Posts for SoulCal

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Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Great WIP. One question I have though is about some of the conversations the support characters have. I know each character has their own speech for almost all instances when they are suppose to speak, so would changing characters at some points give fewer dialog boxes? Removing 3-4 text boxes for really long conversations might be useful. Y'all don't switch to Goombella during the video, so that could possibly make the Hooktail, Prof. Frankly, and Punie conversations shorter (or longer if she actually talks more). Just saying so as a possibility for future WIPs, since this game is EXTREMELY dialog heavy.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
I vote this for the GC TAS of 2013 award...maybe TAS of 2013! Fantastic work and highly entertaining.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
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This is the fastest run with Jill I can find, but it uses the rocket launcher. http://www.youtube.com/watch?v=gefNqyHYRJc
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
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Well I would be very interested in seeing a run of the REmake. What would be a good build to begin a TAS on? I assume some variation of 3.5 with TASing extras.
Experienced Forum User, Published Author, Active player (333)
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To start, this is the fastest run I know of with Chris. Link to video I am willing to help with some parts of the TAS, although I know very little about the route used, or other strategies. The only tactic I know if is mashing B on stairs increases speed.
Experienced Forum User, Published Author, Active player (333)
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Anyone have any screenshot suggestions? RGamma suggested http://i.imgur.com/tStDes4.png , and I personally would like just the title screen displaying "Biohazard 4" as the site image, but I understand if people want to see gameplay instead.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
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Anyone have any screenshot suggestions? RGamma suggested http://i.imgur.com/tStDes4.png , and I personally would like just the title screen displaying "Biohazard 4" as the site image, but I understand if people want to see gameplay instead.[/url]
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
evilas wrote:
MTA, why must you be so awesome? http://www.youtube.com/watch?v=TigI3N3KLsI
This is beautiful.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Patashu wrote:
This TAS is popular on nicovideo (over 80k views last time I checked) http://www.nicovideo.jp/watch/sm21153918
Don't really appreciate how the uploader just downloaded the video straight from my youtube channel and put it up on nico.....but at least he/she translated my annotations for the Japanese audience.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Joe wrote:
Also, apparently the Krauser knife fight QTE had to be edited out of the Youtube video for odd copyright reasons. However I can't imagine that being all that interesting anyway, just a cutscene with minimal input.
Capcom claims copyright on either the CGI or audio for that cutscene. I had a strike added to my account for a previous WIP upload, but they allowed me to keep the video up after just labeling the video as "matched third party content" and have removed the strike. I'll do another encode though that will not edit out the Krauser cutscene, and hopefully YouTube won't complain to me again.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
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RachelB wrote:
Yes. There's no consistently accurate way to determine movie length for dolphin movies.
Well I prefer using the in-game timer as the length determination anyway, cause it will be what most people want to see.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
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Uh...anyone know why it is labeling the final time as 45:59.13? Is it an error with site reading the movie length? According to the discussion here, I can be given a potential exception to the TASVideosChannel rule:
17:49 RGamma > Yay, RE4 synced 'til the end 17:53 RGamma > Now we "only" have to patch it with a/v hack right? 17:56 turska > RGamma: but it's not on the workbench, so that won't be needed as there already is an author-provided youtuber up, right? 17:58 RGamma > turska: We'd need downloadables, wouldn't we? 17:59 turska > RGamma: yes 18:00 turska > but I don't like giving the full tasvideos service to a run that won't be submitted 18:00 turska > tasvideos gets nothing in return 18:00 natt > the author doesn't plan on submitting the run? 18:00 turska > in the case of a submission everyone wins, here only the author wins 18:00 turska > and we waste time 18:00 turska > natt: as far as I know, yes 18:01 turska > he had some issues with TVC, and even though he can get an exception he's still not submitting 18:02 natt > ahh 18:02 turska > or, I don't know if he's explicitly said no submission ever 18:02 turska > but it's been a month or so since he asked and got answered 18:02 turska > so I consider the case closed
This was part of a message sent between RGamma and I. He has volunteered to do the encoding for the submission, as well as verified that my dtm syncs on his computer.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
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What does mupen do when recording video? Does it add/duplicate frames during lag when dumping the .avi? It would be nice to see the timing differences between console and mupen, so a few frames added here or there in a console recording make a difference, even if the run syncs. I would suspect some areas are faster on console, and vice versa. What I plan to do is count the # of frames it takes for Mario to, for example, go from the warp pipe to the castle door on the two recordings, and continue this for each area. But of course...I need a way to record.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
CoolKirby wrote:
SoulCal wrote:
The N64 framerate is very jumpy, and dips below 30fps quite often, so idk if a recording would skew the timing on video playback, would it?
I wouldn't think so. Real-time speedruns are recorded from the N64 as well (and timed based on that). And I would think that the N64's lag patterns would be constant (deterministic) across multiple replays of the same run. So whatever video you record from your N64 should be of the correct console time.
Do dvd recorders & pvrs add/delete/duplicate frames to lock it to a set framerate? I don't see how else they would create 30fps video from a N64 if the N64 keeps changing to 15-20 fps during lag. If they do, then on playback it'll be the correct time (which is no issue for RTS runs), but not if I want to edit the video to do a frame-by-frame video comparing the console to the emulator. I could be wrong. Idk much about editing.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Master of Puppets wrote:
Was there any test/check on the console verification movie vs. the mupen run (using whatever exact framerate mupen is trying to emulate), or is it possible to skip those approximation and maybe the n64 bot can calculate the amount of lag frame the n64 doesn't poll controller updates?
While viewing the 0Star run on SonicPacker's channel and the console verification side-by-side, it looks like the console version gets ahead. Overall the difference is small, but on console seems slightly faster (about 1/2 second). Once I find a way for me to record the N64 video, I'll create a side-by-side, frame-by-frame video of the console recording and the emulator recording for 0Star. The N64 framerate is very jumpy, and dips below 30fps quite often, so idk if a recording would skew the timing on video playback, would it?
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
GhostSonic wrote:
Finally managed to replay the recent Super Mario World run on a console. Apparently bsnes isn't 100% accurate so a slight change had to be made to the input sequence at the very end in order to sync properly on console. It's still the same exact amount of frames (5994), syncs on both bsnes and console, and is visually identical to the published run. http://www.youtube.com/watch?v=yGFimiKRTII
This is one of the best things I have ever seen! Way to freakin' go!
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
jlun2 wrote:
And let me guess, if you made a new run, you still wouldn't submit it here unless someone pays you puts audio commentary in a foreign language, right?
Please try to stay productive to the conversation. But to answer your question, yes.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
This is a very interesting find. Perhaps bosses & enemies have a threshold for their health when near a certain "rank" value? I'd also like to see if grenades and RLs affect the rank, because explosive weapons do not affect the accuracy shown at the end of chapters. Do you know how to find other values, such as the RNG so we can manipulate enemy drops? Btw, can I ask you to run my dtm file? You seem to have the correct ISOs to run the game, but you'd need to use a different Dolphin build.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
pacaya_fr wrote:
The difficulty adjustment in normal mode & easy mode. I'm looking for this "magic number" with Dolphin and maybe I've find it. In your great tas video, I saw that less accuracy can cause Del Lago to have less health for example ! That's very interesting ! I watch A-M Twitch channel, and again, when he use a "continue", sometimes there's less ennemies (water hall).
I'm unsure about the so called "magic number" but it's more likely a combination of many things, maybe even critical hits as well. It's possible that the harpoons may have a critical hit chance, and having low accuracy/health may increase that chance, which makes the bosses seem to have less health. We just know that health and accuracy are factors which affect the enemies, but we're not sure how. The use of continues in the water hall is normally used to reload the room to unload all the enemies in the area. In non-TAS runs, it's rather difficult for a player to kill 15 enemies AND save Ashley while she turns the cranks. It is overall faster though to not use continues.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
pacaya_fr wrote:
Hi SoulCal, Have you find any "ranking/DA" information in RE4 ? I'm trying to study it, but it's quite complex. Do you think it's an interesting value ?
I don't know what you mean by ranking or DA. Could you elaborate?
Experienced Forum User, Published Author, Active player (333)
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VanillaCoke wrote:
You've established that there are exceptions for what qualifies an account to host your run and that's where the argument loses all it's creditability. All TVC would have to do is provide an encode which meets those exceptions and you no longer have an argument about it being uploaded there.
The reason I approve of the French video is because it adds a unique and beneficial experience to the viewers. If TVC wants to do something similar in Spanish, I'd encourage it! But they won't post it, cause all they post is video/audio dumps. I am unable to provide other language commentary, so if anyone can expand our language base then do it! I have no issues with that. Heck, I'd do a commentary in English with someone for TVC if we'd create something unique for the viewers. Flat-out copy pasting my work onto other channels is what I would be against, which is exactly what TVC does.
VanillaCoke wrote:
If your only concern is recognition then a compromise during the encoding process could very likely be made.
That implied my only concern is recognition, which it is not, as stated by me about 20 times already, but you guys seem to like harping me on it constantly. Also, I began this run back in July 2011; a full year before the rule was even in place.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
alec kermit wrote:
I've been using DSP LLE Recompiler, is that OK? Or is interpreter better?
DSP LLE Recompiler is what I use, and I've never had issues.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Are there any advantages to 3.5-367, like TAS functions or something? I have had issues with build variations of 3.5, except for the official 3.5 build itself. It's probably just my computer though, since others don't seem to have issues.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
Zanoab wrote:
SoulCal was clearly listed as the author in a large font for a minute. They also said it was a TAS and I assume some other info about it (possibly including that they didn't produce the run and other stuff to prevent "CHEATER" comments). As for the feedback, SoulCal's channel is listed in the description so if somebody had constructive feedback, they can send it to him directly. Even if SoulCal wouldn't be able to handle the feedback, it is still more than minimal feedback from the French community compared to TVC.
Agreed. I don't speak French, but I can at least understand that they do reference me many times and give me credit. The commentary also expands the run to our French audience, which is good for the TAS community in general. And about feedback: A-M is a competent runner who would be able to address common questions, which he already did with the audio commentary.
jlun2 wrote:
And of course, if the same thing was done on the TVC, noone would know that it was SoulCal's run. >.>
TVC would just post something that is the exact same material as what would be on my channel. There's no reason to divide the community like that.
Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
I assume you know what you're doing but it doesn't hurt to ask: Is it not faster to strafe in this game like it is in Nightfire? (the other GC 007 game) And the audio/video issue is common. There's an A/V sync build in the Dolphin section. What occurs (at least for games I've tried) is that the video dump does not include load times.
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