Submission #6991: lapogne36's PSX Dino Crisis in 1:32:56.72

Sony PlayStation
baseline
(Submitted: Dino Crisis (J) (Track 1) [SLPS-02180].bin JPN)
BizHawk 2.3.2
334269
59.940061552299284
32690
Unknown
Submitted by lapogne36 on 1/1/2021 1:29 PM
Submission Comments

Game objectives

  • Emulator used: BizHawk-2.3.2
  • Luck manipulation
This TAS is faster with In Game Time (IGT) than the current RTA WR by ~168s, though the lead would be ~201s without the time lost on cutscenes compared to the PC version.

About the game

Resident Evil with dinosaurs.

Comments

Versions differences

Apart from the few CGI cutscenes which can be skipped and don't even count in the IGT, most cutscenes have conversations between characters, and the game will wait for an audio segment to finish before starting the next one. The PSX version usually plays these audio segments slower than the PC version, resulting in slower cutscenes overall, with an estimated total time lost of around 30s. There are also 4 moments in the game where you must choose between two options, and the PSX version must wait around 1s before picking one, while the PC version can pick one right away.
The Japanese version of the game is ~19s faster than the US one due to various little differences between them. More information about that can be found here: https://www.speedrun.com/dino1/thread/gz4ib
The game runs at 30 FPS most of the time, but one out of three frames is a lag frame where the input of the previous frame is kept. I don't know if it's a normal behavior or emulator related.

Movement

The running speed is 130 units per frame and after each frame both of Regina's coordinates are rounded. Thanks to this rounding, it's sometimes possible to run slightly diagonally and still moving by 130 units per frames in one of the two coordinates (my encoding with values displayed should help to understand what I mean).
Regina is turning 2.25 times faster when she is immobile, so if her starting angle isn't towards the next goal it's often faster to turn before starting to move. If the goal is behind her, it's faster to use the half-turn action.
As absurd as it sounds, optimizing this game is the same as optimizing a racing game.

Route details

This TAS follows the same route that the RTA speedruns, there is not much that can be done about that. RNG can only be manipulated by waiting extra frames, and is mainly used to have advantageous dinosaurs spawns in some rooms.
The first velociraptor is killed because else he would trigger some cutscenes in the next screen. In theory it's possible to kill him with one less shot by doing close to max damage at every shot, but manipulating this would waste more time than it can save.
"Killing" the T-rex at the helicopter crash site instantly triggers the next cutscene instead of having to wait for it for ~90s.
When a guy is attacked by the T-rex at the elevator, a detour is made in order to skip a cutscene involving the T-rex. It's a few seconds slower RTA and a few seconds faster IGT.
There are three different endings possible depending on some choices made at the last part of the game, with minor differences between them, so I went for the fastest one.
There is a death abuse glitch/trick that I didn't use which involve dying in a room with a dino spawning in it. If you die enough times the dino will not spawn, saving the 3s cutscene of his spawn, and since the IGT is reseted every time you use a continue, you can save these 3 seconds of IGT by wasting more than 1 minute of real time dying for no apparent reason.

Time saved over the 1:15:28 WR

RoomFrames savedFrames lost from PSX/PC differences
001-1818
002-3442
003300
004-68
00500
00680
0071876
0082980
00940
010108
01180
01280
01360
01424
01520
0162220
017-28
0181000
019-80
02044
021650
022460
02360
0241080
0252558
026460
027100
0282110
029100
030120
0312240
032410
033100
0343800
035440
0361896
037140
038-3400
039120
040100
041-7878
042140
043220
0441660
04540
046-5060
04740
048720
04980
050800
051390
052200
05300
054530
05500
0562240
05760
05800
0592610
06080
06180
062470
063140
0644940
06560
066180
067620
0682190
069160
07000
071120
07240
07340
07420
075140
0762940
077960
0781740
07960
080270
0811540
08260
083280
0843440
08580
08621410
08760
08810580
089920
09040
091120
092120
09320
094-340345
09500
096180
097100
098100
099260
100210
101160
102560
103-4436
104528
10520
10620
10720
10820
109100
110360
111420
1122490
113668
114-120144
115840
116520
117-118122
118380
11968
120540
121100
122350
1234000
124140
1251980
126180
12760
128260
12940
130120
13160
132-3258
133300
134590
135100
136140
137420
1387016
1395220
140550
141180
142240
143-160
144200
14580
146980
147250
1481380
149100
150200
15160
152600
153100
154366
155100
156240
15760
1587820
15984
160140
161360
162140
1632000
1641620
16520
16640
167740
168-1016
169680
17020
171-316352
17260
173540
174140
1753320
17680
177780
17820
1793250
180120
181320
18260
18360
184900
1853760
186180
18780
188140
1891300
190480
191560
192180
1931500
1942842
195-8488
196160
197-125154
19800
199240
200-1262
201670
2021220
2034628
Total100702017

Possible improvements

Better movement and RNG, which I doubt could save more than mere seconds at best.

Special Thanks

  • The Dino Crisis speedrun community

Suggest screenshot :

frame 156454 or 171878

arkiandruski: Judging
arkiandruski: Okay, everything looks good and feedback was decent. Accepting to Moons.
Note to the publisher to mention PS/PC differences and also that the timer stops during load screens in the RTA.
Spikestuff: Everybody do the (interlacing) dinosaur.
Last Edited by adelikat on 11/5/2023 6:48 PM
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