Posts for Carcinogen

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Joined: 11/30/2009
Posts: 17
This TAS is highly unoptimized. I can already tell from the first 10 minutes. There is no manipulation of enemy HP tables or Stun tables; the basketball court knockback wasn't done with a downward shot (or in one shot). Aiming downward saves a couple of frames before firing, every time you draw the weapon. He also does not make any attempt to dodge the zombie in the 2F main hall of the police station. https://www.youtube.com/watch?v=EWAZI-zogN8 https://www.youtube.com/watch?v=W6IbM50bmLg The runs should be done on the Japanese version, since the Japanese version has more optimal enemy patterns. If someone who is fluent in Japanese could talk to Jikkachan and Yodoru about submitting their input files (Jikkachan can be reached on YouTube, he checks his comments, but I have never spoken to Yodaru), then these are the ones that should be accepted. As for what to do about "B" scenario files, I can tell you that the RE2 community creates "setup files" for the B scenarios. You are required to use the cable on the East side of the police station, and required to leave Marvin alive for the optimal setup file. Obviously, dirty S-RAM, but I think an exception should be made for Biohazard 2. Japanese and American players do it anyway since it requires you to make a save file to play them.
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Joined: 11/30/2009
Posts: 17
Bump. I'm having a problem getting savestates to work properly for this game in any emulator (not just psxjin). If I close and re-open the graphics plugin, then menu skins (and options) disappear. If I reload a savestate, then all 3D models disappear, the menu skins disappear, and only the prerendered backgrounds show. When I use the Resident Evil 2/3 fix on psxjin, the game slows to a crawl. How do you guys configure the emulator for this game?
Post subject: Resident Evil: Code Veronica X
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Joined: 11/30/2009
Posts: 17
I have literally no knowledge of how to TAS a game, but I figured I'd get this thread going anyway since I do have a question related to the subject. And, well, hopefully this'll spark someone's interest in starting up a WIP. A glitch was found not too long ago. See this video for details: Link to video This could crack the way for some wacky memory corruption bugs down the road, I hope, and thus lend itself to some good TAS strats. So far though, its only use in speedrunning is to lend yourself large amounts of Explosive Arrows, which are the gamebreaking ammunition. Looking at the PSN leaderboards for this game on the HD version, I think that sequence breaking is possible; before the PS3 Game Genie (or any similar device) was released, there were maybe 3 people who managed to score very low times at very similar ranges (1:15 range, vs. a non-glitched 1:40-50 range). It is very hard to decrypt the PS3 save game files (on the English-speaking internet, it seems only Hyperkin was able to), and Capcom's leaderboards operate purely on save files. X360 leaderboards are easy to trick because even a retarded gorilla could hack an X360 save. Knowing that dudes at TASvideos tend to err more toward the programming side, what do you think can be done to suddenly spawn key items into the inventory? One other effect of this glitch is if you glitch an ink ribbon, fire it down to 0, and use it, 35 Magnum Bullets will spawn in your inventory instead... So I KNOW there's gotta be some weird way to jerk the correct item ID. Thoughts? This glitch works on all versions of the game.
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Joined: 11/30/2009
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So judging from your description, it's easily replicable on console, too? 0_o Is it only doable on a specific version or is it engine specific?
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Joined: 11/30/2009
Posts: 17
Hey Antd, I was running around looking at RTA stuff and stumbled upon this. I'm gonna send it to BrutalAI too, since he seems to know a thing or two about event glitching. There's no description anywhere, it just says "midgar cut bug". http://www.nicovideo.jp/watch/1346770672
Experienced Forum User
Joined: 11/30/2009
Posts: 17
Man, nobody tells me about this stuff. This would've been fun to help with on an advisory level. I was hoping that Uroboros and Arukado were going to be finished with their PSX run, but I think the N64 version is more interesting from a TASing point of view anyway. I attempted to run this in mupen a long time ago, but I think emulation for this game was very premature at the time. That, and, well, I prefer to do real-time runs of the game anyway, lol. I couldn't speedrun the N64 version of the game since I would have to retrain myself how to play the game completely, but the alternate control scheme and the fact that it nixes turning animations altogether makes for some pretty fun zombie dodging. There's still a lot of time that could've been shaved off. I would've voted for a reject, though I like a lot of the things he does for some of the more problematic areas. Not much research has gone into making this TAS though, from the looks of it. First, he doesn't use the rapid fire bug. This can be done by rapidly hitting R and L while firing, as it's an animation cancel. I don't remember the specifics, but there's no reason you shouldn't be able to do it in the N64 version either; it's a bug that exists in pretty much every classic RE game. I like the idea of picking up the second Red Jewel when he does such that the items fall exactly into place when he uses them, but I'm pretty sure one cursor movement would have been faster than moving back about 6 frames to pick it up after shoving the second statue in place. There's a Japanese TASer named じっかちゃん (https://twitter.com/chan_jikka) who is working on the PSX version of the game, and I saw one of his WIPs on Nicovideo. His basketball court route iirc knocks back the zombies with downward critical handgun shots. What really confuses me though, is why he doesn't carry the handgun with him... Especially when he goes to fight Birkin's claw on the cable car from the sewers to the factory. Shooting the claw makes the fight go way faster than just letting Ada shoot it, and you can re-equip the Magnum very quickly upon using the D-key prior to the G2 fight. Moreover, by taking the handgun, he could've used one less Magnum bullet on the Alligator in favor of juggling ammo pickups. Bending down to pick up the one clip of Magnum bullets in the train is kinda slow compared to picking up the 3 clips that are sitting on various tables. I like his Super Licker hallway, getting the one to leap offscreen is pretty awesome and I wish I could replicate that on the PSX version. Something tells me I couldn't, given the extra frames I'd have while turning. Very nice MO Disc room too. It's possible to get through the hallway to G3/G4 without shooting any zombies, though. Watch Trevor Seguin's Biohazard 2 run on SDA. G3/G4 is pretty nebulous though; even I'm not sure of the fastest pattern to beat him because he's so random and it's difficult to find a way to manipulate him. In my best run though, I ran behind him to the 3 O'clock position before shooting 3 times in the foot so that when he transformed he'd just keep jumping in the corner of the room; I pretty much never stopped shooting. Also, hooray, a stream-watcher! I beat Moku-gyo's run on the US version via PSP (1:07:26) maybe a week before this TAS was published. I'm convinced that in-game time as a metric is really bad for speedrunning this game, as each console always has some minor nitpicky thing to differentiate loading times and whatnot (save for running on PSP, which runs an official emulator and has no moving parts). Room-for-room comparisons OTOH are better for that. As far as version differences go, this version can skip FMVs, but not doors or game-rendered cutscenes. The loading of backdrops as you move through a room is also very slow too, which completely baffles me. Lastly, no, you don't skip FMVs by opening the disc tray in the PSX version =p
Experienced Forum User
Joined: 11/30/2009
Posts: 17
Experienced Forum User
Joined: 11/30/2009
Posts: 17
bump. How's it going, guys?
Experienced Forum User
Joined: 11/30/2009
Posts: 17
haha, accidents happen I suppose. You're almost finished from the sounds of it.
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Joined: 11/30/2009
Posts: 17
400 HP < 130+130+80+80 So it could potentially take 4 acid rounds to drop Yawn in the US version, or are these based on the Japanese version?
Experienced Forum User
Joined: 11/30/2009
Posts: 17
Sure does, antd. It sure does. Where did you find these HP values? Did you watch memory values or something? I'd like to know what the values are, for my own personal reference.
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Joined: 11/30/2009
Posts: 17
This definitely wins my vote for coolest thing I've seen all year.
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Joined: 11/30/2009
Posts: 17
arukAdo wrote:
Erh sry saw you went on IRC but unfortunatly i was in bed already, next time maybe :p (tips: the morning isnt exactly the best time)
Yeah, sure did. Mainly wanted to ask which version of the game you were using in particular so I could play it back and see what you had so far. English isn't your mother tongue and I don't know where you're from, so I asked after you in IRC regardless =p
We use the DC version, DS have the screen "This game contain gore", so its a lot slower and yeah, all iso run at same speed (lol). Ultimatly, the game is sync friendly, this mean we can add some blank and actually DS will sync. Note also using analog is totally useless, so we dont.
So I can pretty much load your WIP with a direct rip of my own discs? I don't use emulators often, let-alone play back TASes. Usually I wait for the AVI, but I'm very knowledgeable about RE1 in particular, and I'd like to help where I can.
The main gain in re3 of jap version versus the us one is texts (shorter in japanesse so quicker to skip) more than fmv skiping, also bosses have less hp in jap version.
I could have told you that =p
This is likely the same for re1, yet remember that the canceled movie wasnt very precise so if you watched it you can except some serious differences with the current material we have, as far as i can tell fmv are lasting only for 1 frame here before you can cut them off.
I helped AjAX with his attempt. Since it was just us working on the project, I helped him with the route and pointed out a few subtle things. The fact that you'd already saved that many frames and managed to skip the plant without the chemical was mind-boggling to say the least. Can you tell me more about the plant skip? It's the first sequence break in the series prior to RE4. Also, Spider-Waffle, last I checked, it took 3 Flame Rounds to kill Plant 42. Chris doesn't cause any more damage than Jill, either; the only differences between the two are the angle at which they swipe their combat knife, size, and overall health.
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Joined: 11/30/2009
Posts: 17
Huh, I thought it took 15 bullets in the US version. I saw a Chris run by LucianoRX on Archive that took Yawn down with Handgun Bullets, but I guess that's kinda dated. Which version of the game are you running? Black Label Director's Cut, or Dual Shock? I'm pretty sure Dual Shock has better loading due to better sector reads on the disc, but that shouldn't matter in the case of an ISO. Another reason I ask is that I'm sure you've played around with both the Japanese and American versions of RE3 and have noticed that you can skip FMVs faster on the Japanese version regardless of loading times. I no longer own a physical copy of Director's Cut Dual Shock, so I'm not sure if there are specific ending FMVs you can skip that you couldn't on Black Label. To my knowledge, the rapid fire trick works in every RE game prior to RE4. I've seen it used in REmake before.
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He shouldn't be in excess of grenades by the time he fights Yawn. I expect him to have expended all of his grenades. Using the handgun would probably be faster than grabbing those Flame Rounds. 14-15 bullets in US version is what it takes to kill Yawn. The route for Chris is outlined here: http://www.archive.org/details/ResidentEvilDC_Chris_SS_5804 Once again, the DS version and the PSX version, while they are fundamentally the same game, are completely different from a speedrunning perspective since there's new models and new AI for everything.
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So, let's discuss the macro of skipping the tentacles if it's indeed possible; I tried it on console just now. I got whipped to death when I tried, but if you could figure out how the clipping works, it could be possible. If you don't pick up the Chemical, you will be forced to take the long way around via 1F when you pick up the crest from the Statue room; the door next to the stairwell will be locked. It takes Richard 15 minutes to die. There's absolutely no avoiding him in a Jill speedrun unfortunately. In Event Set B for Jill: 1. Barry will not give you Acid Rounds. Yawn will have to be fought with something else. 2. Barry would be next to Forrest. You have to grab the bazooka first anyway in order to do the 2F dining room properly, so this is negligible. 3. The final Barry change relevant to this run will be in the guardhouse, where there's a cutscene before you enter 002 and a cutscene when you enter 002. Examine the 002 door before you get the 002 key, and the cutscene when you enter 002 won't be there. Also, arukAdo, what one person may know, another person may not; Chris's scenario can be completed sub-hour on console. EDIT: Even so, let's think about this a little more; with all the radical route changes, would there be any time saved at all with all the whipping? I'm really starting to have my doubts.
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Joined: 11/30/2009
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RE1 -Original Japanese version had auto aim. American version doesn't. -You have to be kidding. Auto-aim makes all the difference. You spin around and turn in half the time it takes to run to the other side of the room and face your enemy. Knife runs would also be otherwise impossible. I did see the Tyrant knifed without auto aim once, but without the extra added turning speed auto aim gives gives you, it's not possible to do a flawless Tyrant knife fight. Director's Cut (Black) -Adds Arrange mode. Arrange mode makes the enemies harder and swaps key items to different locations. -Adds auto aim. -Designed to load faster than vanilla RE1 -Same soundtrack as the original Director's Cut Dual Shock (Greatest Hits) -Different soundtrack -No difference in Arrange Modes between the two versions -Designed to load the fastest out of all the PlayStation versions. For the record, pretty much every Japanese version of every RE game has difficulty balances leaning towards an easier game. Example, Yawn (snake) takes 4 Acid Rounds compared to 5 in the American version. Not to mention you take much less damage. Deadly Silence -Slightly remixed soundtrack from the original -Classic Mode difficulty on par with Japanese PSX versions. -Arrange Mode nixed in favor of Rebirth mode, which contains the same enemy placement and difficulty (damage tables) as Arrange Mode -Enemy AI is changed slightly, mostly in part to new movement animations for the zombies. Dodging patterns are, as a result, different. One of the most prominent examples is that the zombie on the 2F East Stairway hobbles over. This is different from the PSX version in that you can run around it without getting bit (required for speed), or having to bait it out of the way. Conclusion, Director's Cut and Deadly Silence should have separate runs. You're welcome. =]