Posts for honorableJay

honorableJay
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You can still use that on brand new drives that just came out IIRC. There are two types: 3 pin and 2 pin. The 3 pin one is for analog audio output (left channel, right channel, ground) and the 2 pin one is digital audio output. Both cables basically do the same thing. Most programs, for example Windows Media Player, digitally rip the music off of the cd while you listen to it, so in that scenario you don't need that cable. However, if you try to listen to any cd track with a program that doesn't support ripping while listening, the cable is needed since it simply passes the audio data to the soundcard for direct output. From what I remember ePSXe (and apparently PCSX) was never designed to digitally rip the audio and output to the speakers since it was assumed the only time you'd need that is if you used the PSX Bios menus to play a cd. They must've forgotten how many games use cd tracks for the music. The only way I know of to get around this issue without getting the cable is to make an ISO of the game to your hd, then mount it with a virtual drive program that will automatically do digital ripping for cd tracks. The latest version of Daemon Tools Lite (4.30.3) seems to do the trick for me.
honorableJay
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Definitely a laugh riot. The only possible complaint I can come up with is that I could barely read the questions before the answer was typed out (I watched the encoded version). Maybe next time you could pause for a sec before answering the first time? Other than that it was great, we need more TAS movies like this.
honorableJay
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Not sure if this is documented or not, but I'm having some weird sound lag. It's not consistent, and it's the same no matter what sound plug-in I use. Sometimes sounds will play on cue, and then other times they'll either play slightly lagged (about 200-400ms) to really lagged (1000-2000ms-ish) and other times they won't play at all (usually if it's a repeated sound, it'll come out once, then nothing for a bit, then again, wash rinse repeat). My current sound settings are: Tas plugin 0.1 Mode: 0 Volume: 2 Reverb: 0 Interpolation: 0 XA enabled Change XA speed enabled Movie sync mode: on/off has same results I'm also using v0.0.7 for the emulator. The game I was testing was Herc's Adventures (old lucasarts game). From what I can tell the game works fine other than the sound issue. I'll check some of my other games to see if they all do the same or not when I get a chance. The one sound issue I don't have though is with movies: I actually do get sound when the movies play. Not sure if this will help anybody, but I have the iso mounted with Daemon Tools Lite 4.30.3. All the cd-rom plug-ins I've used have no issues with playing the sound in movies (even the Tas cd-rom) but the sound for movies is lagged by about 250-350ms.
honorableJay
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hey hey now, show some love for the one who informed you of said trick :P
honorableJay
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I'm gonna assume he didn't use the minion special because it uses up about 90% of the special meter to do. as for the mega machine guns, since that's considered a cheat code it wouldn't be allowed for anything that is going to be published (same with the homing napalm, etc etc). just as a joke though it would be funny to see him do the sell your soul right before ramming Dark Tooth for the win :)
honorableJay
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is there any way to glitch the game into giving you the cane early?
honorableJay
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so the game is forcing you to lvl up to 13 in order just to fight her? that's pretty lame
honorableJay
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ah, I thought you actually were firing two guns at once. I'm gonna take a stab in the dark an say that unless some weird glitch is found, firing the grenade launcher and the hand grenade at the same time is near impossible just because of how long they take. The best thing I can think of is to try and time the shots so they hit at the same time. I'm thinking you start on the handgrenade, hit AB to start the weapon switch bug, release A, press A again, release, press, so that by the time you can fire you're already on the grenade launcher. Frame by frame it should look something like: AB, B, AB (ripley winds up to throw), nothing, A, nothing (hopefully by now you'll have the gren launcher selected), some more empty frames, then just B, B, B to fire the gren launcher. Hopefully the game doesn't stop you from weapon switching when you're firing or you'll have to delay the final weapon switch.
honorableJay
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how do you shoot 2 guns at once???
honorableJay
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maybe someone should've warned the ninjas that the Bad Dude was replaced at the last minute by a rabbit in disguise :) the dancing scene an final fight were my fav parts
Post subject: Re: Best movies everyone probably hasent already seen!
honorableJay
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Twelvepack wrote:
CUBE!
That movie was pretty bad ass. I had a movie night with a few friends an someone brought it up, so we rented that and the sequel. Cube was great, but the sequel was just plain stupid and didn't make any sense (on top of the fact that they tried to do computer generated death scenes that appeared to have been done in Windows Paintbrush). We actually ran out after the first one was over to grab the second hoping to find out what happened afterwards but unfortunately it wasn't even related story-wise to the original.
honorableJay
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That's actually not a bad idea. Hold onto a remote bomb for the bosses, an do the minion special, remote bomb and shadow's special an you'll probably take out about 70-90% of your target's life (funny combo on normal cars too) along with possibly sending the car airborne
honorableJay
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Only problem I ever had playing this game was the fact that weapon pickups are so few an far between. Take into account the fact that every pickup (from what I recall anyway) only gives you one shot an that leads to some craptastic map starts. You'll wind up spending a ton of time in the beginning grabbing the items you'll need before you even get to do some nasty destruction. Best bet would be to use the ice/ram/special combo or something similar. Too bad you can't do this with homing napalm, now that was always a blast :)
honorableJay
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http://speeddemosarchive.com/ResidentEvil2.html I haven't seen it in a while, but from what I remember it's pretty well done.
honorableJay
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hmmm, maybe the enemies in the game have certain animation frames where they're supposed to take critical damage? one thing that I thought was odd about the boss alien is that he never looked like a solid sprite, more like a mashup of an upper body sprite and a lower body sprite. if this is the case, maybe you're hitting the boss in the spot where both sprites meet, maybe a specific pixel (or sub) position which would make the game calculate damage for both sprites at the same time........or I'm just spinning conspiracy theories :) it could also be that you're simply hitting the alien on the frame that it makes a state change (say ducking to walking, etc) an the game just gets confused. too bad we don't have the damage calculator the game actually uses, would be interesting to see exactly what's going on.
honorableJay
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have you figured out what exactly causes the massive damage increases? what about the proper timing, how does that work?
honorableJay
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it's been years since I've played this game, but here's my 2 cents when it comes to the weapons. Both the machine gun and the flame thrower shoot at the same speed, but the flame thrower can only hit something in close proximity. I don't have accurate numbers but I believe each gun fires once every 2-3 frames in sustained bursts. The grenade launcher has closer to a 10 frame shooting pause before the grenade is launched, an then you have to take into account travel time before it hits the target (and you can't do anything until the grenade is airborne, so no running, etc etc). Hand grenades are even worse when it comes to shooting. The shooting animation is about the same as the grenade launcher, maybe a few frames more, but the grenade doesn't explode on contact and has to wait for about 2 seconds before going off. Against the bosses it's only good as the last hit since you can drop it an start running for the exit door, or you can use it to hit the boss if it's below you (don't quote me but I believe with the machine gun you have to be running to aim up or down, which is only at an angle). The only way I can see wasting ammo actually saving time (since you can hit start on the score tally screen to fast forward it I believe) is if you played every single level as you want, counted every single shot you'll need along with how many pickups you get, an then start adding in ammo wasting parts. However you can only run and fire the machine gun. *Edit* Loaded up gens an did some frame advance testing, here's what I've found out. There appears to be a 3 frame rule for nearly everything in the game. Running, shooting, etc, all require that the key is pressed and held for 3 frames before actually affecting gameplay. The machine gun and flame thrower both take 3 frames before starting, and they fire another shot every 3 frames. The flame thrower counts down 1 ammo every 6 frames while firing (however this might not always be the case as you can sometimes burn up an extra ammo shot every 3rd frame, not sure why). The machine gun counts down 1 ammo for every shot fired (so every 3 frames). The grenade launcher has a 3 frame start-up time before entering the animation. After that it takes 17 frames before the grenade is actually drawn on the screen, for a combined firing time of 20 frames. For hand grenades, after the 3 frame start-up time, it takes 14 frames before the grenade is drawn on screen. Once the grenade is drawn there's an extra 10 frames where Ripley stands around like an idiot with her arm extended. On the very next frame you gain control over her again. That's a combined total of 27 frames just to shoot. Now, counting the frame where the grenade is initially drawn, it takes 39 total frames before the grenade will explode. In order to stack commands and take control of Ripley on the first frame available you have to start an action you wish to perform 3 frames in advance. And once an action is started that can be stopped and interrupted (like running) you have to take into account 3 frames after you release the button that you can't do anything. So say you want to run for a bit and fire a grenade, again you have 3 frames before the action will stop you from running and begin firing. Likewise, if you just let go of the direction to stop running there's 3 frames that will go before you actually stop. The good thing is it appears the game has a constant 60hz polling of the controller so there's only few areas where input is not accepted (I'm assuming the screen fade-outs between levels). Other frame counts (assumes the 3 frame start-up is already done): ducking = 6 frames, control gained on 7th frame for duck firing, after animation is done and standing takes place, another 6 frames with control gained on 7th frame getting on ladders = 7 frames, control gained on 8th frame getting off ladders = 12 frames, control gained on 13th frame splattering (too high of a fall) = 160 frames starting on the frame you hit the ground, control gained on frame 161 drop from too high = 80 frames moving downward, falls landing on 79th frame should be the highest possible (tested by walking off a ledge, started on first frame Ripley actually moving downward) *Note 3 frame start up does NOT affect this* changing weapons = 1 frame (does not interrupt any other animation, can be done during other actions), draws new ammo on 4th frame, weapon picture on 8th. You can then hit fire on the 2nd frame to fire the new weapon, HOWEVER you cannot time it to change weapons while already starting up a fire animation. One thing that's interesting, if you hit A and B on the same frame, then release the A button and continue holding fire, you'll change weapons and fire in a weird way. You'll start firing whatever gun you were holding, yet the next gun will be selected and ready to go. Just stop firing then start up again and you'll fire the gun you previously selected. So if you have the machine gun and you want to fire the flame thrower next, you can hit AB for 1 frame, then let go of A, and start firing the machine gun. Then let go of B to stop and then start firing the flame thrower. I haven't seen how this affects actual ammo counts though, but I will see if I can do some more testing later.
honorableJay
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I finally got to do some real test runs of the game, and yer right Wolv can take 3 hits with no problems. I think what happened with me was he wasn't at full health during my emulated test runs since I used him for lvl 2. Now that I'm not using him in lvl 2 (I can take down the boss there in about the same amount of time) he can easily take the hits. Also, the Gambit trick with holding the A button DOES work on the real system but for some reason locks up emulators. It's probably something the dev guys left in there for testing but forgot to take out. I'll be able to get 2 separate category runs for this since I can use the glitch to bypass the first two levels of the game for one run an do them all in the other run.
honorableJay
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oh yeah, heh, forgot about that healing thing (mainly because of how useless it is for an actual run).
Post subject: Re: Symphony Of The Night
honorableJay
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Hellfish wrote:
.....I can't think of any pluses for (J).
How about the possibility of better dialog? ;)
honorableJay
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lvl1: I assume you meant not go under the waterfall to stay up top? (considering I do go basically underneath it heh) From what I know of this game you move at the same horizontal speed if you're walking or jumping, and since at that point most of the ledges are too small to do really accurate kick dives in real time I can climb the ledges to get up top and keep my forward speed the same. As for falling off and landing on the stupid elevators, I blame that on the twitchy/laggy controls (as explained in my last post) since it's a toss up sometimes as to whether I'm going to jump or just flat out fall (don't even get me started on the high jumps as they're just as twitchy sometimes). lvl2: You'll have to take a screenshot of that icebridge skip because I've looked the entire level over and I can't find a single gate that I can skip with one. lvl3: I don't know what you're doing to make Wolverine take 3 hits from Apoc and survive, but everytime I've done it (even if he has full health) he can only sustain 2 hits and still live. As for using Rogue, she can hit him just as fast as anyone else, just make sure she's called in early enough and she'll hit him as soon as he is vulnerable. lvl4: To do an icebridge skip over a barrier I assume would require me to be at the top of the level, which my route doesn't dictate. However, if you're talking about the last barrier just before the blue beam, then you'll have to demonstrate exactly how I'm supposed to do it. I know I can put an icebridge at the top of the map and go over barriers that way, but if there's a way to simply walk right through them then I'd love to know how. lvl5: I really really hate this level when it comes to avoiding damage sometimes. If I arrive at the flame pillars at the right time, I can keep moving pretty easy. But if I get there a hair too late I have to deal with them burning my blue butt as I jump the platforms. Most of the time when I tried to do a kick dive to get past the first one the second pillar is already on it's way up and I get burned (I believe the next pillar comes up once the first is out of the screen, NOT once the first one gets back to the bottom of the pit). As for the flying guys, if you can find a way to avoid their punches better than what I'm doing, please put up a movie demonstrating it. The problem isn't that I can't bypass them, it's that they have insane reach with their punch, AND it will interrupt my kick dives, even if I hit them square on the head. However there is a delay as to how often they will use them, so the trick I'm using is to make him use it, kick dive an back away to make him punch again, an repeating until he's dead. I've even tried using a tele kill but most of the time I either have to hover in the air until he walks into it or I get punched just before the A button is registered. The other tactic I usually use against ppl (kick dive + tele kill on impact) also doesn't work against them because of the massive arm reach. I'll have to test it out, but the basic problem is once you're hit you immediately drop like a stone and lose complete control over your character. Combine that with high up platforms, low health when getting there, and backtracking if I mess up, an that's why I take that scene so slow. I really wish this game had better controls, cause the constant delay for input is what's killing my consistency in this. Normal play is perfectly fine, but trying to do this fast is making me wanna throw my ps3 controller :)
honorableJay
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Oh, just a few more pieces of info, will definately help when this game can finally have it's own TAS run. The game runs at 60fps, but only accepts user input (generally) at 30fps. While it appears that game game renders at 30fps, events can occur on any frame. Most of the time you'll see the game render the same screen twice and, like me, assume that changes will only occur on the render frame but not on the user input frame. Unfortunately, this isn't the case and is the main reason why the controls can feel really spotty (usually when you need responsive controls). A good example is falling off the map and waiting for Jean to bring you back from the abyss. Normally the game renders a frame, and then let's you input a button (which is why that frame is usually doubled and looks the same). But if Jean brings you back from the abyss, she can drop you on your user input frame, which means you lose the chance to input anything (since you don't have control over your character on the previous frame) and have to wait 2 more frames before your input is accepted. There are other times (though I'm not sure what causes this) where the game will stop accepting user input for 2-3 extra frames. A good example is the beginning to the 2nd level in my movie (check previous post). If you seek to frame 7300, start using frame advance and watch the frames. Under Options > General, make sure at the bottom you have Show Frame Counter and Show Lag Frame Count checked. Under Options > Input you can setup what key you want to use for Frame Advance. Around 7330, right before I teleport through the wall, you'll notice that as I hit the enemy and land at almost the same time, there's an extra 3-4 frames added where I can't do anything (input frame on 7332, next one isn't avail until I think 7336/7337) and immediately after I start/end the teleport I get the same thing. The only thing I can think of is the game thinking I'm still in an animation that I can't interrupt and therefore stops accepting user input until that animation is finished. So up until that point in my movie almost all user input was accepted on the even frame number, and after that spot it's now on the odd frame number. Not sure if or how this can be abused in a TAS, but it's definately something to keep in mind. Now if only I could see my bounding box it would make ledges so much easier to land........
honorableJay
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Here's what I've got so far. You'll probably need gens 10a to watch that without desync since that's what I recorded with. It's nowhere near a real TAS at all, more of a demonstration of how my final real time run should look like. The first movie file has the run up until I smash the computer in mojo's lair. The second movie has to be played back with the included save state to see Magneto's stage. The only strat I'm thinking of getting rid of is the ele skip on lvl 3 (which I put in this movie) just because of the extreme energy usage it requires. If I do keep it in, I'll have to find a quicker way to smash the orbs so I have just enough to pass the first few barriers before I get to the full energy pickup. Yes all the bosses are that easy. The only ones that generally give me a problem are the ones at the end of lvl 1 and 2 because of the attack patterns (the former has access to a ton of platforms to jump to if you get to close, latter can only be hit in a tiny window before landing if you're not using backup AND has annoying help).
honorableJay
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uh, Gens 9.5 has Game Genie support. Just goto File > Game Genie :) As for frame advance, I can't find an actual way to go frame by frame that you can control. However under the Tools menu there is a Slow Down mode, and the lowest speed you can set it to is 3% speed. Under the control pad menu you can set a hotkey to toggle slowdown mode on/off and a pause key. I guess if you really felt like it you could simply set the speed to 3% an keep pressing the pause key repeatedly to get your own version of frame advance. Oh, almost forgot you can actually set an auto-hold key under the joypads menu. I'm not entirely sure how this works (/me is a TAS dunce) but I assume you hold the key, then press w/e buttons you want it to hold and it will release them when you let go of the key. I'd say your best bet is to do a google search for all the advanced TAS tools for gens. As for how fast the game can be done in TAS, I wouldn't doubt that someone could easily chop off another 3 mins from w/e time I can get just because of all the bad hit detection for platforms/walls. This game seriously needed to be play tested more. It's really funny when you think about just how badly this game was programmed if in real time programming glitches can be abused this bad. http://tasvideos.org/forum/viewtopic.php?t=4865 That's the gens 10 feature listing. upthorn hasn't gotten the newer recording format with reset recording implemented yet.
honorableJay
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http://files.filefront.com/X+Men+Genesis+WIPavi/;11564886;/fileinfo.html I deleted the old wip video an replaced it with this one. It has every level in it, showing the basic strats that I'm going to be using minus the new ones for lvl's 3 and 4. Magneto's stage took only 20 mins to figure out the best path. As for Magneto himself, I have a strat that will work, I just have to shake off the rust when I fight him. It basically involves using Wolverine the whole fight. Dodging the "balls of fury" at the start of the fight is what I have to work on. Funny thing is I was shooting for about 20 mins for the run, with a worst case scenario of around 30. Man was I off. Considering these segments alone, which are far from perfect, add up to just about 10 mins, and adding in 2:30 for the in between level fill ups (30 seconds is the default for each fill up, gotta smash the terminal to get more) that means my target time to beat for the entire run is 12:30.