Post subject: Resident Evil 2
Joined: 4/24/2007
Posts: 10
So I checked around the forums here, and noticed that nobody bothered to do a TAS for any of Resident Evil 2 on the N64. Why is that? Resident Evil 2 is a very choice candidate for speedrunning in general, why not try to push the game to its limits? I estimate a time of 1:10 or less is doable for a TAS.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I reckon the game is privy to massive a host of desynch issues. Also, IIRC, there's scads of incorrectly emulated graphics and polygons. I think antd took a look into it and noticed that one of the characters was standing near a car, and the car was placed inside the road, and things were just out of whack. The game's TASability I'm not doubting, but it's emulation/runnability I worry about. try out a few different plugins. Good luck! if this doesn't pan out as you hoped, PM me, for I have a whole wealth of other N64 games to try out.
Homepage ☣ Retired
Joined: 4/24/2007
Posts: 10
Yeah, I just downloaded Mupen and RE2, tried to play it, and there's all sorts of nasty flickering and stuff. What's the best available Graphics Plugin? Also, is there such a thing as a PSX TAS? I caught wind of something like that at SpeedDemosArchive...
Reviewer, Active player (287)
Joined: 12/14/2006
Posts: 717
It's still a long way away. Someone's working on it, but last we've heard, they've run into some difficulties.
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Difficulties with the savestates, I believe. You have to test out all the different video plugins yourself. I believe there is a webpage that lists the "recommended" plugins for each ROM, but that's outdated and mostly geared towards PJ64, not mupen.
Homepage ☣ Retired
Mitjitsu
He/Him
Banned User
Joined: 4/24/2006
Posts: 2997
I don't think this would make a good TAS regardless of technical difficulties, the game has a very robotic with slowly automated features. This wouldn't look any different than a segmented run on SDA.
Former player
Joined: 10/1/2006
Posts: 1102
Location: boot_camp
Tried this game already, runs like shit on mupen.
Borg Collective wrote:
Negotiation is irrelevant. Self-determination is irrelevant. You will be assimilated.
Joined: 3/30/2007
Posts: 44
Tried this game already, runs like shit on mupen.
Actually, it is possible for it to run well with it: Audio: Azimer's HLE Audio 0.56 WIP2 RSP: Jabo's RSP Video: Glide64 w/ hacked wrapper (hardware framebuffer emulation HAS to be set for correct depth). You'll need to add the following for correct depth buffer emulation to Glide64.ini [Resident Evil II] fb_smart = 1
Joined: 4/24/2007
Posts: 10
Does that fix all the annoying graphical errors? and AKA, I somehow doubt that statement. With the game's 2D control option, one might be able to find some interesting zombie dodging patterns.
Joined: 3/30/2007
Posts: 44
Yes, it should fix the annoying graphics errors that were present before. However, you'll need a fairly decent video card for it to work right.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
mudlord wrote:
Video: Glide64 w/ hacked wrapper
I would like to try this out and see if it makes the game tolerable, but the link seems to be broken. Could someone please put up a new link? :)
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Thanks mudlord! This fixed the depth problems (Leon's behind the car instead of awkwardly sideways on it!) but the flickering is still present. Still, it's playable since the flickering isn't present everywhere.