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Joined: 5/29/2004
Posts: 757
SoulCal, this keeps getting better and better! I hope your run has a lot more of this excellent commentary as it's making this beyond awesome! Could you, though, kindly make a comment about shooting the 3 wooden blocks in the tower? It happens so fast, newer viewers to the game may be left wondering exactly why you did what you did as it's very fast and easy to miss what you're hitting. Awesome 4-1 improvement! I so can't wait till you complete this as every chapter keeps getting better and better! 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.
A-M
Joined: 1/15/2013
Posts: 25
Location: Paris
Nice! Just a question : I didn't know about the QTE skip until a few days ago and I try to do them now. The first one is quite easy, but if the second one is a A+B I always get hit. What were your inputs to skip it? Just running? Thanks in advance.
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A-M wrote:
Nice! Just a question : I didn't know about the QTE skip until a few days ago and I try to do them now. The first one is quite easy, but if the second one is a A+B I always get hit. What were your inputs to skip it? Just running? Thanks in advance.
The 2nd one is not always A+B, it is sometimes L+R and you dodge that exactly like you do the 1st QTE. The way I do it in this tas is a little odd. I'm assuming Vertugo has an AI that tells him to predict where Leon is going to be, and duck from the ceiling based on that prediction. However, you see that I run into the gate on the right side for several frames; I think this causes Vertugo to "predict" I will be at that corner spot but when I finally round that corner, I start running full speed and dodge him that way.
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A-M wrote:
Nice! Just a question : I didn't know about the QTE skip until a few days ago and I try to do them now. The first one is quite easy, but if the second one is a A+B I always get hit. What were your inputs to skip it? Just running? Thanks in advance.
The 2nd one is not always A+B, it is sometimes L+R and you dodge that exactly like you do the 1st QTE. The way I do it in this tas is a little odd. I'm assuming Vertugo has an AI that tells him to predict where Leon is going to be, and duck from the ceiling based on that prediction. However, you see that I run into the gate on the left side for several frames; I think this causes Vertugo to "predict" I will be at that corner spot but when I finally round that corner, I start running full speed and dodge him that way.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
a shame you couldn’t get that RPG kill thing :/
A-M
Joined: 1/15/2013
Posts: 25
Location: Paris
Okay, thank you SoulCal
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Thought I'd post this now, cause the next update may take a while, depending on how lucky I am. I'm in the Novistador cave, but Dolphin is starting to freeze often here. Well, the game is freezing but Dolphin still runs, so I can do a loadstate to bypass the freeze. It appears to be random, but seems to occur the more enemies on screen. Link to video
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SoulCal wrote:
Thought I'd post this now, cause the next update may take a while, depending on how lucky I am. I'm in the Novistador cave, but Dolphin is starting to freeze often here. Well, the game is freezing but Dolphin still runs, so I can do a loadstate to bypass the freeze. It appears to be random, but seems to occur the more enemies on screen.
Blowing up the rock on the GCN version can only be done in the (J)/PAL editions? It's a good thing you started the run with the (J) version then, huh? Even though I keep forgetting it's the (J) version. :P
A-M
Joined: 1/15/2013
Posts: 25
Location: Paris
Cool discovery, save the frame!
I'm in the Novistador cave, but Dolphin is starting to freeze often here. Well, the game is freezing but Dolphin still runs, so I can do a loadstate to bypass the freeze. It appears to be random, but seems to occur the more enemies on screen.
It's weird, I have been playing Resident Evil 4 since its release and a few days ago I encounter my first game crash in this novistador room. I was completely surronded by them and the game froze with a constent sound (exactly the same thing than the chozo elevator crash in Metroid Prime). I thought my console was just tired but maybe it's just a *insert technical word here* overflow
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Can anyone help me with finding the xyz coordinates in cheat engine? I believe I found them, but when trying to modify the values it changes right back to what they were. It could just be that those values can't be changed. I just want to test if going out of bounds in the area before the mines will allow me to clip right into the elevator.
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SoulCal wrote:
I believe I found them, but when trying to modify the values it changes right back to what they were. It could just be that those values can't be changed.
That sort of behavior is typical if one hit some sort of derived value closely associated with the position instead of the position itself. The real position addresses should warp the character if written to... As for finding those, no idea...
Joined: 11/17/2004
Posts: 42
Your WIP is awesome to watch, and I love the captions. They really add a lot to any run, and I hope you have them in the final version!
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I thought of something...since the load and pause times are so much faster on Dolphin than an actual Gamecube, using the Ditman glitch to switch weapons becomes a lot more useful. I'm currently in the mines area, and Ditman glitch saves about 15 frames in an area, but that gain is purely because of faster loading times. For an actual speedrun on a gamecube, using Ditman here would be a severe waste of time, and could probably result in a loss of about 50 frames for the exact same strategy. I am bringing this up because a speedrunner brought to my attention it is faster to not use Ditman the 2nd time in the sewer right after the merchant, since previous Ditman was canceled out by a cutscene. This kinda confused me at first since I tested both methods and two Ditmans is faster. He was referring to the console strategy though. Using Ditman here is only about 7 frames faster though with Dolphin, and is purely due to load times. This is exactly why people (use to) speedrun on the GC vs the PS2, and now everyone speedruns with the 360/PS3 remakes since load times are even faster still. So there's two possibilities here: 1. Only use Ditman if it is feasible for a Gamecube console in those areas. 2. Do whatever is fastest, since load times are ow comparable to 360/PS3 versions. I prefer option 2, since it makes the TAS look more entertaining and faster, but I will understand if people reject the idea. Also, anyone know if a Wii homebrew app to play GC or Wii games could achieve a similar loading effect? since you're loading from a HDD or SD card, and not a spinning disc.
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This is, in my opinion, a pretty silly conundrum. Do whatever is fastest, until the emulator is more accurate.
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SoulCal wrote:
Also, anyone know if a Wii homebrew app to play GC or Wii games could achieve a similar loading effect? since you're loading from a HDD or SD card, and not a spinning disc.
Yeah, cfg loader mod sped up all the Gamecube games I've played by a noticeable margin (I haven't played anything loading intensive, mostly Melee, Wind Waker and the Mario Partys, but even so). The Wii games that I've played both on cfg and in Dolphin (Brawl, Kirby's RTD) had very similar load times.
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VanillaCoke wrote:
Yeah, cfg loader mod sped up all the Gamecube games I've played by a noticeable margin (I haven't played anything loading intensive, mostly Melee, Wind Waker and the Mario Partys, but even so). The Wii games that I've played both on cfg and in Dolphin (Brawl, Kirby's RTD) had very similar load times.
That's interesting to hear. I'm sure the load times are also dependent upon the speed of the HDD or SD used too, but you saying they're faster is good. If we can get load times to be consistent, then it might lead to GC/Wii console verifications!!! :o
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Chapter 4 WIP. I will redo some areas to get more rifle ammo, as I underestimated the amount I needed. And RachelB, if you read this, how do I use the disc switch function? Do I need to pause the emulator on a certain frame to select "change disc" in the file menu, or is there a way for Dolphin to change discs on its own? Link to video
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I loved your creativity in the carriage when you toyed with the enemies :) Great wip as always.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
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I am redoing the mine cart area, and I managed to save 2 frames, but am "slower" by 19 VIs. My improvement is by not using the Ditman glitch after the spike ceiling area. RE4 continues the frame count during loading and pauses, but stops polling the controller. The obvious answer would be to minimize the frame count, but TASvideos uses the number of VIs to determine the movie length. I submitted a dtm to the new WIP section, and it displays the VIs as the # of frames, and that's wrong. Using VIs as the frame count would result, so far, in a movie 3 minutes less than it claims to be. To conclude: when (or if) the run is finished, we should use the frame count in Dolphin as the movie length, and not controller polls. All in favor? All that oppose?
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SoulCal wrote:
I would think the obvious answer would be to minimize the frame count, but TASvideos uses the number of VIs to determine the movie length. I submitted a dtm to the new WIP section, and it displays the VIs as the # of frames.
VIs occur at approximately constant rate, so those are used to calculate the time. Frames are at game control, and there can be multiple per VI or none at all. So minimizing VIs minimizes the time. Also, VI counter freezing during loading? One would think that frame counter would freeze and VI counter continue to count up...
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So about this image I made. Ilari is saying I should minimize VIs (real VIs, not the image representation) but in this image frames and VIs are flipped, so I should minimize frames (the bigger number which is VIs)? I've been trying to minimize the VIs (the image version of VIs, or screen drawn) up until this point. This doesn't really account for much until I got the Ditman glitch, because as previously mentioned, there are situations where minimizing one increases the other. This affects my current WIP in some areas, and may have to redo some sections. :( Link to video
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SoulCal wrote:
For almost all cases, there seems to be 2 frames per VI, at least for non-loading. The frame counter increments during load screens, but VIs stop. Counting the frames seems like the most reliable timing method, since it includes loading time. Logic tells me that lower frame #s = shorter AVI. I will do an encode later today comparing both the less VIs vs less frames. However, it may just be a labeling error from the developers. Notice how on the left, VIs is about 1/2 of the frames, but on the right VPS is double FPS. I just assumed the left was correct, since VIs pause during loading. Ilari saying that the VI counter should go up during loading sounds incorrect to me, but I could be wrong.
Damn hell... I just read the source... There are THREE different things involved. - True VIs. - Screens drawn. - Input frames. - VI is screens drawn. This explains why it doesn't increment while loading. - Frame is input frame (quite sensible). - FPS is number of screens drawn per wallclock second. - VPS is number of true VIs drawn per wallclock second. Well, this is just display stuff... But where it gets serious: The movie code seems to use screens drawn as number of VIs. Which would be VERY WRONG, because it leads to wrong movie times.
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What I noticed in the dtm files when hexing is that each input seems to be doubled. I assumed from that the framerate is double the poll rate, which sounds incorrect from what you described. I checked in VirtualDub how many frames both of my AVIs took for minimizing VIs vs minimizing frames. You were correct Ilari, that minimizing VIs is faster although it results in a higher frame count in Dolphin (but you established that as incorrect). What confuses me is that the gamecube seems to be acting the opposite of what I am thinking. If you're saying it should stop producing frames (by stopping the frame counter) during loading screens, then how do frames exist in the AVI files to show load times?
RachelB
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It's a 30 fps game, and the controller is always polled at 60 hz. Small variations in that can probably be attributed to lag.
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RachelB wrote:
It's a 30 fps game, and the controller is always polled at 60 hz. Small variations in that can probably be attributed to lag.
I think it is polling at 30hz, since the inputs in the dtm files are always doubled. Like if I were to alternate A,B,A,B the dtms would show A,A,B,B,A,A,B,B And RachelB, how do I use the disc switch function? Do I just need to pause Dolphin on a certain frame and select "Change Disc" then resume playback?
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