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Active player (440)
Joined: 2/29/2012
Posts: 192
Started a TAS of this game, been running it on console for ages. All is well except syncing video + audio dumps, dumped video seems to run too fast while audio stays true to speed. Don't have any dual-core settings enabled and frame limiter is set to auto, maybe I'm missing something. Using Dolphin 3.5-367. If anyone can help me out with that I'd be grateful. Anyway here's the WIP: http://www.youtube.com/watch?v=K3RDlui2LB0&feature=youtu.be This first level is actually one of the hardest levels to TAS because of the RNG pistol accuracy, the next level I have the pistol in it'll have 100% accuracy thanks to gold rewards earned.
Active player (335)
Joined: 1/19/2010
Posts: 383
Location: Texas
I assume you know what you're doing but it doesn't hurt to ask: Is it not faster to strafe in this game like it is in Nightfire? (the other GC 007 game) And the audio/video issue is common. There's an A/V sync build in the Dolphin section. What occurs (at least for games I've tried) is that the video dump does not include load times.
Active player (440)
Joined: 2/29/2012
Posts: 192
SoulCal wrote:
I assume you know what you're doing but it doesn't hurt to ask: Is it not faster to strafe in this game like it is in Nightfire? (the other GC 007 game) And the Audio/video issue is common. There's an A/V sync build in the Dolphin section. What occurs (at least for games I've tried) is that the video dump does not include load times.
Strafing does not increase speed like it does in Nightfire, using the strafe-friendly controller setup gets you the same speed as holding forward. I use controller setup 3, and testing showed that moving diagonally actually cuts your speed down considerably, the fastest way to move is holding forward and turning with the C stick. You never decelerate that way. Is it OK that I'm using this Dolphin build? The input file will stay synced when the time comes to encode it with audio?
Player (146)
Joined: 7/16/2009
Posts: 686
alec kermit wrote:
Strafing does not increase speed like it does in Nightfire, using the strafe-friendly controller setup gets you the same speed as holding forward. I use controller setup 3, and testing showed that moving diagonally actually cuts your speed down considerably, the fastest way to move is holding forward and turning with the C stick.
In that case, isn't it better to use the strafe-friendly controller setup? Because the way I read this, controller setup 3 has four directions (N, W, S and E) that are fast, and four (NW, SW, SE and NE) that are "cut down considerably", whereas the strafe-friendly controller setup allows you to move in all eight without losing speed. Seems to me that for a TAS that's important. I might be missing something here, I've never played this game much.
Emulator Coder, Skilled player (1113)
Joined: 5/1/2010
Posts: 1217
alec kermit wrote:
Is it OK that I'm using this Dolphin build? The input file will stay synced when the time comes to encode it with audio?
The AVHack builds are NOT meant for TASing, only for dumping runs, so those have to sync the runs from corresponding non-hacked version. Also, I am not sure, but I have impression that current AVhack builds can't properly handle DTK, so there may be trouble with the music.
Active player (335)
Joined: 1/19/2010
Posts: 383
Location: Texas
Are there any advantages to 3.5-367, like TAS functions or something? I have had issues with build variations of 3.5, except for the official 3.5 build itself. It's probably just my computer though, since others don't seem to have issues.
Active player (440)
Joined: 2/29/2012
Posts: 192
Scepheo wrote:
In that case, isn't it better to use the strafe-friendly controller setup? Because the way I read this, controller setup 3 has four directions (N, W, S and E) that are fast, and four (NW, SW, SE and NE) that are "cut down considerably", whereas the strafe-friendly controller setup allows you to move in all eight without losing speed. Seems to me that for a TAS that's important. I might be missing something here, I've never played this game much.
I guess you are right about that. Just tested and moving diagonally does not reduce speed in the strafe setup like it does in forward mode. Ugh getting used to this control setup will be hard. Analog stick does up/down & turn left/right while c-stick does left/right & turn up/down. As for the audio Ilari there are audio glitches when not using the DSP LLE, works perfect with it though. Is Nightfire not in the same boat, it's encode turned out perfect.
Emulator Coder, Skilled player (1113)
Joined: 5/1/2010
Posts: 1217
alec kermit wrote:
As for the audio Ilari there are audio glitches when not using the DSP LLE, works perfect with it though. Is Nightfire not in the same boat, it's encode turned out perfect.
DSP LLE should be used for TASing (the DSP used does make difference in sync).
Active player (437)
Joined: 4/21/2004
Posts: 3517
Location: Stockholm, Sweden
Just wanted to say that your first wip caught my attention and I liked what I saw. Your music made the wip to be quite funny :) Good luck mate!
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
Active player (440)
Joined: 2/29/2012
Posts: 192
Ilari wrote:
alec kermit wrote:
As for the audio Ilari there are audio glitches when not using the DSP LLE, works perfect with it though. Is Nightfire not in the same boat, it's encode turned out perfect.
DSP LLE should be used for TASing (the DSP used does make difference in sync).
I've been using DSP LLE Recompiler, is that OK? Or is interpreter better?
Emulator Coder, Skilled player (1113)
Joined: 5/1/2010
Posts: 1217
alec kermit wrote:
I've been using DSP LLE Recompiler, is that OK? Or is interpreter better?
AFAIK, recompiler is better choice as it is faster and just as stable/high-quality.
Active player (335)
Joined: 1/19/2010
Posts: 383
Location: Texas
alec kermit wrote:
I've been using DSP LLE Recompiler, is that OK? Or is interpreter better?
DSP LLE Recompiler is what I use, and I've never had issues.
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
WTF those bullets? They do and don't hit? Love the music choice.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Active player (440)
Joined: 2/29/2012
Posts: 192
Well strafe controller setup is definitely out, there's no way I can effectively use it. I just hooked the clawshot spot in the beginning of the level and I can't even direct myself to the walkway on the right, spent like 15 minutes just trying to move in that direction with full speed and could never accomplish it. You'd have to make many adjustments to both sticks per turn using both axis's in order to do it optimally, and alternating between sticks to aim at enemies. I can already tell I will end up being slower with strafe setup not to mention I'd never finish the run, will continue with what I've got so far. We're talking about biting maybe a handful of frames per level where as the level times shown after each stage (x:xx) are what everyone will care about. I will still be able to strafe some sections to save a little time as is.
hegyak wrote:
WTF those bullets? They do and don't hit? Love the music choice.
Yeah what I mean is the stock pistol's accuracy is pretty bad, just because your aiming reticule is directly on their head doesn't mean it'll hit. Getting these sweet headshots from a distance takes trial and error until the bullet trajectory and where I'm aiming mesh. When gold accuracy is unlocked in level 4 it'll become snipe-tastic and that ugly tracer effect will also go away. Will try to use a large variety of weapons though for entertainment. BTW Estimated time for this run will be about 33 minutes.
Player (34)
Joined: 3/8/2012
Posts: 398
Location: Windfall Island
If you are to change builds, get the latest from dolphin-emu.org, dolphin-emulator.com isn't an official site afaik.
IronSlayer wrote:
Your counterargument would be like me saying that the Earth is round and then you telling me that I need to show it's flat so I can "prove us all wrong".
Seems legit.
Emulator Coder, Skilled player (1113)
Joined: 5/1/2010
Posts: 1217
Is that motion blur in the game or is it some encoding artifact?
Active player (440)
Joined: 2/29/2012
Posts: 192
Ilari wrote:
Is that motion blur in the game or is it some encoding artifact?
Artifacts, quality was bad.
Active player (440)
Joined: 2/29/2012
Posts: 192
Here's as far as I got, I just don't have the patience/attention span to finish a full TAS I think lol. If someone wants to pick it up I'll be glad to assist with all the strats and such. The entire run would be about 35 minutes real time and a decent chuck is on-rails so it's not a crazy amount of work if you're good at FPS TASing. http://www.youtube.com/watch?v=XWoANIUZox4 Here's the current dtm, uses Dolphin build 3.5-367: http://www.mediafire.com/?0pztwu9q7wj2mc4
Active player (440)
Joined: 2/29/2012
Posts: 192
New developments for this game: https://www.youtube.com/watch?v=oDoA1zXmf4I Random surfaces give you a boost in speed when you run along them, and in v1.0 you can boost off of explosions for extra speed/jump height. Planning on doing a TAS with two other guys now. Game has become pretty technical. I'm curious about the advancements with Dolphin since 3.5-367.... are the cutscenes in this game now showing properly? Is the DSP LLE Recompiler sound bug fixed? What version of dolphin would be best to use for this game?
Active player (440)
Joined: 2/29/2012
Posts: 192
Bunny Jumping for max speed retaining: https://www.youtube.com/watch?v=8LPUc4pMf7o And two new shortcuts: https://www.youtube.com/watch?v=Y3mBfu3_IH0 https://www.youtube.com/watch?v=NrQJxx5p3lo I'm thinking that skipping the Jackal with her own grenade is now obsolete though, we'll probably grab grenades off the ground at the start of the level and then bunny hop to the apartment to save time then use our own grenade to skip the Jackal fight.
Skilled player (1742)
Joined: 9/17/2009
Posts: 4985
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
For which Dolphin build, check here. It seems to still apply 2 years later. Also, really liked the Nightfire run, so I hope this gets finished. :)
Active player (440)
Joined: 2/29/2012
Posts: 192
jlun2 wrote:
For which Dolphin build, check here. It seems to still apply 2 years later. Also, really liked the Nightfire run, so I hope this gets finished. :)
Thanks. This is a better speedrunning game than Nightfire, so I hope so too!
Active player (440)
Joined: 2/29/2012
Posts: 192
Got the latest Dolphin build (4.0-1356), FMV cutscenes for Agent Under Fire now display correctly! Game looks excellent. We'll get working on the TAS pretty soon, testing/research is slowing down.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
Ooooo, can't wait!
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Active player (477)
Joined: 2/1/2014
Posts: 928
Exciting! Also can't wait to see some WIPs!
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