September 28th. Daylight. The monsters have overtaken the city. Somehow... Im still Alive...
Help Jill Valentine in her last escape from Raccoon City, a step before and after Resident Evil2 storyline.
S.T.A.R.S. are the target of Umbrella's newest bio-weapon... Nemesis!
Hordes of zombies, dogs and hunters are also on your way, find the best survival tactics and escape this nightmare.

Game objectives

  • Genre: Survival Horror
  • Emulator used: PCSX-RR 0.0.7
  • CD ID: SLUS00923
  • Aims for fastest time
  • Takes damage to save time
  • Hard Mode / Best Ending / Rank A
  • Encode on Youtube (poor sound quality)


About this movie

This is my firt TAS submission :p
I picked up this game for few reasons, first i like it and buyed it when it was out, then its a somewhat in 3D (at least the caracter does), i was definitly looking to "try" new things, and to tas a psx game too
I did choosed it also because i wanted to use the dodge system, something that you cant realy use in real time, and always frustrated me

This game use a special hack, without it, the game loop infinitly between some rooms, not loading the next area
The special hotkey was used only in doors fmv, never "in-game"
Notice that using this does slowdown the game (50%) outside of door's fmvs, no "profits" would come from abusing it apparently
The only way to get less uses of this hack would be to cross less doors... but its already the shortest path possible

Some Details

  • Zombies killed: 8
  • Doors: 220
  • Doors with hack: 80
  • Rerecord count: 5695
  • Last frame: 242731
  • Movie Lenght: 1:07:25
  • Clear Time: 1:07:08
  • SDA Clear Time: 1:20:42
  • Zeno Clear Time: 1:12:42 (JAP version)

I want to point out that the doors fmv total is over 22min (6 seconds average per door)
Basicly 1/3 of the run is about watching a door openning...
Door opening simulator... great concept Capcom !
(To get Rank A you need to finish under 1:30, that still 1/4 of the game...)

I often saw (on gfaq ect...) that the clear time doesnt include storyline fmv or menu access
This is false, everything count toward the game "timer", including doors...!
The difference with movie lenght is just power on, start menu and first fmv (seem first one not counted in...)

Optimization notes

  • Taking damage (zombies) take more time than to use dodge system, also, dodge take more time than to avoid zombies
  • Dodge system:
Whenever you are going to get grab by a zombie you have a chance to trigger a repel (dodge) movement
(bosses and hunter give different dodge results... the kneel position are exclusive to them)
To trigger this movement, you need to hit aim button (R1) perfectly at the right frame
The other way is to use fire button (square) while you are aiming (actually this mean you are shooting, this only concern automatic weapons like the riffle, that you dont get while speedrunning)
If you are walking while the zombie grab you, you get about 4-8 frames oppertunity to trigger the dodge
If you are running, you get only 2 frames oppertunity, and the angle also impact on your capacity to dodge (often it just dont work if you are not perfectly positioned)
If you are using riffle, its nearly impossible to miss the dodge (lets imagine zombies are very close and approaching in a compact group)
I strongly think devs where on crack the day they coded that feature, theres no chances a average player can trigger this, except for riffle, anyway
  • Avoid Zombies:
Rather than dodging them, you can also lurk and avoid zombies;
Run up to a zombie on a given side, and at the very last possible moment, change angle and run on the other side of the zombie
When perfectly executed, zombie will try to get you on the wrong side, giving a small chance to run past him
Note that you need some space on both sides of the zombies, if hes close to a wall or obstacle, probly wont work
  • Jill run 5% faster while equiped of handguns or knife (nothing equiped have same speed boost, but remove dodge) rather than holding a bigger weapon (grenade launcher, shootguns ect...)
  • The shortcut in vapors room (take damage) save a lot of time, its worthy, but void no damage run... anyway... at this point it will not look cooler to remove this damage (and last boss ones), it will only waste time
  • I founded a bit too late (half run) the trick with menu questions (YES/NO), while you cant input X (for about 16 frames), you can move the cursor (4frames) and X will become usable that way (total 6 frames), this save around 10 frames in menus and a bit more ingame (item drop ect...), overall a few seconds should be saved that way
  • I didnt determined where the fix is exactly needed (in doors fmvs) and for how many frames (full fmv duration in this run), this might be a problem in term of competition, i did noticed some rooms are slow to load while using the fix it will speed it up, i guess the use of fix should be limited stricly where its needed (where game loop)
  • The jap psx version can skip completly fmv, boss got less HP and text display is shorter; for exemple, using & droping an item only takes 2 screen of text while it take 3 on usa version, i think the jap version can save between 30sec to 2min, not sure how much exactly tough (theres a lot of drop/menu activity in the game)
  • The PC (Gamcube/Dreamcast?) version can skip also door fmv, so if you find a better (human) timer than SDA or Zero one's its more likely played on one of those version (roughtly 20min can be saved that way)
  • The wurm boss was a bit picky, i dont have any evidences he can be faster with more nades, because that would imply to pick up more ammos, witch take times too, its the second "improvable" stuff along with YES/NO trick

mmbossman: Despite the large amount of doors, I enjoyed this. Some small parts looked a bit sloppy, but the controls probably have something to do with that, since the author seems to have done his homework. Accepting for publication, and I'm sorry for the delay!
ShinyDoofy: After yet another delay and nobody else willing to do it, I'm processing this.


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15619
Location: 127.0.0.1
This topic is for the purpose of discussing #2210: arukAdo's PSX Resident Evil 3 - Nemesis "Jill" in 1:07:25.52
Joined: 2/12/2008
Posts: 67
Location: San Francisco Bay Area, CA
Someone at Capcom really likes doors. You pretty well turned it from a mostly-adventure game into a pure adventure game by skipping all the fights, so you definitely earn some style points for that. The doors (and staircases, and ladders...) make the watchability factor suffer though...
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Thanks The only zombies i kill are for gaining time, using dodge on those would waste time (i tryed that already) Its pretty much the same than "humans" speedrun, they kill less zombies than me, they just take damage from them (since dodge is nearly impossible to trigger real time) The time gain over them is just perfect execution Now for doors, i can only agree its lame, im first to claim it, tough i cant do much about it, and well, its a popular game, it was good back then, and i still like it despite this huge problem It was a good experience overall to tas this game, lot of troubles but i like the result, 13min gain over sda run :p
Joined: 7/2/2007
Posts: 3960
Does PCSX support Lua yet? This would be an ideal situation to make an encode that skips the door animations (like people have made encodes that skips the door/item-get pauses in Super Metroid). Obviously we couldn't use that as an official encode, but it'd be nice to see.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Active player (315)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Hey, you could've waited for april fool's!
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Hoe
Joined: 7/31/2004
Posts: 183
Location: USA
i'll bite -- someone toss me an avi with CBR audio (so it works in virtualdub) and i'll manually remove the doors under the assumption that this is a publishab;e quality run
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
I waited 2 months pirate, that enought ;) I dont think LUA is supported, i can be wrong tought Thanks Hoe, that would be cool indeed, problem is i didnt readed already guidlines on encoding, im not even sure if it need to be an "official" encoder who do it or if i can myself Btw, someone can explain to me how i can i add screenshoot in submition text?
Hoe
Joined: 7/31/2004
Posts: 183
Location: USA
arukAdo wrote:
I waited 2 months pirate, that enought ;) I dont think LUA is supported, i can be wrong tought Thanks Hoe, that would be cool indeed, problem is i didnt readed already guidlines on encoding, im not even sure if it need to be an "official" encoder who do it or if i can myself Btw, someone can explain to me how i can i add screenshoot in submition text?
i didn't mean for a publication encode, just as a random encode for the people of the forums
Experienced player (829)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Wow, conversation died quickly on this submission. From what I've read, there's a lot of time spent watching the door transition, so I could use some more input before I get to watching this myself. Does the extra amount of transitions make the entertainment and enjoyment go down more than, say, Super Metroid? Gimme some feedback...
Living Well Is The Best Revenge My Personal Page
Post subject: See ya, zombies!
Editor, Expert player (2480)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Hilarious moments: Desperate mutant zombie: 26:09 Dramatic dialogue: 30:49 Clumsy looking moments: Dealing with the zombies and getting to the statue looks suspicious here: 17:24 Sometimes it looks like the player bumps into obstacles unnecessarily: 22:48 (a dog), 25:00 (a table) It looks like the player position could be better during/after this boss fight: 60:11 Comments: I have never played the game, but enjoyed the movie. The overall precision looked good. Ammo usage seemed very well planned for the boss fights. The screen transitions were not bad at all, because there were many types of them scattered around the movie and they were nicely animated. Basically the whole concept of survival horror was devastated by just running through the game, ignoring the zombie resistance. Some people will not like the running action, but I found it funny and I bet the game series has many fans who will enjoy this movie very much.
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Aqfaq wrote:
Dealing with the zombies and getting to the statue looks suspicious here: 17:24
Ok the deal is that i come back later (few mins) with another object i put on statue, first time i can dodge and put them down alltogether, but, when i come back later, i will need to dodge again (witch is very slower than it look, and you wont avoid all 3) The turn-back action is faster than precise turning (walk speed...) In this case the curving is very unconvenient because its realy a tight area (statue) and would require to stop running for 1/2 frames + turning (repeat few times), anyway its way less fluid than running up the wall and turning back (witch give me an advantage on the position to walk away)
Aqfaq wrote:
Sometimes it looks like the player bumps into obstacles unnecessarily: 22:48 (a dog), 25:00 (a table)
Goes faster (tested collisions) Somehow it doesnt seem to affect your speed but just the 3Dmodel... ?!? Edit: need to notice in resident evil 1/2 control are even worst and colisions should happen way more often for same speed purposes Either way, on frame count its faster Moving more precisly goes slower than running forward/stepward (even in an obstacle) i know might sound dumb but its how it work for the table case (and in most cases actually) I hold run button pretty much the whole run, i almost never walk
Aqfaq wrote:
It looks like the player position could be better during/after this boss fight: 60:11
Ok wurm boss, i tested long and unless you got more ammos, its a no, wont go faster (he dont folow you "that" good on the other side of the room, going on the other side is a bad idea and goes slower in my tests) Also need to notice here, whatever speed you kill the boss, theres a timer for the exit to become reachable, and its longer than time to get up to exit, sadly
Aqfaq wrote:
I have never played the game, but enjoyed the movie. The overall precision looked good. Ammo usage seemed very well planned for the boss fights.
Thanks i appreciate, also need to notice that most of the route is picked up from human speedrun, nothing realy was ameliorate trough tasing, beside of course the precision and control, but the route its pretty much leaved intact I would be very ok to put some epic dialogue at the end (jill raping nemesis ass) but it would be (a lot) slower and loose many seconds, im sure fans would apreciate, but well, its speedrunning :p Ah and finaly, i doubt theres a way to glitch walls or such, so i think its pretty tight and hardly improvable
Former player
Joined: 9/1/2005
Posts: 803
mmbossman wrote:
Wow, conversation died quickly on this submission.
I'd probably believe that any psx game submission that doesn't have a provided video is likely to suffer from a similar fate.
From what I've read, there's a lot of time spent watching the door transition, so I could use some more input before I get to watching this myself. Does the extra amount of transitions make the entertainment and enjoyment go down more than, say, Super Metroid? Gimme some feedback...
Roughly 1/3rd of the run is door transitions or such, which is a considerable amount of time when you put into perspective that the movie is barely an hour in length, and that the transitions are nothing but a black screen.
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Atma wrote:
I'd probably believe that any psx game submission that doesn't have a provided video is likely to suffer from a similar fate.
Theres one ! ... No seriously the trouble i think, this movie was voted twice (since it was in-between votes systems transition), the thread did had a bit more success but the run is old and everybody already watched it, way before i actually could submit it
Banned User
Joined: 12/5/2007
Posts: 742
Location: Gone
I don't have the ISO or the emulator atm. Can anybody do a pre-encode, please?
Post subject: Re: #2210: arukAdo's PSX Resident Evil 3 - Nemesis in 1:07:25.52
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Joined: 5/17/2008
Posts: 212
Location: Virginia
Hey, I never noticed this was on the workbench! Definite yes vote from me, the entire run entertaining to me. It was fun to watch this game get slaughtered. As for the door transitions, they don't really bother me. Like with Super Metroid, it's something you just get used to after a while. The non-transition parts more than make up for a third of the movie being door transitions, in my opinion.
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
Banned User
Joined: 12/5/2007
Posts: 742
Location: Gone
I'll vote YES on this one. Can't wait until it's published!
Experienced player (829)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Well I'd like to watch this, but it desyncs with 0.0.8, and the friggin' emulator just crashes when I try to open the .iso with 0.0.7. If there are some special instructions to make this emulator actually work, please spell them out for me step by step, because I haven't had any luck with it. EDIT: For clarification, configuration settings, CD ROM settings, links to any plugins I may need, etc. would be very much appreciated.
Living Well Is The Best Revenge My Personal Page
Editor, Emulator Coder, Expert player (2159)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
I guess he was using the SCPH1001 BIOS while you are using the SCPH7502 one, and that's the cause of desync with 0.0.8.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Yup, good sight klmz, was bios... :p
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1914
Location: Floating Tower
This is my firt TAS submition :p
might want to fix these typos.
Taking over the world, one game at a time. Currently TASing: Nothing
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
I corrected that one, but im not english so theres probably more to check Wohoo, it was accepted finaly :p long way to get here haha *waiting to get published now* :D
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
May wanna use a browser like Chrome, it has a spell checker built in. ^.^
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I have finished my commentary for this run. And here it is. Enjoy.
Homepage ☣ Retired
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Here the xvid encode watched by comicalflop to make comments http://www.megaupload.com/?d=AXI0B4PE (this doesnt include comical comments) Didnt finished to listen to comments but it sound funny so far :) Edit: ok, thanks comical, it was fun to hear your comments ! Macgiver making bombs heh :p hoe: i know its a bit late, but if your still up to make a doorless version, i guess you can go ahead with that file