Posts for AjAX


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Yeah I know that no worries, I was referring to the doors cinematic, I wasn't stating that the NGC was not a good candidate here :)
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jlun2 wrote:
Warepire wrote:
Though all the door cinematics etc really kills the entertainment. I have to vote meh on this.
Agreed. The DS run also uses Jill, but is much more entertaining because of the lack of "door cinematics". =P Would the GameCube version be better?
Gamecube would be longer than this, around 10 minutes longer and would contains more door transitions.
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I voted yes cause I watched this already (I uploaded this) and this is a much better TAS than my utterly bad looking one I did. EDIT: Ok, Technical Side of my TAS sucked, is that better now :P
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Dada wrote:
AjAX wrote:
So this is A 'US' version originally running at 50fps but converted to 60fps? or the Iso or whatever is a fake US? I had to dump my psx game lately because of a similar problem, it was a US game clocked at 60 but running at 50fps, just curious :)
It's a US game running at 60fps and encoded at 60fps. The time difference is due to the FMVs not being displayed correctly. Your game might have been 50fps due to the use of a European BIOS?
Nah :) I Only use US BIOS' anyway, I was only wondering cause to solve this issue like I said I had to dump the game myself with my own copy, good to know :)
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nah, when we get the 1st key (Rebecca 1st meeting), we are dropping the 1st aid and knife. And Jill's run is not finished yet, I'm working on Chris's Route as we speak, but we can't go further because arukAdo is having problem skipping the Plant :(
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Dada wrote:
Warp wrote:
So the ratio between the run length and the video length being almost exactly 50:60 was mere coincidence?
It appears so. The CD-ROM used for this run is SLUS00190, which is the US version of Abe's Oddysee. He also used the US BIOS. The discrepancy is about the same as in the 100% run (or it will be after I add the intro and ending back in). If I was incorrectly encoding these runs we'd see a different discrepancy.
So this is A 'US' version originally running at 50fps but converted to 60fps? or the Iso or whatever is a fake US? I had to dump my psx game lately because of a similar problem, it was a US game clocked at 60 but running at 50fps, just curious :)
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Planning Chris gives a lot of headache actually!
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I didn't say that I dislike precision, I said that I hate the attitude of some of the people here about frame whoring in a polite way, I hate the if it's not perfect you suck attitude, this. I don't think I'll ever TAS again and it's ok, the only reason that my menu suffered is that I didn't know how the input lag worked for this game until late in the making of the tas, you sometime have to hold the input for 2 frames to make things work and other times it can not work at all if you pressed on a lag frame (Ingame not emulator game), so this part is obvious that I didn't know how to TAS properly, whatever what the fuck I'm I still doing defending a shit run anyway. (I should also have said that I was going for game time) EDIT: You can keep on saying that it's sloppy and shit, but should thank me anyway cause the only job you have to do now is to frame whore, everything else is fine, the route, the item management, the new tricks, but thank you anyway for not mentionning it.
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The route of the DS run is still obsolete and I'm sure that if I edit the doors transition, this run is faster but whatever you guys are right I guess.
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Nah, I'd rather do real time speedrun, plus there's a shitload of things that I don't know like RAM watch and stuff, this is not for me obviously.
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I realized how to open doors correctly and how the menu thing worked around mid-way in the TAS (Caverns Area) EDIT: Also, fuck it, I cancel the submission and cancel TASing as well, back to SDA.
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I personnaly go for seperate categories for what I mentionned in my author's comment, also, If I were to do a TAS of Chris (the other character), It should be a seperate categorie also because the scenario is much faster to do and Chris has less cutscenes (shorter). I watched the DS TAS and I can see LOTS of improvements in it, the route and the playing, so if this TAS ever gets rejected because of the DS version (which I honestly think that it would suck, not because I did the TAS but simply cause the game is completly different) I will Improve the DS TAS, rejected or not. EDIT: I posted a lot of informations in the PSX topic about this TAS and never got information or feedback whatsoever, I find it shameful that now that it's up to verification people tell me all about it, just a point here. Like I say I might redo this, but I don't expect to shave more than 5xx frames.
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abyrvalg wrote:
(which i doubt, since you say you ran everything in realtime),
I said I was a real time runner before, this as been done all the way with frame advance :) ArukAdo: Thanks, although I am not getting demotivated, I'm only defending my TAS, quite normal I think. Of course with time I will become a better TASer, I just hate the BE PERFECT like you did this for the last 5 years attitude that's all :) Thanks again!
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If you remember correctly advanced mode is only replacing items and other camera angles. Arakudo runs has around 56xx rerecords and is 7 minutes longer mine has around 43xx. (not to count how many times he had to re-record because of those dodge input and lots 50% of the run is door transitionning) Doesn't seem that bad to me. The 3d model bends right I admit, I did the best I could, this is my first TAS and blablabla let's get all melo-dramatic about it, fine. Truth is, no frames are lost replacing Jill on the right way (most of the time 2-3 frames replacing turn, It's TANK deplacement) :)
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Mitjitsu wrote:
This is one of these games that are fun to playthrough and speedrun, but don't translate into a good TAS. 95% of the run is just running from A to B with not much in the way to stop you, and much of the movements look very approximate. I'll vote meh on this one, but I look forward to seeing the GCN version being TASed.
Very approximate? Explain please :) 95% of the run is just running with not much in the way, each zombie has a particular technique to be avoided, some took lots of re-record to get, I run RE in real time settings and you get bitten a lot in them. Also, I planned on making TAS of most survival horror games, and the NGC version is even more running from A to B.
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My
AndyD wrote:
Did you really make those 40 seconds back by picking up the bazooka? non-tas version goes without
You realize that not taking the bazooka almost add 3 min of gameplay to the run, right? Also, there is over 10 runs of Resident Evil out there, perhaps the one you watched was a knife-run only. My run goal was fastest completion so I needed this bazooka. :)
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Would it be possible in the future to implement hack fixes recording into .pjm files? That would KICK arses.
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Experienced Forum User
Joined: 1/23/2007
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Location: Montreal
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Location: Montreal
Why wouldn't it be. It's the same game? NOt quite sure. The zombie AI behave differently. You can skip door transitions, cutscenes. It's like a speedrun of Original SMB and the All-stars Version of it, apple and oranges.
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Part I: The Mansion I had to redo half of the wip and save lots of frames, thanks to a trick I overlooked, knife/canceling the 1st 2f zombie. Anyway, there are several tricks included in that video, feel free to watch and comment/discuss it. I had to put tape on my monitor to delimit Jill's Feet and Head to place her perfectly so she could play the piano without movie (she moved 2 frames, it's unavoidable). Also dodging the zombie guarding the Tiger Statue was never been done before. Yawn caused me some trouble as I had to wait 5 frames so I redid the segment and changed some movement in order to put an end to the 'wait' time. I managed to also skip 3 loading transition (Chemical room/Serum Room/Paint Room). Testing has been done to determine if running with a 2 hander weapons takes more time than having nothing equipped. In RE2 and RE3, you walk slower with grenade/shotgun equipped but in RE1, there's no difference at all. Kitchen It is faster to take the right path to get to Barry in the beginning Right @ 5804 Frames Left @ 5809 Frames It is faster to turn after grabbing the shield Running against Wall (shield) @ 7293 Turning Instead @ 7287 Faster to go to the left after Barry kill the 1st zombie of the game Dinning Room (On the way back to Main Hall) From The Right @ 10521 From The Left @ 10517 Right Path is faster Chemical Room Right@ 34947 Left@ 34957 When meeting Richard for the 1st time, I always thought it was faster to go through the plant and trigger the cut-scene, it appears I was wrong. Direct Route @ 458803 Plants Route @ 458812 Upstairs Route is obviously faster Downstairs Serum Route @ 52883 Upstairs Serum Route @ 52081 In the Paint Room I tested if it was faster to run while turning or simply stop to turn. Stop-Turning @ 72773 Run-turn @ 72786 Yes it looks ugly, but it's faster! Time in Inventory is counted, for your information
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ah, maybe this is the problem. I'll do this then. Any other information I should know, I tried to search for FAQ about making a TAS and they all speak of other consoles, I would really like to have a lecture about making TAS this way I could ensure myself that I am doing it properly because it sucks to always have to redo over and over :)
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Here's WIP 1 EDIT: Link Deleted, Rework Has been done.
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For some reasons after fixing it and continuing the TAS I played it back and the desync occured at the same place, unless I wait to finish it and then correct it, I fear that this will always happens, weird... Any ideas? EDIT: By played it back I meant, I continued working on it and the desync occured at the same place, editing the 5 frames makes it work afterward :)