Posts for Sinister1JP

Experienced Forum User
Joined: 1/27/2009
Posts: 33
Location: UK
how's this coming along?? any news? did you check out zeno's again and combine all thr strategies? thanks Paused, I am sorry if I mixed up the names :p im playing biohazard 1-3 atm on my PS3. drain deimos bother me more than lickers, they are nasty S.O.B's..
-Sinister,
Experienced Forum User
Joined: 1/27/2009
Posts: 33
Location: UK
if you are just going for the fastest possible time, are you considering any special weapons or would that be classed as a special weapons time attack?? thought i'd note here special weapons don't affect the rank, only health, time and saves do. the rocket launcher is slow but easily the most powerful weapon in game and gnarly once you've spent the time aiming it :D this weapon would only suffice against bosses. and likely only to provide 1-3 hits per time before dodging.
-Sinister,
Experienced Forum User
Joined: 1/27/2009
Posts: 33
Location: UK
I mean, you know that room not long after room 30, where there is a map and a T at the end and you have a cut scene where you first meet the licker monster??? You ran to an angle before the cutscnee, just run straight :p Yes boss fights don't need to lecture you on lol. I don't know why but all RE3 runners push nemesis off. I personally jumped off. On BH3 it doesn't matter on the cutscene side as it is skipped. I've been watching the routes again, and I don't think the time is lost in terms of inventory/puzzle but with enemies. If you jump off to get the good ending the enemy layouts are more awkward for a speedrun. When you jump off the 6 skinless zombies in the room with a pool keep regenerating until 3 times. With the first option of pushing Nemesis off not only do they not regenerate, but they start in the pool, meaning you can perfect the running in that room and not have to worry about them ever. EDIT: Yes Ap the RPD scene where Mr S.T.A.R.S jumps through the window always gets me :-s he's a douchebag
-Sinister,
Experienced Forum User
Joined: 1/27/2009
Posts: 33
Location: UK
The bad end is triggered by the 2nd from last time you pick from two options. It's where you choose to jump off the bridge or push Nemesis off. By jumping off yourself you trigger the good ending. The lift dodging did look more bad ass :) would like to see it incorporated into a final run for the sake of 1-2 seconds! The hunters are triggered by not killing the Hunter Gammas in the room with the puzzle if that helps. Your route to the crowbar in the diner is faster than the ZENO run in TAS methods. I noticed you ran to an angle the first time you meet a "licker" in the cutscenes in the T junction where there is a map. You don't need to do that,just run straight to save a few frames. I don't know if it's quicker but with the worm 2 fight but running to each end of the U area and giving it enough juice triggers the chance to kill the worm with electricity. If you need the ammo the best place to get it is to grind against the table where you pick up the metal bar before the Worm. There's 2 A and 2 B there. Your Nemesis raping was faster in the 2nd from last Nemesis fight. Weapons FTW on that one. Your final Nemesis fight you could get away with if you optimize your ammo on the rest of the game so don't worry about that too much, improving the rest of the run would consequently improve that fight.
-Sinister,
Experienced Forum User
Joined: 1/27/2009
Posts: 33
Location: UK
I didn't mention any improvements for the TAS route at the time because I felt anything you hadn't picked up on could be borrowed from the run ZENO did. One thing though, you didn't blow up the hunter in the B3 Hospital hallway. It would have saved all the dodging near/in the lift and shaved off a second or so. I honestly think with your ideas mixed with my ideas and with Zeno's route you could get at least a couple of minutes faster time ;). P.S. no magnum needed. and making the bullets for it/picking them up will consume more time than it's worth. Shotty and grenade launcher much better to use! I don't remember you picking up any health, did you?
-Sinister,
Experienced Forum User
Joined: 1/27/2009
Posts: 33
Location: UK
I dont know if you knew, but you can skip almost all the movies with select button. And as he uses a turbo controller and has practiced the timing of it, he skips the FMA's as soon as control is gained, and almost always at point 0 of the FMV! EDIT: I have an original Biohazard 3: Last Escape. This is what all my findings are based on. As I have no Japanese consoles now or "super" consoles I am happy to post this out to you for your research :p..unless you already have the Japanese version?? The Japanese version is the fastest version. Ths is due to text and other small things, and that's why the best times have been achieved on it. The USA version is next best for testing as they are almost parallel but for the best result JP version. EDIT 2: Yes I am watching your WIP v1 :D fantastic so far. Cant wait for your v2
-Sinister,
Experienced Forum User
Joined: 1/27/2009
Posts: 33
Location: UK
Hi man glad you replied, I made an account just for this TAS :p Okay you are right, you need to push the zombie back up and shotty him like in the current run by Zeno. So you know he ran this with a turbo controller, one of the final big psx machines and an original biohazard 3: last escape. To speed the 2nd from last Nemesis fight you will have to take damage from the acid. But the fight was a tiny bit clumsy it could perhaps be quick dodged with perfect timing and the AI of Nemesis could be led into the acid faster consequently. The first time you fight Nemesis as a boss after the clock tower, again there is room for improvement but barley. Only a couple of seconds via quick dodge. Thanks for clearing that up about the inventory. I looked again, you're right there wouldn't be enough space to do what is needed if you chang the inventory planning. Spend frames, save many frames :D How enemy layouts work is this: Depending on which scenarios you trigger, which enemies you kill and keep alive in certain spots certain enemies will appear. I don't know the game that well enough to tell you which actions triggers which enemies, you would need to check the RAM at the point of leaving a room with enemies you didn't kill or checking the ram after decision choices pop up. But I can tell you he went clumsy in the 2nd half and you could shave near a whole minute through better enemy dodging and running in rooms with enemies. As you've seen, the easiest things to improve upon this run are frames per screen. You've already saved approx. 250! I think a lot of frames where ZENO is running are lost when he plays as Carlos. Question - Zombie hallway with carlos on 4th floor....can this be improved with the pistol??? And if you leave some zombies alive in the hallway where do they reappear when you reenter the corridoor? The pistol can decapitate at times, maybe htere is a way to alter the ram values to trigger a very high percentage of decapitating headshots, Although you're not aiming for no damage now..did you reduce health items and if so how much time did that save?
-Sinister,
Experienced Forum User
Joined: 1/27/2009
Posts: 33
Location: UK
homepage3.nifty.com/shin3/BIOHAZARD.htm If you scroll down to Biohazard 3 and see ZENO's time of 1hr12m19s you'll find a lot of improvements over Carniogen's run and others on SDA. Ths was also done on an older PSX I believe meaning this record is breakable on an emulator. I thought I'd note from the untrained eye I saw approx. 31secs of improvements over the current run. To perfect each frame and bullet used, there would no doubt be further optimizations. Possible optiizations: -Beginning zombie can be pushed out the way with quick dodge which is a tiny bit faster. -ZENO uses the first item box to store the manuals and pistol..i was looking at the slots used. Could it shave a few frames off to go to the save box in the T alley by the diner or even before that at the auto repair shop? -The 2 speedy zombies that pop out the shotgun cellar can be pushed with quick dodge. The 2 remaining zombies can still be dodged on the way down that tight stairway. 1 bite from the remaining zombie downstairs and blasting through til back at the top. -When returning to T shaped alley on way to the diner and Carlos runs off, don't fight the zombies they can be dodged. -Nemesis fights could possibly be improved - the 2nd from last involving the acid spills...is there a way to get Nemesis to have a higher success rate of running into/swiping the acid? -The puzzle involving the yellow red blue bars, in the final lab. Could that be done any quicker? It's a random puzzle I believe, another instance of the puzzle might be faster. -Overall there are a lot of jogging scenes even in this run which although look near perfect to the human eye could be tweaked a bit on a TAS. Or in the case of Carlos, a lot of fine tuning could be done :p -Such as the beginning there are a few unnecessary nibbles from our zombie chums. If they are able to be eradicated the few seconds lost picking up health items could also be saved. -The run utilizes saving. ZENO saves once as this doesn't affect the end ranking and allows for him to run the game as he does constantly (else get burned out lol). with this emulator can save states be used to avoid this altogether or with enough practice could this be avoided? It would save mroe time. -Are there any values in the RAM that could be altered for enemy placement/zombie speeds?? Luck manipulation if you will. Also any way to keep the code in the RPD as 0131 the same way? I think there was another code which was just that bit faster. Hey wait, maybe a TAS could still improve this a LOT :D EDIT: If aiming for no damage like in opening post, some time savers I mentioned and currently in the 1hr12 run could be lost.
-Sinister,