Joined: 4/24/2007
Posts: 10
Okay then, how 'bout this: what movement cues do I want to look for in order to dodge successfully?
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
The best i can suggest is to watch the pxm, but tough, imo, its too tight for realtime (run+dodge, or run&avoid), they was on drug the day they coded this feature, its humanly not doable, surely not for a average player (That what motivated me to make this tas actually lol)
Joined: 4/24/2007
Posts: 10
I'll talk to HKGoldenMrA next chance I get about dodging. It took him 374 tries to get the knife/no damage run. ZENO usually takes around 400 tries to get a 'perfect run' by his standards. It's likely that HKGoldenMrA knows something we don't. =p
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
Watch the pxm rather ;) This will tell you everything lol, just replay the shooty room frame per frame and youll see what im talking about :p I did practice for a while in that room to get it right, its a good place to make tests
Joined: 4/24/2007
Posts: 10
I watched the whole thing tonight. You don't make nearly as many dodges as I thought you would have, heh. ^^;; I'm a bit iffy on your Grave Digger fight, though. Acid rounds would be better than all that weapon switching imo, but I need to watch everything a few more times and mark down everything you did on your route. Your final fight with Nemesis was very good too; I didn't consider pumping flame rounds into him and making him chomp on the Tyrant in the corner of the room before the second blast. It's definitely faster than trying to adapt the Japanese strategy to the American version, and goes to show you how little I actually play around with the game... I was contemplating how to deal with that fight. /me takes notes. Another concern I have is the load times, considering it's run on an emulator... I don't entirely know how comparable your time is to running it on a console. I could run some tests by recording on my PS3 and running some video side-by-side, so I can calculate where time is gained and lost. I've got a couple of other SDA runs I'm sort-of working on right now, pending school. I'm very motivated to play this game again, and hopefully I'll get to work on a new RE3 SDA run before the end of the year. Thanks. =D
Experienced player (954)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
The first attempt did use much more dodging, but actually simply avoiding zombies made me win frames, so i went for the fastest strategy :p For the wurm, its the only part i would change yeah, but, you need to consider that pickup a extra powder also mean to open the menu (pickup + a few frames for mix later) I was mislead by ZENO run, because in jap version apparently he die in 11 rounds, while here he take 12 and still need shooty + hand gun to finish him, it seem this boss at least have less hp for jap Im realy unsure how much time i would have win, because of the pickup involved mainly If in the pharmacy i had 3xA + 3xB i feel the run would have been better ;) For the final boss, i can even get him hit in the first blast, but this doesnt load his death sequence (it seem it doesnt even damage him... logic somewhat since the wall still there after all), this boss dont have hps btw, but, after certain ammount of damage, he will start to go in the middle of the cannon to get shooted at, automaticly, regardless you keep damaging him or not Unless im proven wrong i think version2 of the run is realy optimized and good candidate for tas submiting (well, when the site is fixed and accept my file lol) About the lag/load, i think i would have win even more time if it was realy shorten, tough, need to consider the "fix" is used on 80 doors, mean near 1/3 of the doors have somewhat a difference probably Overall i dont think it realy weighty in the balance, at most its seconds on the run, the first run was 1:12 and pretty much copycat your sda run, the gain come mainly from ultra fast menu ect... well i think Good luck for your run :)