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Finding the Chicago Ghost - Perfect Dark - Works with v1.0 and v1.1 

ZAV1010
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I hope this video helps describe some of the things that can happen in the Punk Pond in Chicago and that we can learn more about the Chicago Ghost. Enjoy!
None of the clips shown were doctored to fit a story. The clips were
taken directly from raw gameplay captured on a real Nintendo 64 (not emulated). All of the raw gameplay videos can be
found in the links at the bottom of this description section.
Perfect Dark's Unresolved Legend: The Chicago Ghost
• Perfect Dark's Unsolve...
rwhitegoose's channel:
/ @gamerfolklore
Chicago Janus guard:
Post on GameFAQs:
gamefaqs.games...
Perfect Dark decompiled code:
github.com/n64...
Stage:
Campaign Mission Chicago - Punk Pond
Perfect Dark Version Info:
NTSC 8.7 Final
Version 1.1
Perfect Dark Version Differences:
tcrf.net/Perfe...
ROM Versions:
github.com/n64...
Hidden Enemy in Mr. Blondes Revenge:
• Explode into Existence...
Perfect Dark Playlist:
• Perfect Dark N64
Come talk about Perfect Dark and other games with us at-
RS Discord Server (it has that Miiverse feel):
/ discord
Dates recorded:
10-(22 to 24)-20
Raw Gameplay while researching:
First Encounter:
• First encounter
Cheats Used:
• Perfect Dark Ghost Che...
Get locked out and Agent sounds alarm and then opens door:
• Sound the alarm 5 minu...
Last guard loads directly behind me:
• That last guard... wha...
Cheats Used again:
• PD Cheats Used
Agent doesn't trigger alarm:
• Alarm does not sound
Agent triggers alarm:
• Sound the alarm!
No active cheats:
• Perfect Dark Ghost Hun...
Coop with Sim - Alternate form of Janus?
• PD Coop with Sim - Alt...
Guard surrenders and then disappears - Ghost? lol
• PD Guard Surrenders an...

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28 сен 2024

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Комментарии : 152   
@lordkrythic6246
@lordkrythic6246 3 года назад
Hey, I just wanted to say that I really appreciate you doing all of this. You truly have no idea how much this means to me. The unloading of guards is quite interesting, and it may very well be an element in how the ghost itself got into the room. It probably wasn't in there at the start of the level, but instead, instantly teleported into it when it became hostile to everyone. I really think that we need someone to dedicate some time into looking at the game's memory. What triggers the ghost could be any number of things, but I think that the challenges have something to do with it. There could be another challenge that writes bad memory without crashing the game. Or perhaps there is a glitch with Counter Operative, or Cooperative, or maybe even all the above and more. It could be many different bugs compounded together. We really just don't know...and that's why the ghost has stayed hidden for so long. This is one of the reasons why I stopped looking. There are just too many variables; too many things that could trigger it. I just don't have the time to spend looking into it anymore. However, when some lucky dude figures this out, I will at least feel good knowing that I helped in some capacity finding the ghost. Thanks again, really. And I highly suggest you try to get a 1.0 version of the game, because I'm fairly certain that the ghost can only be encountered on that one, which is also why so many people didn't see it. It was only a triggerable bug on a version of the game that had a finite number of copies. When they saw the ghost, they tried to tell other people about it, but no one else could ever replicate it, because they had a fixed version of the game which could never yield the ghost. Thanks again, dude. Really.
@ZAV1010
@ZAV1010 3 года назад
I'm currently testing the multplayer leave your game on over night ghost that people talk about. I have a camera recording the screen and then another camera recording the screen, first camera and the physical N64. I don't think multiplayer and Chicago are the same ghost glitch though. Software is usually designed to initialize all the variables upon loading something fresh (in this case campaign stages or a multiplayer match). This is done to keep parts separate from each other and to not share data. Global variables can be good, but can also be bad. Looking at the memory problem with version 1.0 and the revision notes on the following wiki page I see that the Warehouse arena wrote data into the save file. I wouldn't think the save file would impact the single player campaign map. The save file would likely just hold data about what game options, maps, cheats, campaign missions, etc. that should be available to the player, but the guard holding a crossbow seems more like a game engine glitch (it is also entirely possible that developers could have hidden a rare chance of it to troll people; I've seen code where a programmer that was quitting made all the true values of data have a random chance like .2% to actually be false instead of true which would effect things greatly and people might not know why). I'm going to look into getting the version 1.0 cartridge though. tcrf.net/Perfect_Dark_(Nintendo_64,_Xbox_360)/Version_Differences Did you happen to have a N64 transfer pack inserted in the controller? I see in the XBox version notes that it mentions the transfer pack could interact with the Gameboy PD. I have a transfer pack already, but I don't have the Gameboy PD. I also have a Gameboy Gameshark. I spent about 30 minutes looking through the decompiled source code of PD Thursday night. I'm going to look more at that, but I haven't seen anything out of the ordinary sticking out to me so far. I'll be sure to let you know when I find something. lol
@lordkrythic6246
@lordkrythic6246 3 года назад
@@ZAV1010 I'm fully aware of how games load data, and the associated data structures. You can check out my RU-vid channel to see some things I've been working on. Coding has been a passion of mine, and it's video games that made me pursue that from a young age. I wasn't aware that the memory overwrite wrote into the save game. That's actually a big deal, if true. When I tried it out on my N64, it just crashed the game. Although one time it messed up the camera and kept trying to make me force-look in one direction. If it does indeed write into the save file, this could be astronomical for speedrunners. Any sort of memory overwrite could be useful, in fact. As long as people could learn how to control it.
@ZAV1010
@ZAV1010 3 года назад
@@lordkrythic6246 Yeah, the save file overwriting is basically all the Zelda speedruns I see. Also, the Pokemon games use this. lol. Do you know of any videos that show the Version 1.0 memory overflow in action?
@ZAV1010
@ZAV1010 3 года назад
@@lordkrythic6246 I need to go XRay Scan the whole Chicago map and see if we have a hidden ghost behind the walls somewhere. The assets for the ghost would likely be loaded at the start of the mission.
@ZAV1010
@ZAV1010 3 года назад
@@lordkrythic6246 I'm exploring the Chicago map some more. The turret drone patrolling the streets makes a cloaking device sound. Do you remember anything happening with that enemy?
@logalogalog
@logalogalog 3 года назад
The algorithm did well! I watched Goose's video on this 3 days ago.
@ZAV1010
@ZAV1010 3 года назад
RU-vid magic lol
@keres993
@keres993 Год назад
15:45 Goldeneye 64 *definitely* has guards that surrender, and it uses that exact same animation. I remember it very clearly, and I never played Perfect Dark - didn't even know anything about it until very recently. Great video, thank you.
@ZAV1010
@ZAV1010 Год назад
I remember playing with the scientists in Facility. Lol
@thetombuck
@thetombuck 2 месяца назад
Nah. The scientists and the civilians will throw their arms up and surrender but guards will never as they can't be disarmed in GE
@Mike93Gee
@Mike93Gee 3 года назад
This is appears to be a good analysis of the ghost phenomenon. Bravo!
@ZAV1010
@ZAV1010 3 года назад
Thanks. I figured any information I could provide will help.
@KeetAndBait
@KeetAndBait 3 года назад
Excellent analysis, and a fitting Halloween themed upload!
@ZAV1010
@ZAV1010 3 года назад
Was it spooky? lol
@codezero7981
@codezero7981 3 года назад
Will this work on the PAL version of the game or this is just NTSC only?
@ZAV1010
@ZAV1010 3 года назад
I don't know. I haven't tried it on a PAL version, but if I can track down a PAL copy of the game I will try it. I think it probably would work on a PAL version of the game, but it might not.
@ZAV1010
@ZAV1010 3 года назад
I have a couple of friends who live in Europe. I'm checking to see if they have the game and can try it out.
@codezero7981
@codezero7981 3 года назад
@@ZAV1010 cool! I have the PAL version of the game although I play through an emulator, so I wonder if this would still work or it's just limited to console only ? UPDATE: So I decided to give it a shot last night I fired up Perfect Dark; went to combat simulator, no sims and infinite time, I proceed to let the game keep playing and turn off the TV after three hours of sleep I wake up and decide to check and turn on the TV and first thing that I see is a game over screen, I kinda wish I hadn't turned off the TV so I could have spotted the ghost lol I'll do more tries later.
@xion1305
@xion1305 2 года назад
14:05 he looked genuinely confused 😆
@xion1305
@xion1305 2 года назад
Great video bud. Hey the 2 cloaked guards in the G5 building at start are scripted to drop a crossbow if both are killed with melee attacks only. Perhaps a memory error loads one of them in the Chicago stage instead but they are haywire and able to pull out the crossbow coded as drop only normally. Would explain the ghost uncloaking and having a crossbow. I mean their in the very next stage.
@ZAV1010
@ZAV1010 2 года назад
Thanks. Yeah, I tried playing around with that stage and immediately going back to the Chicago stage. I haven't managed to get something to happen with it yet though. It is a good idea to check though.
@Redneck_Hero
@Redneck_Hero 4 месяца назад
Ok it's been 3 years now. Find out anything more about the ghost? Not many people on RU-vid covering this topic it seems. Only your video and one by Goose is all I can find
@ZAV1010
@ZAV1010 Месяц назад
@@Redneck_Hero I have a GameShark and some things I plan to try, but I have been working a lot and often don't have the time to sit down and play yet. Eventually, I will try a few more things. If I find something I will make a video to let people know
@jz13frt
@jz13frt 3 года назад
What are "Janice guards"?
@AdvancePlays
@AdvancePlays 3 года назад
Guards who defect and start killing their own team, named after Janus who was a double agent in GoldenEye. GoldenEye and Perfect Dark fans have a huge degree of crossover since they're both classic N64 Rare shooters.
@stopnswopvid
@stopnswopvid 3 года назад
It's meant to be pronounced as "Yan-is", named after the two-faced Roman God of mythology. In GoldenEye, Alec Trevelyan adopted the name Janus for his Crime Syndicate given his 'two-facedness'. Due to the fact that GoldenEye and Perfect Dark shared a large part of its design, it's simply shorthand to refer to some of the guards as "Janus Guards" when they'd have no connection in-universe, instead working for dataDyne.
@ZAV1010
@ZAV1010 3 года назад
@@stopnswopvid @AdvancePlays both have good explanations.
@jz13frt
@jz13frt 3 года назад
Sorry I'm a little late gentlemen. Thanks for the info
@martinlund9524
@martinlund9524 3 года назад
Do you have the right cartridge? Back then when PD was new. We did find the ghost even in 2 op play. So it is there. you just need the "luck" to find it. I think it is a brown guard if i am remember right.
@ZAV1010
@ZAV1010 3 года назад
I'm not convinced that it has to be Version 1.0 of the game. A version patch does not mean that it patches all bugs in the code. By 2 op play do you mean coop or multiplayer? Is it the brown guard at 7:47?
@martinlund9524
@martinlund9524 3 года назад
@@ZAV1010 Coop :) I think that there was one guard at the beginning or something that you "can´t" kill. If you do it the "crossbowguard" don´t show up. We did see that guard at least a few times and in single and co op mode. I don´t remember what version my friend back then did have but he did ordered his game the same day it was for sale in Sweden. Gotta find some time and try to find that guard in 2020 on my game aswell.
@ZAV1010
@ZAV1010 3 года назад
@@martinlund9524 Based on what I see at the following url, I think the PAL version already had the patch. tcrf.net/Perfect_Dark_(Nintendo_64,_Xbox_360)/Version_Differences If you find out which guard it is, let me know and I will check my version of the game.
@martinlund9524
@martinlund9524 3 года назад
@@ZAV1010 But that fix is for Xbox? I did try a few times to find it. But i dont remember if it was a way you needed to activate the ghost or you needed to play a few other maps first to then make it respawn. We did see it back then but i cant remember how we did find it or what we did. We was just fooling around. But we did find it in 2 co op mode with human .
@TRDiscordian
@TRDiscordian 3 года назад
@@martinlund9524 No, that's referring to the N64 version of the game. The NTSC version had the major bug that could ruin the cart (I have a v1.0 cart, mine did work again after crying and messing around with it for a long time), the PAL version did not. www.shootersforever.com/forums_message_boards/viewtopic.php?p=53728&sid=afa3935b545be4b7c4f4ecc0e1e94f17 This video is really well made, it makes me want to play Perfect Dark again.
@linkfreak1176
@linkfreak1176 3 года назад
I just Watched a secret weapon video Perfect dark in one of the secret weapons is a crossbow and it comes from one of the cloaked guards in the level after Chicago.
@blckwtrpark3352
@blckwtrpark3352 3 года назад
THIS^. That guard from the g5 building mission is the same model/asset as the "bouncers" in stealth. It would be extremely easy to have the memory pointer for one of the bouncers changed to point to the guard from the g5 missions loadout so that they spawned in with a permanently active cloak and a crossbow in their inventory just like the guard in g5. If that happened and something caused that guard to become hostile to other guards (which is the only thing i still haven't seen an explanation for) you have your mystery solved. As soon as the level started in that scenario the altered guard would activate his cloak and begin firing with whatever the AI decided was his most effective weapon (insta-kill crossbow in this case), which would kill the other bouncer. The altered bouncer would then seek the nearest hostile target which would be the guards inside the locked club, but that door is set to open for any npc that tries to open it so he'd be able to walk right in no problem. after killing the guards he'd likely reactivate the cloak just like they do in g5 and return to their default AI of attacking anything hostile they are aware of (which would be you as soon as you got close enough). This would result in a state where all the guards in the club were killed seconds into the start of the mission, and the door to the club was opened before you got to it. It would also result in a cloaked guard standing in the club with an insta-kill crossbow. If you can figure out a memory flag that turns npc's hostile then this sounds solved. Only final touch is to figure out the exact memory address values for the "normal" g5 guards from the bouncers vs the memory address for the cloaked crossbow ones from g5, and how to set up a memory overflow that would throw the flag off by the difference in their values.
@ZAV1010
@ZAV1010 3 года назад
@@blckwtrpark3352 This is a good explanation. The altered guard is known as a Janus guard. The timing of when the player goes the club and when the Janus guard destroys the club would also matter because if the Janus guard destroys the club and the player takes too long to go to the club, then the doors would be closed.
@blckwtrpark3352
@blckwtrpark3352 3 года назад
@@ZAV1010 This is excellent info. I didn't know janus guards were a documented thing so this helps a lot. Only thing that doesn't track is that all the info i can find on janus guards seems to imply they behave like guards under the effect of the psychosis gun, or a co-op AI partner and wouldn't attack the player. We need to find an AI behavior that makes them hostile to both the enemy guards and the player. I'm not familiar with how PD64 handles it's "faction" system for determining who shoots what, as in: do npc's have a flag for which group they belong to with different behaviors checked for each group, or is it just "Hostile/Neutral/Allied/Player".
@ZAV1010
@ZAV1010 3 года назад
@@blckwtrpark3352 I could see a Janus guard spawning, clearing out the club and then getting killed. The player walks into the club, sees everything dead and then a normal guard warps into the room. There are a lot of scenarios that could play out and still make it feel like the ghost happened. When it comes to altering memory of guards, then I could any kind of guard getting created. I was just now playing around with some things and I could warp guards consistently and any time I wanted on the G5 Building level. So, the warping works on multiple levels.
@lewisegan171
@lewisegan171 2 года назад
@@blckwtrpark3352 very detailed response, thank you, just to flag - the AI guards in this game are programmed to use the primary function of the crossbow - ie Tranq, not insta kill. Secondly the cloaked guards typically run on scripted paths (which is why psychosis gun has effect on them)
@KillerSkullX
@KillerSkullX Месяц назад
What
@ZAV1010
@ZAV1010 Месяц назад
@@KillerSkullX who
@ColossalKilla
@ColossalKilla 3 года назад
Quality Content!
@ZAV1010
@ZAV1010 3 года назад
Thanks!
@paulmcintyre141
@paulmcintyre141 3 года назад
Hearing that you were calling many spawning guards a ghost, I'm not sure you're understanding what the ghost is supposed to be. Its not any level respawning, or objective triggered guard, that are a typical game program, and appear in most levels. It/he is supposed to be a single corrupt entity, somehow triggered, and enabled before the Chicago level is even played. And again, it is cloaked, has a crossbow as its weapon, and kills NPCs, players, without prejudice. The two examples are vastly different.
@ZAV1010
@ZAV1010 3 года назад
I understand perfectly what the ghost is supposed to be. I have played games for 25+ years, competed in pro level tourneys, developed games (programmed/code), I'm a software engineer in industry and I teach computer science classes at the local colleges. You are stuck on that the ghost can only be one thing and that is not how computers and software work. Let's say there is a single "ghost" object model. I can corrupt, overwrite, etc to the memory containing its weapons, its costume, its sound effects, etc and it would then not fit your definition of the ghost because the crossbow and/or cloaking might be missing even though the character (object model) is actually the ghost. The imaginations of children playing a video game should also not be disregarded. A Janus guard could have spawned, killed the room and then after the player enters the room and finds everyone dead a normal guard warps into the room and kills the player. The player then tries to figure out what happened and might even think about it for days. Over time the player starts to believe things like sounds and cloaking devices happened to try and rationalize what happened to them, but it may not have happened.
@paulmcintyre141
@paulmcintyre141 3 года назад
@@ZAV1010 Damn son that's quite impressive! One would think with all your vast accumulative know how, you wouldn't just have a relatively plain video, with bad audio... Remember, I did use the adjective "supposed", and I'm not under the illusion of a child's mind, thinking it must be this mythical being. I had never seen the ghost back when it came out or after. I just don't fully agree that any type of spawning guard, on most levels is the plain and simple culprit for this particular storied scenario. And it's not like Devs haven't seen players break their games in ways they didn't think possible, because they programmed against it. It's a solid foundation, but I'm not buying that either. The teaching and gaming industry is admirable, although I started "gaming" when the Atari 2600 was only a few years old. (40+ years) So fair play, good on you for covering this topic on video, keep teaching, and gaming.✌️
@ZAV1010
@ZAV1010 3 года назад
@@paulmcintyre141 The plain video is purposeful. If I had put fancy editing into it, then people would claim the clips are not authentic and various other things. Bad audio wouldn't have anything to do with knowledge. A bad microphone could do that and if there isn't an alternative available at the time of making the video, then it will have to do. The audio is still clear enough to understand in most parts of the video and after 2700+ views you are the first to complain about the audio. When it comes to memory, any guard would do. If someone can manipulate the memory, then they could alter any guard's properties to be that like the ghost and then you would have the ghost. If someone can manipulate the memory, then they can also make copies of the ghost and there could be multiple ghosts. Zelda and Pokemon speedrunners use file names to manipulate memory. Recently, there is the Paper Mario swap to OOT swap to Paper Mario speedrun so it is potentially possible for stuff like that to effect Perfect Dark.
@paulmcintyre141
@paulmcintyre141 3 года назад
@@ZAV1010 You're starting to see my point clearer. The two replies you gave in response, were much more compelling than the entirety of the video. Especially when finding out your field of occupation. Heck, I don't own a PC, nor do have the expertise as you, but tbh I couldn't differentiate yours from a kid's video on the same topic. You see, Goose's video was made to have an ambiguous conclusion. All the while It invoked intrigue, insight, etc, etc. It had life, and was compelling even though there was no definitive answer. Mine, look about the same as yours, sans the experience/equipment. And I guess I'm not understanding the "then people would claim the clips are not authentic and various other things" line of thinking about your potential viewing audience. Perhaps it's just me, but I find it off settling. Don't worry about criticism, this is the internet, others have opinions, and people can grow from it.✌️
@therealAzH
@therealAzH 2 года назад
I am convinced, the "ghost" actually is the drone (robot). It IS in the Chicago map, it does have the cloaking SOUND and the location itself - the club underneath the street - makes sense as well. I can not fully explain it but my best guess is, that the drone itself (for whatever reason) spawns as a Janus Guard. Since the drone has a very specific behavior, it is not really compatible with being a "Janus Guard"... this may alter it´s attributes (e.g. it´s height) in a way that it spawns above the club and then falls through the street into the club. It attacks the bouncers, who then start running out of the club and open the doors. The "janus drone" however is set to a fixed path on which it usually patrols and can not leave that route and thus can not leave the club either. It is likely moving to the right wall of the club and getting stuck there. Once you enter the club and get in it´s sight, it does make it´s programmed "uncloaking" sound upon attacking and kills the player. This theory at least explains, why Krythic did not encounter the drone on the street, since it simply wasn´t there at all. There are of course quite a few questions, which I can´t really answer. But I really think, when the drone becomes a "Janus Guard" (which obviously would be a bug) it simply becomes a very broken entity in the level. Since the drone is extremely different from a normal guard, it is not really compatible with this state. I guess, the Janus Drone gets the "physical" attributes of a normal NPC but since there is no texture for it, it simply becomes invisible. And as it does not use a normal weapon, the game just defaults to the next weapon (most likely the next hexadecimal number after it´s own weapon attribute) which could happen to be the crossbow. All of this results in an invisible "Janus Drone" with a crossbow on a fixed path that is stuck in the club. It then attacks the player as it is programmed to with it´s only available weapon. The uncloaking sound is just the sound that always plays when the drone "sees" you. To prove this theory, one would simply have to start the level over and over again, run to the street and check if the drone is there... I know that there are quite a few uncertainties with my theory, but every other theory so far is impossible in my opinion. The game simply can not load guards from other levels (G5 building) as the number of objects loaded is specified in the map properties and memory garbage could corrupt existing objects but not insert additional ones. And the "ghost" occurs way to inconsistent to be an easter egg. If it was, it would have been found in the code. It can´t be a teleporting guard (as in this video) either, as these do not have the crossbow. The cloaking sound and the sound of the drone can´t be a coincidence... Now feel free to rip this theory apart :)
@ZAV1010
@ZAV1010 2 года назад
This gave me an idea that I am going to try and play around with later in the next few days. I did also notice the drone sound like you mentioned, but I hadn't thought to try and play around much with the drone until now. Thanks for the comment here. I'll see if I find something and upload a video if I do find something.
@ELEKTROSKANSEN
@ELEKTROSKANSEN 11 месяцев назад
@@ZAV1010 Well, I suspect you didn't find anything since there is no video, but... I will still ask, just in case. Did you find somethning? :)
@ZAV1010
@ZAV1010 11 месяцев назад
@@ELEKTROSKANSEN I didn't find anything that stood out, but I have since been able to get a Gameshark to try some things with it. I haven't tried the Gameshark yet, but I plan to. I'll definitely make a video if I find anything worth showing.
@ToniMorton
@ToniMorton 4 дня назад
I agree that the crossbow aspect may be a invalid item id being swapped with the base item (potentially the crossbow is the first weapon or the last of the array of weapons)
@lukeanderson3603
@lukeanderson3603 2 года назад
Its always something soooooo simple. People have always known about enemy AI in GE/PD teleporting when pathing fails, but no one ever thought maybe that's all the Ghost was until now. Thank you so much for taking the time to shine a light on this fascinating mystery!
@ZAV1010
@ZAV1010 2 года назад
You're welcome. It took some time to learn games internal mechanics, test out and record the clips, but it was enjoyable and I am glad other people can enjoy it too.
@Sauraen
@Sauraen 3 года назад
I've only played a little PD casually and heard about this earlier today, but I don't think the teleporting guards is sufficient to explain the ghost rumors. Not just the one-hit crossbow, but the fact that the most basic rumor is that you can be alone on a map, leave the game on for hours, and when you come back you're dead. There should be no way there would be a guard trying to pathfind to you during that time.
@ZAV1010
@ZAV1010 3 года назад
I think there are two separate occurrences. Multiplayer and this stage shouldn't be thought as equal because there can be two different things happening. Also, the guy at 14:06 strongly suggests enemies are just teleporting into the room. I was playing on Agent, but on a harder difficulty and if the guard appeared behind you it could be sudden and ghost like. Newer shooters with online mode will remove players from the lobby mid game online when they have been idle for a certain time. I wouldn't be surprised to find something like that here. I'm trying out the multiplayer alone thing though. So, if it happens we will soon know why.
@ZAV1010
@ZAV1010 3 года назад
I'm not convinced that the crossbow has to be a one hit kill. It is very much possible that someone can get shot multiple times before going down into the Punk Pond. Their health only needs to get low enough so that they die from one final hit (in this case the crossbow).
@lordkrythic6246
@lordkrythic6246 3 года назад
@@ZAV1010 Just wanted to stress even further. The "ghost" DID have a crossbow. I saw them whizz past me and strike the pillar, then one made contact and I was instantly killed. I played this game more than you realize, when I was a kid. A crossbow and a cloaking device are both very specific in sounds, etc. I was not imagining it, or anything like that. The ghost 100% had both of those items.
@ZAV1010
@ZAV1010 3 года назад
@@lordkrythic6246 Yeah, I recognize the unique sounds as well. I'm more so thinking that the other players who claim the ghost appeared and what not might not be as informed about the game as us. It also possible that if a memory error is happening that it might not always be the crossbow and cloaking device, such as those two items were randomly used in that moment that it occurred for you, but then someone else could encounter different weapons. I think I really need to try using the XRay Scanner on all parts of the map. I've only used it in the Punk Pond, but the character could be hiding somewhere outside behind a building in an area that is not normally accessible. Programmers sometimes leave things in the code without cleaning it up, sometimes on purpose and sometimes just because they were in a hurry to meet a deadline and it didn't get removed in time. The random Goomba underneath the Bowser stage map in Super Mario 64 comes to mind.
@lordkrythic6246
@lordkrythic6246 3 года назад
@@ZAV1010 Again, you can download a perfect dark level editor, and have access to the entire level, and every npc within it. I already did exactly what you described. However, I did not verify the version of the rom that the editor was using. I should have though! It's entirely plausible that the ghost just flat out exists somewhere in the level, and I was just looking at the wrong rom version.
@joshuafoster1395
@joshuafoster1395 Год назад
I have seen something similar to the guard spawning with no weapon, it was recently , but it OG 007, one of the guard in the first level had no weapon, but would still try to aim and shoot at me, and with no rounds coming from his missing gun
@ZAV1010
@ZAV1010 Год назад
Was this in the N64 version of the game or Nintendo Switch?
@neoenterprisegaming5226
@neoenterprisegaming5226 3 года назад
id like to say time will tell on the ghost... but i feel like maybe time has already told
@ZAV1010
@ZAV1010 3 года назад
Sage words. :)
@neoenterprisegaming5226
@neoenterprisegaming5226 3 года назад
@@ZAV1010 did u end up looking into it anymore dood? find anything at all? whats ur opinion in the end
@ZAV1010
@ZAV1010 3 года назад
@@neoenterprisegaming5226 I have tried a few more things. I went and put some time in to unlocking the cloaking device. I played around with that a bit. I have several other things I plan to try still, but I haven't had time to get to them yet. I have seen a lot of posts about people saying it would have to be version 1.0 for it to work, but I'm not convinced that it has to be version 1.0 of the game. I'm a software engineer at a hospital and I teach computer science classes at multiple colleges. So, it will take more than just the lead developer for the game saying a vague comment about how it might be possible to make the ghost happen with version 1.0 of the game tp convince me. I looked through the patch notes from 1.0 to 1.1 and I wasn't convinced so that is where I am coming from. I also don't think that the ghost has to have a cloaking device and crossbow. It is possible that the weapon set that loaded was just one of many and happened to be the crossbow in that moment.
@neoenterprisegaming5226
@neoenterprisegaming5226 3 года назад
@@ZAV1010 but doesnt the whole thing hinge on it being some sort of memory underflow or overflow? wouldnt it have to be version 1.0 due to memory errors in the challenges? i think the best way to figure this one out might be to load up the game in an emulator with like some sort of debugger and see where in memory the pointer is referencing when u do challenges in 1.0. but also i think this is most likely fake tbh, i know we have alot of different glitches in speedrunning and stuff, but most of them are proven within 20 yrs....
@neoenterprisegaming5226
@neoenterprisegaming5226 3 года назад
i guess to sum up the reason i think its fake is: its just where its happening, the fact its happening at the punk pond bar makes me think a human made up this story. there are no triggers or scripts to spawn in a 'ghost' at this location, so why is it picking this location wich just happens to already b an easter egg? to me it seems more like a kid made this up. if it was just a glitch the odds of it spawning at that location is so remote that its absurd. if it litterally happened anywhere else i might take it more seiously
@andrewmartin9979
@andrewmartin9979 Год назад
I love your laughs, thanks for your insights!
@ZAV1010
@ZAV1010 Год назад
You're welcome :)
@christopherlh4379
@christopherlh4379 2 года назад
No offense, but you are clearly clueless about the "Chicago Ghost." Most important facts to remember about the Chicago Ghost: 1) When you arrive at the Punk Pond Club, all the guards are ALREADY DEAD, killed with crossbow bolts, and the doors are already open. 2) The "Ghost" is apparently cloaked, because everyone who's been killed by the Ghost always hears the sound of a cloaking device right before they die. 3) The Ghost only uses a crossbow. So the fact that every time you arrived at the club and you were attacked by guards from inside is proof that you NEVER encountered the Ghost.
@zarephlae
@zarephlae 11 месяцев назад
The timing of the Ghost spawning is irrelevant and the fact that people haven't been able to reproduce this on video in a step by step method just proves it's not real.
@Trevor6714
@Trevor6714 3 года назад
This is actually very cool
@ZAV1010
@ZAV1010 3 года назад
Yeah. I was a little caught off guard the first time I encountered someone in the room.
@316whatupz
@316whatupz 3 года назад
Strange. Can it be the cheats that are causing these glitches and crashes in Chicago?
@316whatupz
@316whatupz 3 года назад
I think some of the guards surrender after shooting them once from what I remember from PD. GE doesn't do that with the guards.
@ZAV1010
@ZAV1010 3 года назад
I played about 1 to 2 hours at about 10 minutes for 6 to 8 rounds. I only encountered the crash once and fired a lot of rockets. lol. It could have been the rockets. I don't really know though. lol. 13:25 to 15:10 is without cheats and I could still get most of the stuff to happen, other than crashing the game. lol
@ZAV1010
@ZAV1010 3 года назад
@@316whatupz It was weird because the other 20 to 30 guards I disarmed always punched me. lol
@316whatupz
@316whatupz 3 года назад
@@ZAV1010 lol. Pretty funny how the guards just pop up out of nowhere 😅
@ZAV1010
@ZAV1010 3 года назад
@@316whatupz I was a little surprised to see the FBI agent appear in the room in the first playthrough. I hadn't figured out what was happening at that point in time. 0:45 to 0:59 in this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-LFz0oXlLgTk.html
@infacide64
@infacide64 3 года назад
it's only a memory flow for 1.0
@ZAV1010
@ZAV1010 3 года назад
A patch for one memory issue doesn't mean other memory issues were also fixed.
@km-hi9wj
@km-hi9wj 3 года назад
big if true
@ZAV1010
@ZAV1010 3 года назад
Everything shown is straight from the game.
@gavinator354
@gavinator354 3 года назад
i dont really feel this is the ghost. this video doesn't address the fact that the ghost event is seemingly triggered at the start of the level because when you make your way near the club, THAT'S when you hear the commotion and upon investigation, find the doors open and the dead bodies. Also the report claims that before the player was killed, he heard an uncloaking sound. I haven't double checked myself but I don't think the x-ray gun sees cloaked enemies? Overall my theory is that someone on the Rare team put in an easter egg and is being extremely tight lipped about it. If this was a memory leak causing a bug we wouldn't have such similar reports with such a dramatic feel to the reported events.
@ZAV1010
@ZAV1010 3 года назад
There is no timeline for when the ghost has to appear and I highly doubt the code would be scripted to only make a ghost appear at the start of the level. You could be one hour playing in the level and then decide to visit the club and then the ghost is there. The club isn't based on completion of a specific objective so it is doubtful that it would be based on a timeline. I decided to check the cloaking device enemies and the xray scanner to see if they can be seen. It turns out that yes, they can be seen when they decloak i.e. shooting and moving, but if they are standing still in place, then they won't show for the xray scanner. I tried this on the G5 Building stage and I was also able to make a guard warp from one room to another. You can also kill the cloaked guards before they become active i.e. triggered to action upon entering the first room after the first hallway. When they die they still make the cloaking noise.
@ShaoShaoMienshao
@ShaoShaoMienshao 3 года назад
Amazing insight bro, thanks a ton!
@ZAV1010
@ZAV1010 3 года назад
Thanks!
@bogartwilley
@bogartwilley 3 года назад
Why not get a ROM of the 1.0 version of the game, being as you own the Cartridge?
@ZAV1010
@ZAV1010 3 года назад
I would have to get some other things as well to be able to play the rom. I might do it someday, but right now I am focused on the game and hardware that I have. It is a misconception that glitches will only happen with Version 1.0. It is entirely possible that other versions of the game will have glitches, bugs, memory problems, etc. One bug patch does not solve all bugs.
@ToniMorton
@ToniMorton 4 дня назад
I have a 1.0 ill have to experiment
@aussiegamerplays7284
@aussiegamerplays7284 2 года назад
This doesn't add up with the sound of the cloaking device
@ZAV1010
@ZAV1010 2 года назад
There is a cloaking device as soon as the next level starts and the sentry bot patrolling the streets has a cloaking sound. It is possible one of those things got in the ram and causes the sound. It is also possible that the cloaking sound is unrelated.
@omar7311
@omar7311 3 года назад
That is good intel! Can't wait for the big Ghostbusting to happen!
@ZAV1010
@ZAV1010 3 года назад
it will be an exciting day when that happens!
@optimiskong4219
@optimiskong4219 2 года назад
i managed to recreate the ghost. i thought it had something to do with combat simulator NOPE. it has something to do with the next level. ok so if you continue into the next level and melee the guard and leave the other guard alive right b4 he uncloaks exit out of the level go back into Chicago and the "ghost" is there. i posted on another video with my save state and i repeated the same steps a couple times and i finally figured out how to reproduce this.
@ZAV1010
@ZAV1010 2 года назад
I tried this method a few times, but didn't encounter anything different than what I already showed in this video. Can you provide more details about what you did? If you have Discord you can find me here in case you have screenshots to make it easier to understand. discord.gg/m4hHpfa
@optimiskong4219
@optimiskong4219 2 года назад
@@ZAV1010 you need a cartage of 1.0 or a rom of 1.0, 1.1 does not work.
@optimiskong4219
@optimiskong4219 2 года назад
it involves the next level and memory storing for what you do at that level. if you go up and melee the left or right guard (i did the left) kill him with disarm, then punch the other guard once with disarming and exit the level it seems to leave some values in the storage. when you go to load up Chicago and go downstairs the female guards from the bonus level appear with Cassandra De Vries face. but the model of the head appears to be random every time but the female model is not.
@ZAV1010
@ZAV1010 2 года назад
@@optimiskong4219 did you have any cheats active while doing this? Also, did you watch any cutscenes or skip them as soon as you could?
@optimiskong4219
@optimiskong4219 2 года назад
@@ZAV1010 that is a good question on the cutscenes. I don't remember I think I pressed a as fast as possible. and no cheats were active.
@FazSim
@FazSim 11 месяцев назад
6:38 These guards are being alerted via sound, not than the actual explosions. Guards do detect sounds and some guns are louder than others just like in goldeneye (where it was more of a factor than in PD, silo and bunker in 2 in particular could turn into a slog if you used the k7 too much and speedrunning in facility makes use of sound detection) and the sound of the explosions was high enough to alert everybody to that particular spot in the club (you see a few patrol routes cross directly above). Sound-alerted guards arent immediately hostile, they just draw the guards to investigate, and investigating guards run to their destination and then slowly walk around and scan the area (14:07). its also why the FBI agent only started calling for backup when he saw you after having been drawn in by the sound. Guards are not supposed to teleport as the crow flies; rather once they're summoned to an area, they choose a path from predesignated nodes and then follow them to their destination. guard travelling behaviors are different based on whether they're loaded in or not. Guards who ARE loaded in travel relatively inefficiently: they weave and deviate slightly from their pathing, and they even run more slowly. Guards who ARE NOT loaded in travel efficiently, directly from point A to point B without deviating, and run faster. Pften times they often skip through entire doors. The reason they do this is to help them get to their destination faster and catch up to you for the sake of gameplay (this also applies to Jonathan and Elvis and any other ally you have to escort, they will be faster if you dont watch them). If there is an obstruction in pathing like a crate or locked door or other object, loaded-in guards will often not be able to compensate. You can see this when the guard is seen stuck in a looping kneeling animation on the staircase through x-ray. You see him, so he's loaded in and travelling normally. In this case, the obstruction is presumably the stairs themselves, which have a difficult design for the bots to navigate. When you are NOT looking with x-ray, any guards summoned by the sound of your explosions are able to compensate by skipping the stairs completely and often ending up right in the club. The reason why they appear behind you when you go in the foyer is because it's a separate room, and the club itself is unloaded when you arent in it or looking at it. Both point A and point B thus are both completely unloaded, making it very convenient for the game itself to move stuck travelling guards in. It's also why the surrendering guard disappeared; the room is unloaded, and surrendering guards are designed to disappear when you look away. The room unloaded, the guard is not being observed, so he is removed. The easiest way to observe unloaded guard behavior in a way applicable to this video is in Escape's bomb rigging sequence with Jonathan. If you leave the room while he's rigging the wall, guards will immediately appear inside the room shooting him. These guards DO NOT spawn in the room itself; they spawn in the cryo lab you originally came from, and are stuck behind the maintenance hatch from earlier. You can hear them if you stand by the door and even preemptively kill them with the SuperDragon's grenades. Nothing can open this door once locked, even guards, so they're stuck and their pathing is obstructed. As soon as you step outside the room and look away, their "Point B" destination is unloaded, so their pathing behavior changes and they skip through the door into their destination to participate in the event. The Pond Punk is probably the single most drastic example of this behavior in the game because the area is so unused and remote and the pathing into it is so poorly designed for guards, Rare likely never bothering to account for how external guards will get in.
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