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260 bytes added ,  19:01, 16 July 2021
cleanup references
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In a ''cycle'', subsequent commands are run until an 03 or ''yield'' statement is reached. The next cycle will continue after that yield.
 
In a ''cycle'', subsequent commands are run until an 03 or ''yield'' statement is reached. The next cycle will continue after that yield.
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The purpose of the scripts was ultimately to keep the size of the ROM low, as expressing the same logic in raw assembly for each level would take up a lot more space. <ref>https://soundcloud.com/rwhitegoose/talking-goldeneye-with-dr-doak/s-ANLqq</ref>.
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The purpose of the scripts was ultimately to keep the size of the ROM low, as expressing the same logic in raw assembly for each level would take up a lot more space. <ref>{{cite web | url=https://soundcloud.com/rwhitegoose/talking-goldeneye-with-dr-doak/s-ANLqq|title=Talking Goldeneye with Dr. Doak|author=rwhitegoose|access-date=July 16, 2021}}</ref>.
    
== Level scripts ==
 
== Level scripts ==
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Character, or guard, scripts are only called by characters ([[Guards]] and NPCs) in the level. Each script can be run by many characters simultaneously, with each tracking their state (position in the script, current timer, etc.) separately. These scripts have access to a wider set of commands which can effect the attached guard i.e. making them attack or run to a specific [[pad]].
 
Character, or guard, scripts are only called by characters ([[Guards]] and NPCs) in the level. Each script can be run by many characters simultaneously, with each tracking their state (position in the script, current timer, etc.) separately. These scripts have access to a wider set of commands which can effect the attached guard i.e. making them attack or run to a specific [[pad]].
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After the level end is triggered by a level script on the final frame, the character scripts still run one last time on all versions. This can include character scripts setting flags which complete objectives. On [[NTSC-U]] this allows the [[Time not saved]] glitch on facility, frigate, train and control.<ref>https://forums.the-elite.net/index.php?topic=18518.msg472722#msg472722</ref>
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After the level end is triggered by a level script on the final frame, the character scripts still run one last time on all versions. This can include character scripts setting flags which complete objectives. On [[NTSC-U]] this allows the [[Time not saved]] glitch on facility, frigate, train and control.
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<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg472722#msg472722|title=the-elite forum Goldeneye facts post on time not saved glitch|author=Whiteted|access-date=July 16, 2021}}</ref>
    
=== Delays ===
 
=== Delays ===
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In general the small randomness in the idle delay leads to a random 0-0.32s delay before idle characters respond to some event. Any levels which involve NPC interactions will be effected by it. TASes on some levels such as Facility have to perform heavy [[Goldeneye's RNG|RNG]] manipulation throughout the run to align delays favourably.
 
In general the small randomness in the idle delay leads to a random 0-0.32s delay before idle characters respond to some event. Any levels which involve NPC interactions will be effected by it. TASes on some levels such as Facility have to perform heavy [[Goldeneye's RNG|RNG]] manipulation throughout the run to align delays favourably.
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==References==
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{{Reflist}}

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