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RachelB
She/Her
Player (127)
Joined: 12/3/2011
Posts: 1579
https://dl.dropbox.com/u/11111638/SoulCal.7z That should do the trick, and includes disc switch recording.
Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
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.
RachelB
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Player (127)
Joined: 12/3/2011
Posts: 1579
It's 378 of a different branch. 371 is actually after the version i just made. I'm not sure why your movie would sync on that and 3.0, but not the build i just made... You could try https://dl.dropbox.com/u/11111638/SoulCal2.7z but i'm not sure if that will sync work either.
Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
This other one doesn't sync either.
RachelB
She/Her
Player (127)
Joined: 12/3/2011
Posts: 1579
Then i'm not sure there's anything that can be done, unfortunately.
Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
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?
RachelB
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Player (127)
Joined: 12/3/2011
Posts: 1579
Along with some save state fixes, yes.
Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
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.
RachelB
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Player (127)
Joined: 12/3/2011
Posts: 1579
Hopefully it's not too much trouble to get it to sync. Let me know how it goes.
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Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
SoulCal wrote:
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.
Before you continue, did you hex edit it to include the memory card this time? Or was the hex edit literally adding 4 frames?
Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
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.
RachelB
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Player (127)
Joined: 12/3/2011
Posts: 1579
Great! I'm glad it was that simple to get it to sync. I can't wait to see more of the tas.
Skilled player (1706)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
SoulCal wrote:
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.
In a real console, the memory card has to be in, right? If not, then it's ok. If so, then not using the memory card and still having it playback would kinda mean inaccurate emulation. I don't really know, since I have the wii edition instead.
RachelB
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Player (127)
Joined: 12/3/2011
Posts: 1579
jlun2 wrote:
SoulCal wrote:
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.
In a real console, the memory card has to be in, right? If not, then it's ok. If so, then not using the memory card and still having it playback would kinda mean inaccurate emulation. I don't really know, since I have the wii edition instead.
A memory card is not required at all. He just wants to save at the end of the disc, end his movie, and start a new one on disc two. Which as has been explained, is not allowed if he wants to submit it to tasvideos.
Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
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
A-M
Joined: 1/15/2013
Posts: 25
Location: Paris
Hi, I'm new here and I just registered to encourage SoulCal to continue this awsome run. I'm also a RE4 runner (my PB) and it's really cool to see a TAS of this game. I have a question about rank in RE4. I wonder if the conditions to lower the health of bosses are clearly defined? It could be useful for my runs in the futur. Thanks in advance and good luck for the rest of the run!
Emulator Coder, Skilled player (1141)
Joined: 5/1/2010
Posts: 1217
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...
Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
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.
Red
Joined: 7/17/2011
Posts: 10
Looks awesome so far SoulCal :D Any reason you didn't reload the pistol at the end of the "gondola/lift" section?
Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
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.
Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
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.
Joined: 5/29/2004
Posts: 757
Interesting WIP.... but some queries.. Right at the start of the run, why not shoot the zombie and quickly flip around and shoot the window.. then hop through the now open window to escape on the first floor. Or was this not as fast as the topside? I also presume you took so long in the village for the sake of setting up for maximum money drops for later on in the run? Love the waterfall glitch! Nice to see it executed so well! And finally... going down the Gondola... no staring inappropriately at Ashley? Booo ;) Otherwise this kicked ass and I can't wait for the rest! Keep up the good work! Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
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?
Player (98)
Joined: 3/20/2008
Posts: 466
Location: Montreal, Quebec, Canada
Cabin fight start- 16:52 Cabin fight snipe fest- 17:46 Mendez fight- 21:45 Looking good so far :) Cabin fight was a highlight obviously. Two things though. One, does grenade tossing in the cabin really save time compared to just sniping from the beginning? The other thing, the lift was terrible, like bad enough to make the run unpublishable. What I was expecting was you to snipe all the enemies from the start (except maybe the enemies who jump at you), then waste away your remaining bullets aiming straight ahead, or something like that. I don’t get why you spent so much time aiming at certain enemies before firing, but it looks really sloppy imo.
Active player (333)
Joined: 1/19/2010
Posts: 383
Location: Texas
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.
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