Wow, that's a next level trick right there O_O Cool to know! Thanks for explaining!
You'll have to explain what that expansion pak is because I have no idea what's going on here o.0 Is that pak specific to this game or is that a general N64 thing? I never had one so I don't really know how that works.
Cool! I'll have to try that on the PC version!
Does it really save time? I mean, the cutscene still plays, Indy's just already on the other side when it does. Pretty cool jump in any case :)
No that's something we discussed at some point. This game isn't like, say, Pokémon where all the text is written and language makes a difference in the number of written characters to load. Infernal Machine is more like a film, and I haven't timed it, but I'm fairly certain the cutscenes are always exactly of the same length. We could test it to make sure, though. That I know of, we could currently test on the English, French, and German versions.
Unfortunately I'd be surprised if the gem ever comes an item that Indy can interact with. But one has to appreciate just how many tricks and things this game has to offer. We're still discovering stuff after so long.
Hi Guy! Nice to see someone else interested in the game. If you want to catch up with the currently known tricks and skips and don't want to read through the whole thread, you can find a catalogue I keep separated by level in the 'Resources' section!
I am not playing on N64 (I don't even own one), but I was just wondering about the disparity between the way the rules were phrased and how the runs were actually timed. Thanks for clearing that up.
I'm so jealous, I was never able to find a cartridge of the GBC version that wasn't awfully overpriced! Do you actually play with a cartridge, or do you play on an emulator?
Short question about the timings: for the N64, does the time stop running when the final cutscene of a level triggers, or when the screen fades out? Because if it's the latter then the timing for the submitted run of Canyonlands would have to be recalculated. It's clearly longer than 3m33.
Okay it was too tempting, I opened my game again, and tried your jump sequence in the opening part of Babylon. Most of the times the sequence got me fixed and I had to use the fixme cheat to, well, fix me. However, it wasn't all lost, as one of the jumps made me land there: [IMG]http://i68.tinypic.com/b3lz78.jpg[/IMG] Once I was fixed I was able to stay there, but it's also possible to get there very easily with a normal jump. This brings us closer to the ledge we want to reach, and the morph jump is more of a straight line. I couldn't get it any of the times I tried, but I'm sure it's already more consistent. What do you guys think?
By the way, if you look at the whole gameplay (read it as a synonym of screenplay but for a game, so all the dialogues), one can see that there are dialogues for a level called "Shambala Waterworks", which was obviously not included in the game. Reading the dialogue, it seems like it would have been a puzzle level whose objective would have been to thaw the frozen river that goes through the sanctuary to make its mechanisms work again. I saw that this French guy uploaded this picture of the level (no idea whatsoever how he found it!). Can any of you find anything about that level in the scripts you look at? Would be great to have more info about that level [IMG]http://i66.tinypic.com/auee6g.jpg[/IMG]
That French guy is just amazing: he started making a remastered version of the game all by himself, with better graphics, new menus and stuff. Just look at the main menu he made: [IMG]http://i67.tinypic.com/5p5448.jpg[/IMG] Okay, I know this has no links with tricks and shortcuts, so I'll stop here.
Firstly, sorry I'm not very active lately; I'm moving to Austria in just over two weeks (August 8) and need pretty much all my free time to prepare for it! My objective until then though is to find enough time to run and record Meroe at least once, so wish me luck on that! (Edit: Also, I want to update the tricks catalogue with the new things we know both from this thread here and Moritz's runs.)
Is there a way to see Indy's position as (x,y,z) coordinates? Seeing that might help finding a frame that jumps consistently in Babylon. Once we find that frame, we can describe the setup using in-game objects so that we don't need the coordinates anymore. For instance, my setup to get the backroll jump on the pillar that opens the Marduk statue niche in the library is that the center of Indy's hat (the little concave bit on top) must be just under the "Australia-ish-shaped" stain on the wall while Indy's feet are on the four stones' meeting point.
When I open my game again I'll try this sequence to get the longer jump but if it hasn't worked for Molotok I'm pretty sure it won't work for me either.
"Should I write something else [...]?" Well, if you're asking, I think it'd be great if you could do like this French guy (or that guy who owns the French version of the game, anyway) so we can go through walls: It's funny how crossing through the Map door in Babylon (i.e. the beginning of Infernal Machine) triggers the initial dialogue of Infernal Machine ("Sophia? Turner? They've been here all right. Where are they now?") Same as how visiting the "green zone" after the Ice Monster triggers the dialogue of the cutscene in Babylon when the guard talks to Volodnikov while he looks at the statue of some weird cat. Raises the question why? I mean, the beginning of Infernal Machine IS the end of Babylon, so that makes sense, but the end of Shambala in no way links to Babylon! As for cheats like that in general, I think it would be great if each of them is toggled using a different cheatcode, so that we can combine them. If urgon_elsa makes you fly and azerim_sophia makes you walk through walls, then new exploration possibilities arise and that's absolutely awesome! :D
As for the jump in Mines, I was already aware of it and got it right a few times, but I'm so bad at the longest jumps that the chances of me failing it are pretty high, so for now, I jump from the scaffolding.
The only kind of "coding" I do and understand is mathematical programming so I'll let you guys handle computer code if you don't mind ;) That's kind of why I asked for coordinates and not macros and things like that in Babylon.
I've also tried the savegames and they also work for me, except the fifth one in Teotihuacan and the Infernal Machine one. In the former, like Molotok said, when I want to select the fish statue, the game invariably crashes. In the latter, the game crashes regardless of what I do. I press ctrl, and no matter if I want to fire a gun or trigger a part cutscene, the game crashes.
Sorry for the sound of my voice in my last stream, I've been struggling a lot to make it work well... I also don't know what the almost constant buzzing sound during it was, it never happened before...
Thanks for that cog! I think it's amazing :D Now it'll be much easier to fly around to areas I want to explore. (One funny but useless thing I found while playing with it, if you try to fly up the shaft in which you enter Teotihuacan, the view will be stuck in the beginning room and won't follow Indy anymore. See that little Indy in the back on the left? :P ) [IMG]http://i67.tinypic.com/4s00ue.jpg[/IMG]
Seems we'll have to make some use of the Nubian boy then! It's not like we have another choice. I didn't know you could backroll there when going up the red pyramid! Makes everything a lot smoother and faster since we don't have to move across the ledge. But it does seem tricky so I'll see how consistent I can get it before deciding whether or not to include it in my final route. It's interesting how pulling a block on the spiders doesn't kill them. And I thought it was funny how that spider died during the wall shattering animation at 4:39 XD
I don't know if you watched my last stream (it was about 10 days ago I think but it's still available on Twitch as far as I know) but I did do some of the things you mention: "Yellow pyramid":
- If you can setup the clipping jump quickly enough (under about 2 seconds) then it is faster than activating the trap. Otherwise, it's much more consistent to activate the trap.
- Backtracking rather than going down both elevators is a bit faster (I timed it offstream, but tried it instream)
- The transfer thing is interesting! I'll try it soon!
"Red pyramid":
- Roll glitching from the firewood niche to the starting ledge is also easily doable!
I don't know about jumping next to the minecart in the pit. What I currently do is backroll further (just before the ledge down another step) to get the watch first. Although considering we put the drive chain first then jump down, jumping on the cart might make more sense indeed! It's true that by filling up the gas first we don't need to be on the side of the cart twice, so I think that's a good decision.
If we could find a way to get to the gem eye without needing the kid we could avoid having to find and kill the hyenas altogether. I tried for a while, but the piece of land is much too far away and the tracks aren't even solid so we can't stand on them to jump... Until other tricks to jump even further are found I guess we'll have to continue killing the hyenas.
The way you just outlined seems pretty good, Molotok, but I'm just wondering why the Russians didn't spawn when you got out of the red pyramid at the end. Since you got the "all hyenas killed" jingle, shouldn't the Reds be waiting for you when you break the wall of the final pyramid?
I played around with the boulder trick in Peru, trying each pixel for a consistent setup that works for me, and contrarily to your video, which was my starting point, the only setup I found that works consistently for me is positioning Indy in this manner: [IMG]http://i67.tinypic.com/ezidxj.jpg[/IMG] Doing that makes Indy jump on the ledge back in the climbable room, so a waste of a fraction of a second compared to your setup I reckon.
I'm truly amazed by all that you can find out, q94471! I did notice that hyenas tended to like being either close to the shack or close to the pull-able block (green pyramid) but I didn't know it went so far as being almost their only spawn points. I'll take all of your research and testing into account in my planning for Meroe! Many thanks!
Well, F my life I guess then :P I'll reinstall dgvoodoo tomorrow and retry with it, maybe it changes my luck. I uninstalled it because streaming with it seemed impossible for some reason... It recorded well but streamed a black screen...
I've tried the boulder trick in Peru, but for some reason, when I execute the jump the falling boulder kills me... Here's a savegame of the exact spot from which I'm jumping: http://www95.zippyshare.com/v/9uHsN1Dr/file.html And a little video to show you both outcomes I've experienced (camera looking up and looking down):
We clearly hear Indy jumping and landing before the boulder completely falls... Any of you understands what I'm doing wrong?