Joined: 8/24/2009
Posts: 51
A large portion of SDA is given to Quake. Though they have Quake I and Quake II categorized under PS, N64, and PC, each has been played on PC. On neither SDA nor TASvids is their a run for PS or N64 so I plan on running Quake II for PS. Also, I will be using PCSX-rr v0.1.2 with some other decent gpu and graphics pluggins, plus I have found certain techniques to keep any PS game stable and without desyncs. Any input is welcomed.
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I'd like to see that. Although I'm a little afraid the PC runs are still going to look smoother, due to better control (mainly by having a mouse).
<adelikat> I've been quoted with worse
Joined: 8/24/2009
Posts: 51
I can make any TAS run look smooth. All i need is a dual analog TAS input plugin similar to the one Mupen 64 uses.
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I believe Bablo refers to the fact that mouse allows faster and more precise cursor movement. I wonder of you can bunnyhop optimally on the PS1 version? Anyway, very much looking forward to WIPs.
Weirwindle wrote:
I have found certain techniques to keep any PS game stable and without desyncs.
I'm more than sure everyone would like to hear what these techniques are. If you're right and it's possible to ensure sync-stability on PCSX, this is great news.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Weirwindle wrote:
I can make any TAS run look smooth. All i need is a dual analog TAS input plugin similar to the one Mupen 64 uses.
Is analog input working in the rerecording playstation emulator yet? I thought it was D pad only at the moment.
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Mitjitsu
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There's Quake 1+2 on the N64 as well, but they aren't well enough emulated to be run.
Joined: 8/24/2009
Posts: 51
I have finished two games, Star Wars: Jedi Battles and Twisted Metal 2, in the last couple weeks, nowhere near speed run status, just to get used to the PCSX-rr. The two pxm files had absolutely no faults from the way I played them. For the graphics plugin I have been using Pete's OpenGL2 Driver 2.9 and the SCPH1001.bin for my bios. I only wished I had a better input plugin. I think that the solution for any desyncs, though I haven't ran into any, is much like the solution to Mupen's desyncs. Take your time during your input and savestates (dont button mash) and what ever you do, do not make a savestate within your first couple frames of capture. Also when I am finished making a short recording I put a few extra frames after my final savestate. I don't now if this would, or even should help keep a game stable but it has gotten me by.
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I would be very surprised if you could make a better run then the currently published PC speedrun because of how awful the psx version is. a run was rejected on sda on the basis of how crappy the psx version is http://speeddemosarchive.com/forum/index.php/topic,9215.0.html
Joined: 8/24/2009
Posts: 51
Everything they said was correct, plus there are a few other tech problems with the rom, not the emulator. Bunnyhopping/zigzagging does not affect speed nor acceleration, and rocket boosting/jumping is out of the question. It is extremely easy to clip corners and wall sliding does not give additional speed. Also I will not be able to compare my run to those of SDA due to the maps being different. There is also a very noticeable lack in jump height and distance(Cant jump over the enemies for instance). The rom has playback sound problems and anytime I wish to go underwater I will have to do so blindly(Ive tried all available graphics plugins).
Joined: 8/27/2006
Posts: 883
If you have to do so Blindly, it means that it won't get published, unless a published is able to find a plugin that works. Minor graphical bugs are okay, but major bugs would be a problem.