Posts for AjAX

Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Why you didn't boost with the barrel in E1M1 is it because of joystick sensitivity ?
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Tomb Raider I - City Of Vilcabamba - 2:48 PC Version is 2:55 Link to video
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Yeah but you know how it is. People will claim it's slower anyhow. I will make a side by side pc vs ps1 video. The only problems are those damn missing frames on pc... EDIT: 1:18 !!!! New Strats, now I will edit input to change the route to make a swandive instead of the route I have used from :45 in. Sub 1:17 hype! Link to video
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Legit. Thanks for the support. All I can say though is that the framerate really isnt the same on pc vs ps1. Ps1 is very all over the place and in the 20's everytime you reach a bigger room. This can be avoided in TR3 by looking down with the R3 joystick. Unforunatly not in Tr 1 and 2. I will try again to get a better time. Practice makes perfect and I am learning everytime more and more. But we definitely going for ingame time and not frames here. Funny thing the video is 1:20;500 but still shows 1;19, if that means anything to my point. EDIT: Thanks for the speedrun.com link. Although I knew about it. I use to run Tomrunner.net back in the days. We have a discord channel where we talk strategies and such things. If anyone is interested P.M me I'll link you up! Edit: Examining Pc videos and the save/load behavior. I came to the conclusion that when reloading you seem to gain terrain reach everytime. Look at the Caves 1:18 video and check that first save and focus on lara's head at the save and then the load spot. There is a bunch of missing frame here.
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Went ahead and redone it, still can't beat the PC time even with a new strat in. Link to video Caves - 1:19
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Wow. Is it because of framerate ? Our route is identical. And thanks for showing me this, I had no ideas of a PC TAS! EDIT: There is even a Non-TAS 1:18 on Pc. Back to square 1.
Post subject: Tomb Raider (1996)
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Hey, so It was known that Tomb Raider I couldn't run on PSXjin because of audio tracks back in the days, circa 2010. Decided to check if the issues was solved today and it still doesn't work. The game crash when you start a new game and there is no music playing. So I tried BizHawk instead and surprise! It works! I am using Tomb Raider USA V.1.6 for this. I ain't by any mean a TASer. I just focus on doing everything perfectly and pushing the game with the knowledge that I have and the world record that are already established. Still this video has about 1000 re-records. Let me know what you think! Cheers Link to video
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Just trying to understand ram watch for now. I am at the 1st DDK decoding as of now.
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Yes, excuse me, that's exactly what I meant actually! I will try this out, thanks a lot for all the explanation guys, really cool!
Post subject: Help Requested on Ram Watch
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Hi guys, I've already posted a thread in the PSX subsection about ram watch, I am having problems understanding the workaround to this tool and I was wondering if some gentleman or woman could be of help to find some values with me for a Dino Crisis TAS I am working on. Cheers!
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Super good, but I still cant seem to find what I am looking for, there is always tons of region to be left filter filtered, in this case it is weapon damage, I dont grasp on the concept, super confused right now.
Post subject: Memory Search & Watch (psxjin)
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Hello everyone, Is there a Q&A on how to use the RAM function of PSXjin, I'd like and must know how to use this tools. I can't understand how it works nor how to search for specific adress and I am eager to learn. Thanks a lot!
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Hey, 4 years something and a beard later. I replayed DC on psx for fun purpose and learnt to use an emulator correctly so right now I am doing this run again when I have spare time to lay off from school a bit. Still don't know how to use ram watch and search though. Anyhow, feel free to anything. Cheers! PJM WIP
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Well actually my rip is 639 mb, but yeah I'll see for this, thanks for the heads up
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
I honestly don't know how you've been able to make that game runs on PSXjin, I tried everything I could and it doesn't load at all, (even tried to RIP the game myself with the original copy). Sad. EDIT: There's also audio issues in your video, does it happens when you play the game normally? , like musical footsteps 8-bit sort of sound.
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Pretty much what ArukAdo just said, Playing Dead Island like a crazy mofo, we should get started soon though, after dead island lol.
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
And Sunday comes afterwards.
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Carcinogen detailed the difference in the NDS thread before it was published and so did I when I wanted to publish my version of this TAS. Carcinogen: -Slightly remixed soundtrack from the original -Classic Mode difficulty on par with Japanese PSX versions. -Arrange Mode nixed in favor of Rebirth mode, which contains the same enemy placement and difficulty (damage tables) as Arrange Mode -Enemy AI is changed slightly, mostly in part to new movement animations for the zombies. Dodging patterns are, as a result, different. One of the most prominent examples is that the zombie on the 2F East Stairway hobbles over. This is different from the PSX version in that you can run around it without getting bit (required for speed), or having to bait it out of the way.
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
ahahh I knew it, this is great news no need to pickup Gun? Unless Tyrant does a difference.
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Really Nice Job! Can't wait for more, hopefully you can work around that desych issues EDIT: Why did you capture the TAS at like 20 fps? (desync?)
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Hey no worry My TAS sucked and I know it by now, I didn't have the knowledge and even though I took the criticism hard at first it made me realized a shitloads of thing about TASing, arukAdo is of great help lately so I ain't sour about this :P
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
Can it be caused by ingame lag? so game can do this afaik if the engine is synced with the audio engine.
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
well since the game has a tons of RNG the primary one would be ennemies health, and boss health this would be a good start :) if you get spare time then Spawning RNG but I bet this would be very hard to find, the game is working on frames basis so meh...
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
FYI, Chris run will be faster, Chris scenario's always was faster, by at least 4 minutes.
Post subject: Dino Crisis 2
Experienced Forum User
Joined: 1/23/2007
Posts: 77
Location: Montreal
I'm bad to start topic so I'll get straight to the point. http://en.wikipedia.org/wiki/Dino_Crisis_2 Basically this game has a lots of RNG going on; Dino Spawn Dino AI Weapon Damage I am assuming that these might not seems to be a lot compared to other games out there, but randomness is the keyword of this game anyway. I unfortunately don't understand RAM watching nor how it works, I'm pretty much left by myself and re-recording a lot of time to get the behavior I want from the game, although there is sometimes some patterns you can understand pretty quickly, some are totally weird. IE, Shooting a Dino one frame faster or one frame before is enough of a difference to kill it in one shot or having to shoot him again. The path you choose 'can' affect the spawn place of each dinosaurs, and the game itself makes choices really quickly (as fast as 4 frames it can decide if it creates a spawn or not) Some spawn cannot be manipulated. Delaying movement can affect AI behavior as seen in the second room, If I don't do this, then adios raptor jumping down. This is so far what I have collected from my trial and errors and I can't think of any right now. I'm giving you this WIP in both VIDEO and PJM format. Note that you will need NTSC SLUS_01279 to read this. If anyone is willing to help me with RAM watching to help me understand the spawning, health or whatever else I could need you are welcome.[/url][/sub]