Started a TAS of this game, been running it on console for ages. All is well except syncing video + audio dumps, dumped video seems to run too fast while audio stays true to speed. Don't have any dual-core settings enabled and frame limiter is set to auto, maybe I'm missing something. Using Dolphin 3.5-367. If anyone can help me out with that I'd be grateful.
Anyway here's the WIP: http://www.youtube.com/watch?v=K3RDlui2LB0&feature=youtu.be
This first level is actually one of the hardest levels to TAS because of the RNG pistol accuracy, the next level I have the pistol in it'll have 100% accuracy thanks to gold rewards earned.
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.
Strafing does not increase speed like it does in Nightfire, using the strafe-friendly controller setup gets you the same speed as holding forward. I use controller setup 3, and testing showed that moving diagonally actually cuts your speed down considerably, the fastest way to move is holding forward and turning with the C stick. You never decelerate that way.
Is it OK that I'm using this Dolphin build? The input file will stay synced when the time comes to encode it with audio?
In that case, isn't it better to use the strafe-friendly controller setup? Because the way I read this, controller setup 3 has four directions (N, W, S and E) that are fast, and four (NW, SW, SE and NE) that are "cut down considerably", whereas the strafe-friendly controller setup allows you to move in all eight without losing speed. Seems to me that for a TAS that's important. I might be missing something here, I've never played this game much.
The AVHack builds are NOT meant for TASing, only for dumping runs, so those have to sync the runs from corresponding non-hacked version.
Also, I am not sure, but I have impression that current AVhack builds can't properly handle DTK, so there may be trouble with the music.
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.
I guess you are right about that. Just tested and moving diagonally does not reduce speed in the strafe setup like it does in forward mode. Ugh getting used to this control setup will be hard. Analog stick does up/down & turn left/right while c-stick does left/right & turn up/down.
As for the audio Ilari there are audio glitches when not using the DSP LLE, works perfect with it though. Is Nightfire not in the same boat, it's encode turned out perfect.
Well strafe controller setup is definitely out, there's no way I can effectively use it. I just hooked the clawshot spot in the beginning of the level and I can't even direct myself to the walkway on the right, spent like 15 minutes just trying to move in that direction with full speed and could never accomplish it. You'd have to make many adjustments to both sticks per turn using both axis's in order to do it optimally, and alternating between sticks to aim at enemies. I can already tell I will end up being slower with strafe setup not to mention I'd never finish the run, will continue with what I've got so far. We're talking about biting maybe a handful of frames per level where as the level times shown after each stage (x:xx) are what everyone will care about. I will still be able to strafe some sections to save a little time as is.
hegyak wrote:
WTF those bullets? They do and don't hit? Love the music choice.
Yeah what I mean is the stock pistol's accuracy is pretty bad, just because your aiming reticule is directly on their head doesn't mean it'll hit. Getting these sweet headshots from a distance takes trial and error until the bullet trajectory and where I'm aiming mesh. When gold accuracy is unlocked in level 4 it'll become snipe-tastic and that ugly tracer effect will also go away. Will try to use a large variety of weapons though for entertainment.
BTW Estimated time for this run will be about 33 minutes.
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
If you are to change builds, get the latest from dolphin-emu.org, dolphin-emulator.com isn't an official site afaik.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Here's as far as I got, I just don't have the patience/attention span to finish a full TAS I think lol. If someone wants to pick it up I'll be glad to assist with all the strats and such. The entire run would be about 35 minutes real time and a decent chuck is on-rails so it's not a crazy amount of work if you're good at FPS TASing.
http://www.youtube.com/watch?v=XWoANIUZox4
Here's the current dtm, uses Dolphin build 3.5-367: http://www.mediafire.com/?0pztwu9q7wj2mc4
New developments for this game: https://www.youtube.com/watch?v=oDoA1zXmf4I
Random surfaces give you a boost in speed when you run along them, and in v1.0 you can boost off of explosions for extra speed/jump height. Planning on doing a TAS with two other guys now. Game has become pretty technical.
I'm curious about the advancements with Dolphin since 3.5-367.... are the cutscenes in this game now showing properly? Is the DSP LLE Recompiler sound bug fixed? What version of dolphin would be best to use for this game?
Got the latest Dolphin build (4.0-1356), FMV cutscenes for Agent Under Fire now display correctly! Game looks excellent. We'll get working on the TAS pretty soon, testing/research is slowing down.