Posts for SoulCal


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Experienced Forum User, Published Author, Active player (333)
Joined: 1/19/2010
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In 1-3, before the log bridge there is a potion in the 2nd veggie spot. Have you tried grabbing this one instead of the one you get? This way you wouldn't have to wait for the shyguy to move to pluck it up.
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Tseralith wrote:
Any particular reason why you pick up two ammo boxes for the pistol at the cabin since you just ended up spending them all at the lift anyway?
Wasting ammo to lower accuracy makes the boss have less health.
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DaTeL237 wrote:
I think the subtitles/notes are a nice touch, although perhaps they shouldn't be embedded into the video (youtube supports 'subtitles' for instance)
Many of my views come from mobile devices' YouTube app, and many of those don't support annotations. My android supports annotations in the browser but not the app, for example. Embedding annotations in the encode is an easier way for people to notice, and to avoid those who just disable them. And groobo, I thought that the oob would be faster, but Ashley cannot get oob so she would end up going the long way.
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If I started the cabin fight by sniping everything, then I would have ran out of ammo, and would have had to wait for enemies to enter the cabin anyways, and then use my grenades. I tried to balance out speed for good enemy drops (got a 9900 ptas drop). I am aware that the lift is not extremely exciting. I TASed this from the lift to Mendez about 40 or so times; many due to desyncs, and some due to Mendez having too much health, and making me redo the entire area again from the top of the lift. Sometimes just wasting ammo wasn't good enough to make Mendez weak, there's some other part of the formula I don't get. And, at the time, the revision I was using had horrible sync issues in that area, as in every time I did a loadstate. I would redo it (thanks to the build RachelB gave me), but after collecting two 3300ptas drops at the truck area (which took several hours to get) I'm not wanting to do that again. Another odd occurrence was that for some reason, the lift would arrive at the bottom 2 inputs later, and sometimes 2 inputs sooner, and so I went with a recording that shaved off those frames, albeit a sloppy one. I'm guessing it had something to do with lag and how enemies are shot down. And enemies on the lift cannot be headshot with handgun, at least from what I've tried.
Experienced Forum User, Published Author, Active player (333)
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Shooting the window with two shots can be done before the cutscene, but going thru the bottom window is slower, but not by much, less than 1 second iirc. What do you mean I took long in the village?
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Red wrote:
Looks awesome so far SoulCal :D Any reason you didn't reload the pistol at the end of the "gondola/lift" section?
I have no ammo, and I'm going to sell the handgun to make inventory space for the TMP and rifle.
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Red wrote:
Looks awesome so far SoulCal :D Any reason you didn't reload the pistol at the end of the "gondola/lift" section?
I have no ammo, and I'm going to sell the handgun to make inventory space for the TMP and rifle.
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Ilari wrote:
SoulCal wrote:
Chapters 1 and 2 completed. http://www.youtube.com/watch?v=7JBRsDbX-U4&feature=youtu.be
Some comments: In commentary, you say that running with nothing, grenades or rocket launcher is faster than running with other weapons. Yet, in several parts, you seem to be running rather long with a pistol. Does putting pistol down and then drawing it again really take that long? Or does the game force you to draw the pistol if you don't have ammo for it but not for anything else (in this case, only grenades would be useful)? And also, at least official encodes don't have link to the site constantly visible...
It takes more than 1 second to pause and switch weapons. At 105% speed, running for 1 solid minute means I would gain a 3 second advantage, but once I pause twice that advantage is lost. My runtime without using the handgun must be at least 1 minute. In the swamp area, I use the handgun often. My running time from after the cabin fight to getting on the lift is about 58 seconds, so that part is not worth the switch. And I put the watermark of the website in there just in case people upload my WIP elsewhere, cause many Japanese and Chinese players did that,nd delete the still picture at the beginning. It wont be in the final encode, of course. And as a side note, switching to a weapon that gives the 5% boost is not very viable on the real gamecube, cause pausing takes about twice as long due to longer load times.
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Soig wrote:
Mmm... It seems that 3.5-228 still desyncs. It's not due to emulation. It's due to DTM recording error. For example, I input on frame 3813. But when I playback, the DTM inputs on frame 3810. There are 3 frames lost. How to avoid this?
I had a similar issue when using a different Dolphin build. I just hexed in 3 frames and it synced. I'm guessing that different builds start at different stops in the dtm file.
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Chapters 1 and 2 completed. I got lucky at the end, and collected two 3300ptas drops. I began doing an analysis of how much I would need, and as long as I can collect about 103,000 before the Verdugo fight (Salazar's right hand) I should be good. I need that much for the Striker shotgun(43000ptas), and two rocket launchers(30000 each). I'll have about 10,000 left over after buying the semi-auto rifle and TMP w/stock, and I get 45,000 from killing the 3 Garadors on the way, and I still have some treasures to sell. I also put my dtm file on the front page in the WIP section. Please, someone else see if you can run the game as well. Link to video
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It was just 4 inputs added, but I can try to see if I can edit in a memory card. The build that RachelB provided me though has a disc switch function, so I don't need a memory card now (although I would prefer to do a dtm per disc). The disc switch will make things easier for the encoder and those who playback.
Experienced Forum User, Published Author, Active player (333)
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What's happening is that the "SoulCal" encode is providing the first input 4 VIs early, but the memory card screen appears on the same frame as the 371 build I have. I'll see if I can hex edit in 4 frames. EDIT: I added 4 inputs (8 frames) and it synced completely. Thanks RachelB for the new version. I guess I'll be using the 386 build you provided.
Experienced Forum User, Published Author, Active player (333)
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You were discussing before about backporting the disc switch function into the revision I'm using. Is that what those two files were, or is that just a different one with better TAS functionality?
Experienced Forum User, Published Author, Active player (333)
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This other one doesn't sync either.
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I appreciate the help. Unfortunately, this build desyncs my file at the first input. I noticed you gave me 3.0-378. Anything after 371 will desync my files. When I began TASing RE4 I was using the old 3.0 release that didn't have the ability to playback from a loadstate, and then 371 came out and I've been using that since it has the playback fix, and it synced my current work. This is unfortunate.
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RachelB wrote:
That's the completely wrong version :| Gimme a bit, i'll get you something better.
Now when you say "wrong version" you mean...? As long as I can get a version that syncs with my WIP I'll be fine.
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RachelB wrote:
What revision are you using, exactly? It should be listed in the about menu, as a long string of numbers.
3.0-371-dirty 79ca43226cfa5363bf6826d14c9518c7b26f6078
Experienced Forum User, Published Author, Active player (333)
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RachelB wrote:
SoulCal wrote:
I posted to the Dolphin forums about the graphic issues with 3.5 and haven't got any responses.
Submit a bug report at http://code.google.com/p/dolphin-emu/issues/entry?template=Defect%20report
I'm not going to use 3.5 is the point I'm making. I would like to know a possible reason why Dolphin has this weird loadstate bug where inputs aren't used. Anyone else experience something similar?
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jlun2 wrote:
Well, what revision are you using? If it's a 3.0 revision, then maybe you should try 3.5 revisions despite the graphical problems since it may have the problem fixed, and if not, well, its supported, so a fix can be expected for 3.5 revisions instead of in 3.0. Or, painstakingly hexedit everything.
It's 3.0-371, which is a revision with the loadstate/savestate fix during playback. My dtm also syncs with the official 3.0 version so far. I don't want to switch to 3.5 cause the graphical glitches are pretty horrible at this point, and my dtm doesn't sync. I posted to the Dolphin forums about the graphic issues with 3.5 and haven't got any responses.
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I'm having an interesting glitch occur when I do a load state in this part of the game. For some reason, loading a state makes some of the inputs not play back (as though I'm not holding forward or B). I've TASed the lift portion about 40 times, and I always get a desync either before getting on or while on the lift. I'm about 1/2 way down the lift now with a synced file, but that is after 40 or so desync readjustments. Any insight would be appreciated. Link to video
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Yes vote. Great job.
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RachelB wrote:
That is definitely not allowed, if you want it published on tasvideos. Just use save states to avoid playing back from the start...
It's just one of those things; I want to playback the TAS from the beginning every once in a while just to do a sync check. I do use loadstate to continue with short progress, but every few minutes real time added I'll do a fresh playback. This'll just get tedious later on is all.
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RachelB wrote:
SoulCal wrote:
I actually just tried to do that memory card save idea, but it doesn't work (well, fully anyway), cause you have to create a file on the memory card itself. My idea could still work, but it requires the player to: 1. Start the emulator and RE4 with memory card inserted 2. When the prompt pops up, create the save data 3. Close emulator, and disable memory card 4. Run my dtm file, and somewhere during playback, insert memory card This is technically allowed by TASvideos, cause I could just create a 3 second dtm to create the memory card, so I guess this would be a "continues from saves" category. And Rog, so far 3.0-371 syncs with 3.0, and Ijust assumed most people would use official releases instead of developer revisions. If you can/want to import the disc swap feature at a later time that would be fantastic, but I still got quite a ways to go. But inserting a memory card during playback doesn't seem to cause desyncs.
Seriously? It syncs with 3.0? That is...interesting. Regardless, there is no need to make sure it syncs with 3.0. 3.0 is terrible, and you should just pretend it doesn't exist. Memory card changes are not recorded, by the way. Just let me know when you need the disc change, and i'll get you a build with it.
You the man! Honestly I would like to do a memory card insert instead of a disc change, cause the dtm file will be extremely long, and it would take about 2.5hours just to playback to disc2. If I can just load a save to start disc2, it would make TASing a lot less tedious. But at least I have an alternative option.
Experienced Forum User, Published Author, Active player (333)
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I actually just tried to do that memory card save idea, but it doesn't work (well, fully anyway), cause you have to create a file on the memory card itself. My idea could still work, but it requires the player to: 1. Start the emulator and RE4 with memory card inserted 2. When the prompt pops up, create the save data 3. Close emulator, and disable memory card 4. Run my dtm file, and somewhere during playback, insert memory card This is technically allowed by TASvideos, cause I could just create a 3 second dtm to create the memory card, so I guess this would be a "continues from saves" category. And Rog, so far 3.0-371 syncs with 3.0, and Ijust assumed most people would use official releases instead of developer revisions. If you can/want to import the disc swap feature at a later time that would be fantastic, but I still got quite a ways to go. But inserting a memory card during playback doesn't seem to cause desyncs.
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jlun2 wrote:
Are you using the dolphin revisions with Disk swapping support? It'll be quite annoying (for you) if it wasn't done on said revisions. :o Anyway, love how you headshot everything at the last part. Nice work!
I'm using an unofficial version; 3.0-371, cause it has the playback from savestate fix in it. Although the official 3.0 release doesn't have that feature, I just want to make sure it syncs with the official 3.0 version. I don't think the revision I am using has the disc-swap feature. I was planning at the end of disc 1 to just create a save file, and load the save under a new .dtm. And I won't use the 3.5 release of Dolphin because it causes graphical errors in this game. EDIT: I realized a problem with my idea to make a save file, cause at the beginning of my TAS I skipped the "do you want to insert a memory card" screen. So let's say I get to the end of disc1. Is it allowed for the player (me or whoever) to just go into the Config->Gamecube settings and say "insert memorycard" mid playthrough?
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