanna's health. Full health = Proximity mines. But then again, you mentioned DLTk and is it even possible to have < full health there?

Note that you can still get the mines if you kill the guard slightly after being shot.

Al Gore

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Re: The Perfect Dark Facts Topic
« Reply #42 on: December 23, 2013, 07:31:31 am »
Henrik, any information about disappearing Elvis after first teleportal?
It happened to me for the first time in the race and not sure how it happened to Illu TWICE in a row in some race.
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Wyst3r

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Re: The Perfect Dark Facts Topic
« Reply #43 on: December 23, 2013, 10:04:41 am »
Haven't really tested it at all yet.

Considering how much this seems to happen during races, is it more common during a race than normal runs? Is it more common than if you start up the console and play deep sea first thing?

The scripts have some indications that the teleport might fail, not sure if they are just precautions or not. The line that actually moves Elvis' position says "Move Elvis to position X, if successful continue", which might indicate potential failure.

What i want to do to test this is have a run on emulator with savestates before/after Elvis' dissapearance, and monitor his position values. It'd be interresting to know where he actually is, when he's not where he's supposed to be.

Deep-Darkness

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Re: The Perfect Dark Facts Topic
« Reply #44 on: December 23, 2013, 11:16:39 am »
On DLTK, you can survive from a hit in some cases:
- If the gun they use is a tranquilizer (Escape).
- If the gun they use is shotgun (Extraction/Deep Sea) (a shotgun shots like 8 or 9 bulletsat once, if only 1 hits you, then you can survive...).
- If they are punching and you're in a certain distance... Dunno how to explain this, so here's a video: http://rankings.the-elite.net/perfect-dark/ltk/1592, at 4:00, that guard kicks me, it makes sound but it's as if he hadn't hit me, so I guess I was in the right pixel for it.

About the proxies, this were my results (I've only tested this on DLTK, I don't know if that can influence the results):
- If Elvis kills that guard: sometimes there are mines and sometimes there aren't.
- If it's me who kills that guard: sometimes there are mines and sometimes there aren't.
- If I'm full health: sometimes there are mines and sometimes there aren't.
- If I've been hit: sometimes there are mines and sometimes there aren't.
- If he is the last guard that dies: sometimes there are mines and sometimes there aren't.
- If he is not the last guard that dies: sometimes there are mines and sometimes there aren't.
- If I go slow: sometimes there are mines and sometimes there aren't.
(I can't go fast on DLTK unless I use cheats, so not tested this).
Maybe it's Elvis' health the one that influeces the mines?
Let A be a pizza of radius z and height a. Its volume is V_A = pi·(z^2)·a = pizza.

DavidK5

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Re: The Perfect Dark Facts Topic
« Reply #45 on: December 23, 2013, 12:14:38 pm »
Just turned on my console and did a couple Deep Sea runs and had Elvis vanish about 2/10 times, so it seems like it can happen anytime.

I'd try checking to see if it's related to how fast you enter the portal relative to when objective 1 completes. But my guess is that it has to do with Elvis' position on the frame that you enter the portal. Maybe if Elvis is warping on the frame that you enter the portal he just gets removed from the level (lol).
poor performance isn't a glitch - Wouter Jansen

Boss

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Re: The Perfect Dark Facts Topic
« Reply #46 on: December 23, 2013, 12:54:11 pm »
Elvis disappears after 2nd portal on PA once in a while, but that doesn't matter since you already have the FS at that point. I haven't seen him fail after 1st portal on PA.

Illu

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Re: The Perfect Dark Facts Topic
« Reply #47 on: December 23, 2013, 04:42:47 pm »
Things I've tried out where the rat dissapeared:

- running a bit slower to portal
- look forward when I teleport
- not holding speed until after teleporting

Wyst3r

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Re: The Perfect Dark Facts Topic
« Reply #48 on: August 27, 2016, 03:39:53 pm »
Let's begin the era of enlightenment and demystify the biggest mystery of 'em all:

Attack Ship: Ending

Chapter 1: The Beginning Of The End

The ending officially starts 1400 frames (23.33 seconds) after the death of the last bridge skedar. When I say death here, I mean the moment the killing bullet hits him (death animations are irrelevant). As always with GE/PD, the game doesn't check the timers every frame, so there's always going to be a slight delay beyond the 23.33 seconds. How often the game checks is mostly lag dependent so keeping lag low during this time is a good way to save a few frames. On emulator, I measured the delay to be .1 - .2 seconds, with roughly .1 saved by using full lookdown (might be less on console).

Chapter 2: The Ending

After the ending has been triggered, your goal  is to capture the bridge and complete the final objective. To do this, you simply have to kill two skedars, one behind each of the blue doors. They spawn there when you start the level, but remain cloaked and invincible, making it nearly impossible to detect or kill them early. I say nearly here, because they actually have one vulnerability: Explosions. This means that you can kill them whenever you want, as long as you have the Slayer (or cheats). This clip from Icy demonstrates this. The problem of course is that it takes ~11 seconds to get the Slayer, and the Slayer ending only saves around 8 (when compared to Green's 2:33 ending). So unless someone finds some usage for the 3rd rocket to save 2-3 seconds, it's simply not worth it.

Chapter 3: The Timer + RNG

The cloaked skedars use both a timer and RNG to determine when they should act. The timer is set to 300 frames (5 seconds), making this the upper limit for how long they can wait. In order to act earlier than this, the skedars need to seed a random byte equal to 0. This means that they have a 1/256 chance to act on any given loop iteration. As mentioned in Chapter 1, the game does not run scripts every frame. Instead, it's highly lag dependent, and on Attack Ship the frequency seems to be closer to one iteration every ~3 frames. Note that this number is based on emulator tests which may be more prone to lag than console. Icy was kind enough to make a spreadsheet based on this information, which shows the probabilities that a skedar will act after any given time. Utilizing lookdown here might be a good idea since it increases the frequency slightly (~10% on emulator). Also worth mentioning is that the number of iterations per second seems to be the same for PAL and NTSC (and JAP), despite the differences in system frequency.

Chapter 4: The Other Skedars

I mentioned earlier that there's only two skedars that spawn in the rooms when the level starts. And if you watched Icy's slayer strat video, you'll know that it's enough to kill those two to finish the level. So where do the other ones come from? Well, it turns out that the skedars use a technique that should be very familiar to GE players: Cloning. In GE, certain guards react to noise by sending out a clone to investigate the sound, rather than going there themselves. If you kill the clone, and continue to make noise, the guard will simply create another one. This can continue indefinitely, and the only way to end the cycle is to look at the original guard. This effectively removes his ability to create clones for the duration of the level.

The skedars on Attack Ship work similarly, but with a few key differences: They aren't triggered by noise. And they can't clone indefinitely. Looking at the original also does not remove his ability to clone, at least not permanently. Instead, looking at the original only removes his cloning ability while you're looking at him. This is very important, since it also explains why we normally have to kill three skedars, instead of two. During the ending, the blue doors are normally locked, meaning you can't look at the original skedars. However, Elvis opens one of the doors for us, creating an opportunity for us to look at the one in the left room. This prevents him from sending out a clone, and forces him to act by himself. The skedar in the right room however, will always be behind a closed door, and can thus safely send out a clone without anyone watching. This cloning/uncloaking choice is directly triggered by the timer/RNG pair described in the previous chapter.

There's a limit to how many clones the skedars can create though. Each skedar can send out at most two clones, after which the originals always reveal themselves. This happens exactly 1 second after the second clone is created, sometimes resulting in them being stuck inside each other. In total, you may be forced to kill up to six skedars, with two clones spawning in each room, plus the two originals. Note that you can tell the difference between a clone and an original by looking at their corpses: Clones fade away, and originals do not.

After sending out a clone, the skedars immediately restart their 5 second timer + RNG. The second time these trigger, the game will make an additional check to see if the first clone has been killed (again, no death animations). If not, the timer/RNG is restarted again. This means that you can never have more than one clone from each skedar at a time, and the originals can't uncloak unless you kill their existing clones first (this is only true for the first pair of clones though).

Chapter 5: The End Of The Ending

If more than 1 minute has passed, the game will unlock both blue doors. It will also prevent the skedars from restarting their timer/RNG pairs and instead force them to uncloak 1 second after their current timer/RNG triggers.

Chapter 6: The Optimal Ending

The fastest ending possible is the ending seen in Icy's slayer strat video. As long as you can kill both skedars before the 23.33 second timer runs out, you'll get a perfect ending. However, since we can't do this in WR attempts, we have to rely on luck. What determines our time is how fast we can kill the second original. This in turn depends on how soon he spawns after you kill his clone. That however, is where it gets tricky. The clone can spawn anywhere within the 5 seconds. It then takes around 3.3 seconds before he opens the door (though slower is possible). At this point, we want the timer/RNG of the original to trigger just after we kill the clone. If it triggers too early, it'll restart and possibly go through another 5 second cycle. If you get a quick spawn on the clone though, you might be able to kill him before the second 5 second cycle runs out (assuming you're lucky enough for the RNG NOT to trigger). This would be the ideal scenario, though I haven't really tested enough to know if it works out in practice. This of course means that the left door skedar RNG should be irrelevant, though you still need to kill him fast enough so that you can make it to the second door in time, in case you had good RNG on the second skedar.

Epilogue:

That's it! Mystery solved. The end.

Boss

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Re: The Perfect Dark Facts Topic
« Reply #49 on: August 27, 2016, 04:10:02 pm »
Nicely done there Henrik. Sounds like NTSC/JAP are still viable versions to play after all. I guess the bigger problem then for NTSC/JAP is the consistency of Elvis actaully doing his objective earlier in the level on fast runs. In theory, JAP could actually be the best version on agent provided Elvis consistency can be improved enough to make the 1s gain at the start worth while as well as the last 2 lifts lining up correctly so there's minimal waiting time.