BBurns Gaming
Goldeneye - NTSC - Slappers - LTK Runway - 7:27
updated
LTK mode: 007 with 0% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
LTK mode: 007 with 0% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
LTK mode: 007 with 0% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
After 110 hours of old strat attempts, I started experimenting. Eventually I discovered the new tank strat, though I didn't think it was fast enough for the system record. I started using this strat exclusively, with a goal of demoing a solid time in the upper 130s. I was practicing with invincibility and by luck achieved a fast B completion. I realized this strat was capable of barely achieving a system record. After 31 hours of attempts, I achieved the absolutely miserable 129. I knew I could tie Wouter's record if I just got a clean run. The rng gods smiled upon me, within an hour of the 129 abomination I achieved my second-only fast B with this strat. My mind was completely blank. I clutched the console and finished the stage faster than I thought would ever be possible.
Music credits:
666L17C#88817C# - bleedberry -outro- FROM zvezda
Bman - Bad Man FROM Tuff Shottaz EP
Synthamesk - Magnetism FROM Evil
Normally, guards will set their target to Bond's position. They will run to the position and once they arrive, if they still haven't seen Bond, will update to Bond's current position and run to this new position. Similar to Streets, the idea is for the guard(s) to set the target to a position they can't reach. Except there's no tank here.
The strategy: Round up all 5 guards while at the top. Run to the bottom of the stairs at Trev's level. Stand in the center stair area between the downward stairs. With some luck, the guards will always resolve the pathing to the stair area, and will never reach the platform you are standing on. Therefore, they never arrive at their target position, and will run in this spot forever.
Challenges: sometimes the guards get a bit zealous running in circles, and someone will make it to the bottom of the stairs. I think this is generally uncommon, but possible. What seems to mess up most often is that a guard will update his target position before you make it to the bottom safe spot, and then just zip down the stairs without getting stuck circling. Once the guards are in place, the thing most likely to go wrong is Trev leaving on damage. Even with bad luck grenades there should be plenty of time to take out the console.
What to do: Start the level like normal. Make it past the first two guards, but when you run down the first ramp turn and run back up. You need to wait for the guard from the bottom level to come up, which doesn't happen until a few seconds after the alarm starts. Once the bottom guard is up you can run to the stair spot. I try to bunch them together, maybe a bit superstitious. There's two other guards, they will have run to Bond's spawn position down one of the arms then will run back. They won't make it back to the outer upper ring until about 2:00 on the timer, and then to the bottom of the stairs takes a few more seconds. Once all five guards are circling, you should be safe to finish the level in the time remaining. Do some r-leans on the edge of Trev's area, usually he will knock out the console, but if not, I haven't failed on time yet.
LTK mode: 007 with 0% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
LTK mode: 007 with 0% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
LTK mode: 007 with 0% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
LTK mode: 007 with 0% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
LTK mode: 007 with 0% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
Guard 2: 79
Guard 3: 2:56 : 79
Guard 4: 4:40 : 72
Guard 5: 6:20 : 79
Guard 6: 8:15 : 73
Guard 7: 9:30 : kf7
Guard 8: 9:55 : kf7
Guard 9: 11:00 : 79
Guard 10: 12:30 : kf7
Guard 11: 14:00 : kf7
Guard 12: 12:35 : kf7
Guard 13: 17:15 : kf7
Guard 14: 18:15 : kf7
Guard 15: 20:05 : kf7
Guard 16: 21:35 : kf7
Guard 17: 22:40 : klobb
Guard 18: 24:20 : mainframe
Guard 19: 25:15 : pp7
Guard 20: 25:55 : pp7
Guard 21: 27:50 : pp7
Guard 22: 29:00 : kf7
Guard 23: 30:30 : kf7
Guard 24: 31:20 : kf7
Guard 25: 32:00 : kf7
Guard 26: 32:40 : kf7
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
LTK mode: 007 with 0% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
For technical reasons, you enter the tank and start the engine as soon as the stage starts. You are given tank ammo on every stage except Archives and Bunker 2.
The tank is scaled down quite a bit. Clipping code has been modified, the tank bounding box is smaller than the model. The stan navigation code has also been modified to use a hybrid between the tank code and bond code. You can drive up ramps/stairs and warp up and down ladders. There are a few places in the game that are not handled very well, but every stage is completable. Known challenge areas: Aztec under the shuttle, Depot exiting the safe room into the warehouse, and you can no longer warp back to the top of the pit at the start of Aztec.
Minimum lower angle in the tank has been lowered to -40 degrees from -20. Max tank speed hasn't been changed, but you can rotate slightly faster now.
There is not enough texture memory on some levels, so there will be noticeable artifacts. This affects the on screen crosshair and weapon ammo icon on screen. You can see other errors, such as bullet tracers and the cloud texture on Dam. I tried a few different things to fix this without success. I wanted to keep this romhack short in development time, so just going to release with this issue. Levels affected: Dam, Surface 1/2, Archives, Depot, Jungle.
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github mirror: github.com/burnsba/GoldeneyeRomhack/blob/main/tankbond/readme.md
personal mirror: tolos.me/goldeneye_romhack/tankbond/index.html
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
DLTK mode: 007 with 1000% enemy health, 1000% enemy damage, 100% enemy accuracy, 100% enemy reaction speed.
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Spent a lot of time cleaning up the Gebug64.UNFLoader project, the v1 protocol implementation was a mess. Refactor, reorganize. Break everything and fix it. Had to create a virtual console / serial port testing framework. Added documentation for the protocol.
Changed up the user interface to a "Multiple Document Interface" approach.
Finally got a demo playback to stream from pc without crashing .... at 4 frames per second. Mostly due to poor coordination between threads in the game.
The next week or so is just going to be code cleanup, so it will be a bit before I have anything else to share.


