Posts for SoulCal

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Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
I noticed he actually collects 3 shine sprites in the WIP, but only 2 are counted. When he uses the fruit to glitch into the gate with the 2nd sprite at 7:10, it doesn't count that into the total. While a neat trick, this seems rather useless besides the entertainment value. Or does it still count as a collect sprite but it doesn't show in the total?
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Uroboros wrote:
I would love to team up with you if i had enough tasing skills in RE4, nice improvement though.. keep up the good work.
Any help you or others could provide would be appreciated, even if it's just something as simple as manipulating the right item drops. I'd say this is actually one of the easier 3D games to TAS, since Leon's movement is digital and not analog. The most tedious part is spending 100s of loadstates to get 1 single grenade, and that's not assuming the grenade is actually in a place that is beneficial for a speedrun. :/ So far, I'm 203 VIs (at 60VI/sec) ahead of my old TAS, or about 3 seconds. Link to video I'm also sticking with the Japanese version, because the PAL versions have very odd polling. I have External Frame Buffer set to "real" because it changes the polling to 60/sec instead of 30/sec, and also fixes the frame dump to be 30fps. The game is at 30fps, so every other frame is an input frame, so if I want to press A every other frame it looks like AA00AA00AA00. With PAL though, the game polls like A0AA0AA0AA0. It's weird due to PAL being at 25fps.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Here's just a quick encode of my new WIP. Besides obviously being faster than my previous 1-1, I have an extra 1800ptas and an extra grenade. Link to video Some things to note: 1. The version I'm using is the normal 3.5 version from the official site. I was able to sync my old run up until the 9900ptas drop, but strangely it's from a different enemy than when I used 3.0. 2. I take a hit early on to lower the game's difficulty. I hope to lower it enough to make Del Lago take 1 less harpoon to kill 3. I may redo the village part to get an herb in addition to the money and two hand grenades. This way I can take a hit later on while still being in the green. 4. To me, it looks like I make some unoptimized movements in the trip wire about 3:24. You might be able to see that I make some extra turns and movements. For reasons unknown to me, this actually saved 2frames. Why switching between left and right is faster may have to do that I'm moving more south on the map for a few frames, which gets me to the door sooner. I'd like to work with someone on TASing this game, so I don't miss out on any other potential frame savers like that. EDIT: Does anyone have skills on analyzing game's memory or finding the RNG? I was able to get double 9900drops in the village area, but unfortunately the drop is in a useless spot. If I could provide my dtm to someone, they might be able to analyze the memory to find out what parameter causes different item drops.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Pheenoh wrote:
New glitch found by Indextic to warp to owl statues that haven't been triggered: https://www.youtube.com/watch?v=-kdZxuCgJ_A
HOLY CRAP THIS IS AMAZING!
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Warepire wrote:
See if SoulCal's published TAS can produce the correct memory card / sram.
It won't since Wesker is an unlockable character by playing other Mercenary modes. This is a very impressive run though.
Experienced Forum User, Published Author, Active player (333)
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The value which is set to 16, I would change that to 8 so that each row is exactly 1 VI. At offset 100 is when your controller inputs begin. It would be helpful if you learn counting in hex and binary.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
AngerFist wrote:
4.0 had issues. Try 4.0.2.
Sorry for the lack of detail. I have been using 4.0.2 64bit from the official Dolphin site for my sync testing.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
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I tried to sync my run on Dolphin 4.0, but no luck. I delayed the intro by about 3 seconds to compensate that the game boots up about 3 seconds faster (before any controller input is even allowed). The load times from then on seem similar for gameplay though, but for some reason 4.0 loads the first area exactly 1 VI sooner (but the frame count is the same) and causes a desync. Surprisingly though, Leon even headshots the first enemy the same way, but the grenade drop doesn't appear. Both 3.5 and 4.0 are loading the first area within the same # of frames, but 4.0 is 1 VI faster, and what I think causes the desync. I don't see a way of correcting this at all, since RE4 uses a weird polling thing of every 2 VIs is 1 single input, and some loading areas add (or delete?) a single VI. Anyway...any objections to me using 3.5? Any good TASing revisions of that? I just want to keep my 9900ptas drop b/c of how rare it is.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
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A TAS of this game would be entertaining to me. Played with all the time when I was little, and want to see this hard as hell game DESTROYED!
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
I was able to sync up until the 9900ptas drop on the regular Dolphin 3.5, so I will probably use a good TASing revision of that if you all know of one. The syncing process between 3.0 and 3.5 involves delaying the inputs in 3.5 by the number of frames 3.0 is behind. As long as the VI is the same value at the end of each loading screen, the RNG seems to match up on both. This ended up wasting 2 frames overall (I lost 4 frames in the opening, but gained 2 frames during actual gameplay). I wonder if that would work with 3.5 to 4.0...it's worth testing I suppose, although load times in 4.0 are several seconds faster in the beginning screens.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
I'm attempting to begin a new TAS. I'm considering creating this new TAS with 3.0 like my other one, because I can sync it up until the 9900ptas drop and then everything from then on will be new. Would anyone object to me still using Dolphin 3.0 instead of 4.0? I just don't see myself getting another 9900ptas drop, unless we can access the RNG info in the game. If there are any preferred builds of 3.0 to TAS with (with better TAS tools or A/V sync, etc), I will use those. Dolphin 4.0 also seems to have faster load times, and I'm already 6 seconds ahead of my previous TAS before the first enemy just from loading differences. I've thought of the ideal route to use, but the odds of this occurring are very small. 1st Area - Get 2 hand grenades just like previous TAS. (2 Hand Grenades) Village - Get 9900ptas drop. Throw HG at spawning group 1, and get 1 grenade drop, while manipulating other enemies to drop more grenades or gold in that group. Using the HG just obtained, throw grenade behind house and get 1 HG and some gold. After villagers leave, grab additional item drops from group 1 and exit. Continue until bookcase in cabin and throw grenade. End of chapter. Hopefully will have 2 HGs. Cliffs - In the TNT area, have enemies blow themselves up and collect a HG and gold. Finish Chapter as normal. Maybe have 3HGs. Ch.1-3 - This is where things could be interesting. There are 3 treasures in the merchant cave worth 13,000 but if I can get 30,000ptas before here, I can avoid switching to the handgun to collect them and remove two pauses, as well as merchant menu to sell those items (just go straight to buying a rocket launcher). I would also have the faster moving speed in the church and swamp areas from holding a grenade.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Bomberman64 100% [2350]N64 Bomberman 64 (JPN) "100%" in 1:01:36.01 by zvsp The creativity in this run is phenomenal.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
My vote obviously goes to [2411] GC Resident Evil 4 (JPN) in 45:59.13 by SoulCal Umbreon [2464] GC Sonic Adventure DX: Director's Cut (USA) "Sonic" in 25:48.75 by THC98
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
iongravirei for Billy Hatcher and the Giant Egg.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Watched the commentated stream earlier. Voting 'No' for not canceling the animation when grabbing pipes.... YES!
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Abahbob wrote:
For whatever reason, I'm having issues building Dolphin 4.0 in VS 2012. I guess I can't help, sorry.
Is 4.0 good for TASing now? I may try some TAS on 4.0, since it should technically be the most accurate emulator, but from what I see, load times on it are insanely fast, and therefore inaccurate compared to a standard gamecube.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Link to videoThis is the fastest run I could find. It uses the Japanese version. You may want to research version differences, if there are any. I found this run thru this site which keeps track of some good runs. http://homepage3.nifty.com/shin3/BIOHAZARD.htm
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
I don't know much about RE0, but I'd be glad to run your dtm files to verify them, and perhaps check if I can save frames in some parts. Are you going to use the gamecube or wii version?
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
I found this run, which is faster than the previous link posted. Apparently you can skip getting Don and rescuing Splinter. Link to video
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
http://www.youtube.com/watch?v=TnWRx6CBlI8 And can we merge this with the mario thread? Seems kinda pointless to have a post dedicated to just Koopa the Quick. EDIT: This is the fastest I could find. Link to video
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