Posts for Reeve

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Pokota wrote:
@Reeve: Can that be done on PSX, or is that a PC-exclusive skip?
Sorry for the late response, man. I'm only a fan of the game and had this stuff pointed to me by a friend and decided to post it here. In the forum the description of the video points to the guy says something about having tried it only in the pc and nobody posted about getting it on PSX, which doesn't mean it's not possible. Wren just said he managed to get it on Bizhawk, so it seems possible on PSX, but maybe it needs different inputs/aproach for it to work. Hopefully he can get it again recorded so the secret behind this can be revealed and even realtime runners could benefit from it.
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Are you Guys aware of this? Link to video
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Damn, great run, man! I remember when I was very young and used to sell news papers and a Lawyer came to my house saying it was ilegal and that I should sue the company. I did, took the money and went to play this game in a video game shop near my house. Yes vote!
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Hey, Guys! I was playing Super Metroid and noticed there's a kinda big delay in the response from the emulator after pressing the button on Joystick. I tried both the Snes9x core and Bsnes core and had what seemed the same result. I then closed Bizhawk and tried Snes9x 1.51 and the difference was big in that regard. It's like Snes9x 1.51 gives me a 1 frame of input lag, but Bizhawk gives me 4 frames or something like that. Is there any way I can minimize that?
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The problem is solved. I had an older version of Bizhawk (1.x.x) and updated it a couple days ago. When I downloaded the latest version I unziped it inside the older version's folder, so the new files replaced the older ones. It seems something from the older version was causing the black screen. I then just downloaded the latest version again and got rid of the old files. Thanks for the help, guys!
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Does the name of the folder in which the files are matter? Does it matter if I all discs of the game (Like FFIX) are in the same folder? Does it matter if it's not a bin file, but other formats? The .cue files from Redump will point me if the game is 1 or 2 tracks and I should consider that to know if my dump is good or not? If the name of the .bin file matches the name inside the .cue file but the game doesn't run it will always mean I have a bad dump? Do I have to configure/place any plugins or other files than the bios ones somewhere inside Bizhawk's folders? I just find it strange that of all games that I tried none of them worked. I mean, it seems the game is working because I can hear the sound, but the screen is always black. Btw, I'm using the latest version of Bizhawk and I installed the pre-req before trying to run the games.
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Ok, Now I don't have the firmware problem anymore, but have the black screen problem. I have the files as below inside a Castlevania folder: Castlevania - Symphony of the Night (USA).bin Castlevania - Symphony of the Night (USA).cue And inside the .cue file there's the info below. Do I have to change anything from it for the game to work? FILE "Castlevania - Symphony of the Night (USA).bin" BINARY TRACK 01 MODE2/2352 INDEX 01 00:00:00 TRACK 02 AUDIO INDEX 01 50:55:45
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I see. Thanks for the info. I'll take a look at that.
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Hey guys! So, I'm trying to load SOtN and I get the message "You are missing the needed firmware files to load this rom". Thing is I have the SCPH1001.BIN bios inside the firmware folder and it's the same bios I use to open the games in other PSX emulators. Am I missing something? Do I need a different bios?
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BrunoVisnadi wrote:
So far, 58/96 exits have been done, and improvement is of 1 minute and 37.8 seconds.
That would be already crazy enough if the improvement was for the whole run, and to think it's possible that it can be over 2 minutes when the run is done. Congratulations on the great work, man!
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Great stuff! I had the same idea of using the enemy to hit the first boss, wait in the very corner and let it bounce on Mikey and hit the boss again. Even suggested it to Dooty as a possible improvement if he decided to return to this game. Glad to see it worked. You're doing an amazing job, man! Keep it up! Also thank you very much for the encode. It was really helpful!
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Amazing work, man! Would never imagine so much could be saved in just in the very beginning of the game. I look forward to what you will be able to do with the whole game! Good luck!
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Had to use 59450/1001 for it to match the emulator file lenght. With 60000/1001 it gives me a 10 seconds faster video than the emulator file. I wonder what's right, the gotvg emulator time, the 10 seconds slower time I got with the video encode or the 10 seconds faster file avisinth gave me. Thanks for the help.
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Arcade's Alien Vs Predator. Edit: I may have done something wrong when trying to convert the file to avi when I first tried. I managed to do it now, but the result is still the same, a final video that is 10 seconds longer than the original file. I also tried mov and the result is the same, so all 4 possible formats give me the same result.
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I tried MP4 and FLV. For some reason AVI does not work, because the final video skips/miss frames (Have no idea why), so the only other option left to test is MOV.
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Hey, Guys! So, here goes a question: There's an online emulator called gotvg and it records the inputs while you're playing and generates a file. There's a feature that allows you to convert the file to 4 different video formats: avi, flv, mov or mp4. Thing is, I have a file that is 24 minutes and 24 seconds long, but when I convert the file it ends up beeing a 10 seconds longer video file. It's like the video file is 59,5 fps instead of the 60fps that the recorded input file is.Do you guys know if this has something to do with my codec pack or if it's just the emulator settings that does this? My issue with this is that I'm recording speedruns while playing online, and a final time that should be 23:25 seems like a 23:35 in the video file. Edit: I tried two different video formats and the result is around the same.
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I'm always amazed by how much £e Nécroyeur can push these arcade games and how much stuff he can find and detail in submission text. Congrats on the great work! Yes vote! I'm going to watch that Final Fight run again now. Edit: It would be cool to see other Arcade beat'em ups runs from you, like Cadillacs and Dinosaurs (with the heavy damage rick), Captain Commando, Alien Vs Predator, Punisher... etc...
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Awesome work, man! To improve the run by that much with just a test TAS is damn impressive! Look forward to the optimized version!
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Sorry if the question have been answered already somewhere or if this is not the right place to post about this, but I'm having a hard time figuring out what to do. I've been using FBA-rr v007 to do some realtime runs for Alien Vs Predator. Thing is it is kinda simple to use and also records the input files that I can later encode and post on youtube or something like that. And it also has the frame count on screen and I can keep track of my splits without needing any other program. Up till now I haven't had any problems with it, but recently I decided to replay my latest pb and it desyncs in second stage. I know the emulator has desync issues, but I found it strange that I've played this same file many times and didn't have any problems. My runs start from a savestate due to the game reseting the difficulty level if I start recording from Power on and I didn't want to enter every attempt in the menu to change the settings. I read somewhere around here that the game desyncs because some savestates doesn't save/load the full information of the game that it was supposed to and if that happens and the game needs that information you get a desync. I have an older run that still works fine, but I was using a different starting point/savestate, so could it be that this specific save is bad while the other one is ok? If so, why could I replay the latest pb many times without desyncs? Is it possible to fix the file somehow? Is it garanteed to not have any desync problems if I always start recording a run from reset or any spot that is not a savestate? Is it possible to set the dipswitches to what I want (Hardest, no Continues, etc...) and keep them while I start recording from Power on? I just realized that if I reset the game it keeps the configuration I did and the same happens if I close the emulator and open it again. It's strange that when I use the option "Record from Power-on" it clear all the setup I did.
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Crazy stuff, sniq! Really liked the new early PB pack/Super Missile. Look forward to what can be done for all routes.
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As it's already known, it was found that the route Taco was going for is faster than the route used for this run, and it was also found that collecting 1 Super Missile pack in early game instead of 1 in Wrecked Ship (right before Torian) allows using Underflow for Taco's route in favor of skipping Plasma. Underflow would save between 20 and 30 seconds over an Underflowless run. Thing is, although this run is different from the ones in the site, the fastest route would be the same for Underflow and Underflowless, with the difference of just picking up a different Super Pack and skipping or not Plasma. Considering this situation it doesn't seem worth it to have both cats published. If TASvideos decide Underflow does no harm to the any% branch then this run should obsolete both runs in the site and a new Underflow run would obsolete this one. It will make no sense that someone goes for an Underflowless run using Taco's route to obsolete this run in the future knowing that using Underflow for the same route would be, maybe, 30 seconds faster, considering the site is already ok with Underflow. Edit: Now, if TASvideos decides to reject this run for using Underflow, then Taco's route without Underflow would obsolete both any% runs in the site when done.
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Yeah, probably related to not ledge grabbing in some places and jumping through doors to align them. For a long time I was a defender of in-game time, but now I see there's no point anymore, mainly due to the route Taco mentioned. It's faster for both in-game time and realtime. Only thing I suggest is to give priority to in-game time if the final realtime is the same, like if you have to delay a few in-game frames to get a drop you can induce loading time through the door, cause the viewer will probably notice a delay during gameplay (in-game) but will probably not notice if it's just part of a door transition. Of course, as I said, if such choice has no influence in the final frame counter. This way you can achieve the lowest realtime and also the lowest in-game time for that route.
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I think any any% run that beats both in-game and realtime is ok to obsolete both runs in the site. The question is more about if the Underflow glitch will be accepted to obsolete the regular Underflowless runs. I'd just like to voice my opinion, which I didn't do in my post earlier in this thread. I agree with the opinion that unlimited ammo feels like GT code a bit and so it would be cool to keep a branch for Underflowless runs if this run is accepted. If a glitch is found where you can trigger unlimited health and many seconds can be saved by using it, I wonder if the comunity would be ok with it. I think in both situations the challenge is taken out and I don't think that's the purpose of a TAS. Challenge is why the RBO branch was created/accepted iirc.
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lxx4xNx6xxl wrote:
Question to Hero of the Day and Reeve, do you guys have any interest is helping Sniq plan a 100% route?
Hey, 4N6! In regards of routing, as long as we're talking about just minor glitches, I can't think of anything that would change from Cpadolf's run except realtime choices (assuming it would be a realtime oriented run), like not re-entering 1st Super Missile room, taking the low passage to Turtle room in Maridia, not going through the sand pit after Plasma, etc... Iirc Cpadolf said in his submission text or somewhere in SM thread that Early Charge and Wave are good enough to save time even for a realtime run, so you probably want to keep that intact. As for improvements, there are a few I've found, but I'm pretty sure most TASers interested in SM are aware of them by now, but if not, I'd be willing to share the smvs I did. Edit: And btw, great run, sniq! You always amaze me with your technical knowledge of this game which allows you to optimize it in a way that I never dreamed it would be possible!
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scrimpeh wrote:
I have to ask though: Does clipping through the door not count as out of bounds? Or is this considered a different glitch?
The same trick is used to trigger the Green Gate earlier in that session, but for door skip it's done continuously.