Posts for notpsx


notpsx
They/Them
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Joined: 11/26/2022
Posts: 7
Location: Shadow Moses
feos wrote:
The JJ fight and the final fight (including picking the sample) are quite a bit slower in this run than in the video linked above, as well as in both GameCube human records. psxVEVO, did you use any existing record as a reference when making the run?
Yeah, I used this (https://youtu.be/j3j6OLxFC6g). Couldn't find a Gamecube run, but looking for one in speedrun.com would've been a good idea. Didn't think about that.
notpsx
They/Them
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Joined: 11/26/2022
Posts: 7
Location: Shadow Moses
Dimon12321 wrote:
Did you try performing a different OOB, like shown here? 1:55 Did you try running ahead without hiding from the arrows? Some moments, like 3:56, 4:23, some inventory selections, 5:24, cutscene slow skip and other ones look slow to me. I don't know why you always do a step back before turning around. Killing the Gatling Man looks less optimized than killing Krauzer. It's like by that point you finally got familiar with the control. Some turns and camera angles look a little slow too. I got the feeling like you didn't have enough hands or keyboard input to do them better. Did you use TAS Input? Also, check "Aiming" paragraph in this submission, it might be useful to optimize turns. Reloading the sniper rifle can be improved if you take damage during the reloading animation. I don't remember if it works with CGI cutscenes, but you should try reloading it before fighting Krauzer to see if the cutscene fast-forwarded the animation. What memory card you use for the submission? Did you download it from somewhere or did you use the one that's verified from that submission ("Playing the .dtm file on Dolphin" paragraph)? In short, you first submission is good, but I found it not optimised. Please do an updated version. I don't think it will take long to redo it.
That OOB doesn't work with Ada, if it would she still can't walk up like Leon can. For 1:55 by hugging the right wall the archer will take a step to the left or miss the shot, otherwise the second arrow would hit me so you can't really walk right towards him. I'm really used to the Steam controls like autosprinting or the faster quick-turns (not the 180 spin) so some camera snaps would look slower in general. The J.J room is probably the hardest room, around 4:43 I have to manipulate the left Soldier to point at me so he won't run towards me before throwing the grenade. J.J's moves after sniping him is RNG, either he will take a step back, do a 90 degree turn, or doing a 180 turn (which is the slowest since you cannot see his head. Krauser was the biggest pain since Ada has no knife. And taking damage doesn't cancel the reload animation. Yes I used Ubercapitalist's memory card, my bad for not mentioning it. Overall yes I definitely have to redo this. I did this in one sitting (took me around 3-4 hours and I probably need to mess with the tools because I only used frame-advance and save-states (of course.
notpsx
They/Them
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Joined: 11/26/2022
Posts: 7
Location: Shadow Moses
A big yes from me, but I also would suggest making a separate encode without all the door transitions like in Uroboros & arukAdo's TAS. Kudos:))
notpsx
They/Them
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Joined: 11/26/2022
Posts: 7
Location: Shadow Moses
I thought no other game would ever top the constant door loading-screens in the Resident Evil franchise... I guess I was wrong.
notpsx
They/Them
Experienced Forum User
Joined: 11/26/2022
Posts: 7
Location: Shadow Moses
Very nice improvement, enjoyed every second of it! Easy yes vote from me:))
notpsx
They/Them
Experienced Forum User
Joined: 11/26/2022
Posts: 7
Location: Shadow Moses
This will probably be my last question: So in this video ( https://youtu.be/ZgeVrNONuYA ) 1440p looks like 8K but my 1440p encode ( https://youtu.be/fJKja4D3FSM ) looks pretty bad and very blurred. Even the original encode's 1080p looks sharper than my 1440p. I've been testing different things out for 4 months now lol. Does it have to do something with the codec or deinterlacing? Rn I'm using Lagarith. Edit 08-12-2022: Counts also for other encodes with the same resolution. not only this one. sorry for asking questions about very old videos.
Post subject: Pixel Aspect Ratio Correction on VirtualDub
notpsx
They/Them
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Joined: 11/26/2022
Posts: 7
Location: Shadow Moses
I have a little question; So I am using VirtualDub to encode my runs recorded from PSXjin ("Why PSXjin?" , - I'm not using it for TAS'ing and I like it). And for example in this video ( https://youtu.be/fUQY6RHrtbs ) it's displayed 4:3 on the PC eventhough the resolution is 2560x1792 which is not a 4:3 resolution. But for example its being displayed "10:7" or 320x224 (Metal Gear Solid's main Aspect Ratio) on the phone. Is there any way I can do this in VirtualDub or any other software which is easy to use?