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Active player (335)
Joined: 1/19/2010
Posts: 383
Location: Texas
Zanoab wrote:
SoulCal was clearly listed as the author in a large font for a minute. They also said it was a TAS and I assume some other info about it (possibly including that they didn't produce the run and other stuff to prevent "CHEATER" comments). As for the feedback, SoulCal's channel is listed in the description so if somebody had constructive feedback, they can send it to him directly. Even if SoulCal wouldn't be able to handle the feedback, it is still more than minimal feedback from the French community compared to TVC.
Agreed. I don't speak French, but I can at least understand that they do reference me many times and give me credit. The commentary also expands the run to our French audience, which is good for the TAS community in general. And about feedback: A-M is a competent runner who would be able to address common questions, which he already did with the audio commentary.
jlun2 wrote:
And of course, if the same thing was done on the TVC, noone would know that it was SoulCal's run. >.>
TVC would just post something that is the exact same material as what would be on my channel. There's no reason to divide the community like that.
Active player (462)
Joined: 12/24/2010
Posts: 297
Location: CT, USA
SoulCal wrote:
Zanoab wrote:
SoulCal was clearly listed as the author in a large font for a minute. They also said it was a TAS and I assume some other info about it (possibly including that they didn't produce the run and other stuff to prevent "CHEATER" comments). As for the feedback, SoulCal's channel is listed in the description so if somebody had constructive feedback, they can send it to him directly. Even if SoulCal wouldn't be able to handle the feedback, it is still more than minimal feedback from the French community compared to TVC.
Agreed. I don't speak French, but I can at least understand that they do reference me many times and give me credit. The commentary also expands the run to our French audience, which is good for the TAS community in general. And about feedback: A-M is a competent runner who would be able to address common questions, which he already did with the audio commentary.
SoulCal wrote:
VanillaCoke wrote:
If your only concern is recognition then a compromise during the encoding process could very likely be made. Perhaps a super logo (advertises TASVideos, identifies the author and rerecord count) or a second logo at the start of the encode listing your alias as the author and some stats about the TAS. It would be short enough that skipping wouldn't become a thought, but long enough to clearly communicate and establish yourself as the author. Everyone could be happy between it being uploaded to TVC and no case of mistaken identity.
But we already have both a logo appearing before every video, and a notice stating the author and rerecord count a few minutes in. Making it a "super logo" would just piss people off.
So it's a bad idea that's not an acceptable compromise, but suddenly it's good an fine when it's in a different language? Also from skimming a handful of comments with my understanding of French (I've taken French I/II in HS), no one cared about that long logo at the beginning of the video. There's also at least two cases of mistaken authorship from the couple dozen comments I did skim, when the commentary attempts to make it very clear over and over otherwise. If TVC were to use a super logo/use an extended logo in the encode to establish authorship and then translated your comments to Spanish, how could you argue against that? You probably couldn't without establishing personal bias, or at the least have an extremely hard time proving otherwise, against the TVC ruling. When it becomes a personal problem instead of a problem with the rule, that's a losing battle for sure. I'm all for contention against the TVC rule being the linked/sole host of movies on YouTube, for one because it's not in all cases. However, I'm going to withdraw my support in this particular scenario. You've established that there are exceptions for what qualifies an account to host your run and that's where the argument loses all it's creditability. All TVC would have to do is provide an encode which meets those exceptions and you no longer have an argument about it being uploaded there. On a side note, the commentary was very pleasant and informative in A-M's video. I'm not as fluent in verbal French, but they did a great job of providing a laymen explanation of the tricks/glitches and other insights to your TAS that even I could understand with my limited French. My only gripe is that it's not in English cause that'd have made it much more enjoyable.
Active player (335)
Joined: 1/19/2010
Posts: 383
Location: Texas
VanillaCoke wrote:
You've established that there are exceptions for what qualifies an account to host your run and that's where the argument loses all it's creditability. All TVC would have to do is provide an encode which meets those exceptions and you no longer have an argument about it being uploaded there.
The reason I approve of the French video is because it adds a unique and beneficial experience to the viewers. If TVC wants to do something similar in Spanish, I'd encourage it! But they won't post it, cause all they post is video/audio dumps. I am unable to provide other language commentary, so if anyone can expand our language base then do it! I have no issues with that. Heck, I'd do a commentary in English with someone for TVC if we'd create something unique for the viewers. Flat-out copy pasting my work onto other channels is what I would be against, which is exactly what TVC does.
VanillaCoke wrote:
If your only concern is recognition then a compromise during the encoding process could very likely be made.
That implied my only concern is recognition, which it is not, as stated by me about 20 times already, but you guys seem to like harping me on it constantly. Also, I began this run back in July 2011; a full year before the rule was even in place.
Joined: 5/24/2013
Posts: 6
Hi SoulCal, Have you find any "ranking/DA" information in RE4 ? I'm trying to study it, but it's quite complex. Do you think it's an interesting value ?
Active player (335)
Joined: 1/19/2010
Posts: 383
Location: Texas
pacaya_fr wrote:
Hi SoulCal, Have you find any "ranking/DA" information in RE4 ? I'm trying to study it, but it's quite complex. Do you think it's an interesting value ?
I don't know what you mean by ranking or DA. Could you elaborate?
Joined: 5/24/2013
Posts: 6
SoulCal wrote:
I don't know what you mean by ranking or DA. Could you elaborate?
Sorry, The difficulty adjustment in normal mode & easy mode. I'm looking for this "magic number" with Dolphin and maybe I've find it. In your great tas video, I saw that less accuracy can cause Del Lago to have less health for example ! That's very interesting ! I watch A-M Twitch channel, and again, when he use a "continue", sometimes there's less ennemies (water hall).
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
RAM Search in Dolphin? it works? I thought Dolphin didn’t have it yet
Warepire
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Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
ALAKTORN wrote:
RAM Search in Dolphin? it works? I thought Dolphin didn’t have it yet
You can kinda RAM-search in Dolphin using Cheat Engine or MHS, look at the tutorial that was posted in the Dolphin section of the forum.
Active player (335)
Joined: 1/19/2010
Posts: 383
Location: Texas
pacaya_fr wrote:
The difficulty adjustment in normal mode & easy mode. I'm looking for this "magic number" with Dolphin and maybe I've find it. In your great tas video, I saw that less accuracy can cause Del Lago to have less health for example ! That's very interesting ! I watch A-M Twitch channel, and again, when he use a "continue", sometimes there's less ennemies (water hall).
I'm unsure about the so called "magic number" but it's more likely a combination of many things, maybe even critical hits as well. It's possible that the harpoons may have a critical hit chance, and having low accuracy/health may increase that chance, which makes the bosses seem to have less health. We just know that health and accuracy are factors which affect the enemies, but we're not sure how. The use of continues in the water hall is normally used to reload the room to unload all the enemies in the area. In non-TAS runs, it's rather difficult for a player to kill 15 enemies AND save Ashley while she turns the cranks. It is overall faster though to not use continues.
Joined: 5/24/2013
Posts: 6
Ok, i just found a very strange trial "debug" demo version of RE4... Where you can see a "Rank" information by showing last page of the debugger. This is the US version. In EUR/JPN version, the starting value is not 5500 but 4500 in easy mode, 3500 in normal mode. In easy mode, you can go from 0 to 10999. In normal mode, you can go from 1000 to 10999. In Pro mode, it's stucked at 10999. Does it mean that you can go from 0 to 10 ? I think so. This value increases when you shoot an ennemy and when you avoid them for example. It decreases when you miss an ennemy, when you get hit or when you die (you/Ashley). Of course, if you have a low rank, it tooks less bullets to kill ennemies. Well, I have a terrible headhache, so, I'm gonna sleep now. edit : in RAM, this value is near the health value which is 1200. There is this value twice : 1200 for the health, 1200 for max health. http://www.youtube.com/watch?v=suvmmcPOErY
Active player (335)
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Posts: 383
Location: Texas
This is a very interesting find. Perhaps bosses & enemies have a threshold for their health when near a certain "rank" value? I'd also like to see if grenades and RLs affect the rank, because explosive weapons do not affect the accuracy shown at the end of chapters. Do you know how to find other values, such as the RNG so we can manipulate enemy drops? Btw, can I ask you to run my dtm file? You seem to have the correct ISOs to run the game, but you'd need to use a different Dolphin build.
Skilled player (1742)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
SoulCal wrote:
This is a very interesting find. Perhaps bosses & enemies have a threshold for their health when near a certain "rank" value? I'd also like to see if grenades and RLs affect the rank, because explosive weapons do not affect the accuracy shown at the end of chapters. Do you know how to find other values, such as the RNG so we can manipulate enemy drops? Btw, can I ask you to run my dtm file? You seem to have the correct ISOs to run the game, but you'd need to use a different Dolphin build.
And let me guess, if you made a new run, you still wouldn't submit it here unless someone pays you puts audio commentary in a foreign language, right?
Active player (335)
Joined: 1/19/2010
Posts: 383
Location: Texas
jlun2 wrote:
And let me guess, if you made a new run, you still wouldn't submit it here unless someone pays you puts audio commentary in a foreign language, right?
Please try to stay productive to the conversation. But to answer your question, yes.
Joined: 5/24/2013
Posts: 6
    SoulCal wrote:
    Perhaps bosses & enemies have a threshold for their health when near a certain "rank" value?
Well, i don't know. I think ennemies have a constant health. The rank and the difficulty make them stronger or weaker... like : Ennemy Health = Ennemy Health - (Rank * Difficulty * Weapon used * Part of body hitted) ? However, AM think health of ennemies may change with the ratio.
    SoulCal wrote:
    I'd also like to see if grenades and RLs affect the rank
I don't think so, and I don't think items collected affect the rank. But I didn't make a lot of tests, since I discover this last evening. I talked about "my" find on the AM twitch channel, and few guys were motivated to do the tests. I'm afraid I will not have a lot of time since next week : i have a new job ! :D
    SoulCal wrote:
    Do you know how to find other values, such as the RNG so we can manipulate enemy drops?
Not yet. But it's my next goal to find it and the ennemy health.
    SoulCal wrote:
    Btw, can I ask you to run my dtm file? You seem to have the correct ISOs to run the game, but you'd need to use a different Dolphin build.
My PC is very slow, and it was a **** to use Dolphin. I'm not sure I will be able to run it : I had a lot of crashes ! You want me to run your dtm file to watch ranking info ?
Emulator Coder, Skilled player (1114)
Joined: 5/1/2010
Posts: 1217
pacaya_fr wrote:
    SoulCal wrote:
    Btw, can I ask you to run my dtm file? You seem to have the correct ISOs to run the game, but you'd need to use a different Dolphin build.
My PC is very slow, and it was a **** to use Dolphin. I'm not sure I will be able to run it : I had a lot of crashes ! You want me to run your dtm file to watch ranking info ?
I think he wants you to just to see if the whole DTM runs properly. But if you were able to extract ranking data in addition, that could be a nice addition...
Joined: 5/24/2013
Posts: 6
After few tests, here what I've found : In easy mode, the rank is divided in 6
    Rank 0 - from 0 points Rank 1 - from 1834 points Rank 2 - from 3668 points Rank 3 - from 5502 points Rank 4 - from 7336 points Rank 5 - from 9170 points
In normal mode, the rank is divided in 10
    Rank 1 - from 1000 points Rank 2 - from 2000 points ...etc Rank 10 - from 10000 points
For now, my "damage equation" works. The gun has a firepower set to "1". It means 300 points. If you upgrade your gun to level "1.4", it means its firepower increases to 300x1.4 = 420 The rank will affect this firepower like this :
    Rank 1 : Damage = firepower*0.9 (-10%) Rank 2 : Damage = firepower*0.8 (-20%) Rank 3 : Damage = firepower*0.7 (-30%) Rank 4 : Damage = firepower*0.6 (-40%) Rank 5 : Damage = firepower*0.5 (-50%) Rank 6 : Damage = firepower*0.485 (-51.5%) Rank 7 : Damage = firepower*0.47 (-53%) Rank 8 : Damage = firepower*0.455 (-54.5%) Rank 9 : Damage = firepower*0.44 (-56%) Rank 10 : Damage = firepower*0.425 (-57.5%)
For example. When I RAM watch health ennemies, it works : - Gun level 1.4 gives 420. At rank 5, the damage is 420*0.5 = 210 - Shotgun level 5 gives 1500 (short distance). At rank 10, the damage is 1500*0.425 = 637.5 Only problem is the TMP. The level 0.4 TMP would have a 300x0.4 (120) firepower. But no ! It's 168. I don't know why. But if you have a level 0.6 TMP, you could find the damage : 0.4 to 0.6 = 1.5 higher 168 * 1.5 = 252 So, I think only the "base" value is different with the TMP. FYI, headshot means a firepower increased by 20%. I'm only at chapter 2-1. And I have found now a new variable : resistance. So...
damage = base-firepower * weapon-upgrade * rank * headshot / resistance
First ennemis have no resistance (=1). Plagas have 1.5 resistance... but only 0.5 if you shoot their ugly faces. I don't know if it's interesting for you guys, but it's really fun to do this. ps : when damage values are rounded, they may not be the same between the PC version, and the GC EUR version. For example, if the gun damage is 270 with GC version, it's "only" 269 on PC version. Also, I'm still studying the game, so maybe I made some mistakes.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
^that’s really cool stuff, keep it up
Joined: 5/24/2013
Posts: 6
ALAKTORN wrote:
RAM Search in Dolphin? it works? I thought Dolphin didn’t have it yet
Sorry, I did'nt see your post ! I use Cheat Engine ! But you can also use the debug mode of Dolphin ("Dolphin -d" launch command). It's not very handy, but it works.
Joined: 6/14/2013
Posts: 1
It seems like -5 for a pistol miss and +2 for a hit. But the shotgun follows different rules. A grenade miss seems to subtract. Do enemies all give the same points? Is it a function of their hp? I'm guessing 1/10th. What sets off the bell, ending the first big fight? Does a knife miss effect score? A hit? Do headshots give more points? I have so many questions.
A-M
Joined: 1/15/2013
Posts: 25
Location: Paris
What sets off the bell, ending the first big fight?
There are 2 ways to end the first village fight : by killing guys or waiting the end of the timer. I'm not sure about the amount of guys to kill, but I think that you have to kill 2 entire groups that spawn during the fight. If you play on the GC US version, it can be different (I noticed some differences here compared to the other versions) For your others questions, I have no idea, maybe pacaya can answer you. By the way, thanks again pacaya for you researches, it's so interesting and useful!
Active player (335)
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Anyone have any screenshot suggestions? RGamma suggested http://i.imgur.com/tStDes4.png , and I personally would like just the title screen displaying "Biohazard 4" as the site image, but I understand if people want to see gameplay instead.
A-M
Joined: 1/15/2013
Posts: 25
Location: Paris
hi guys, great news for RE4 players : we finaly found a debug version of the game (only cd1 for now). It's just amazing, there are so many useful informations and you can do some crazy tests. Here is a video of it
Post subject: The Mercenaries
Player (154)
Joined: 11/2/2013
Posts: 63
Location: USA
Greetings. SoulCal's awesome video inspired me to start TASing Mercenaries. I would like to submit the following from NTSC Gamecube version: https://www.youtube.com/watch?v=-6x8HxPzrD8 Mercenaries mode is unlocked after the game is beaten once. My .dtm recording works with RE4's Systemfile .gci file (from my gamecube's memory card) loaded on MemoryCardA.USA, and up to 5 game save files. (With 6+ saves and it won't sync past the main menu). I've played the dtm using the two other gci Systemfiles downloaded from gamefaqs. Both desynced at the 1:37 point in the video, Wesker misses the handgun ammo grab and instead blows himself up with a grenade. Therefore, I think my Systemfile is required. Can I submit with my own Systemfile? If so, how do I do it?
"But you must not forget this one thing, dear friends: A day is like a thousand years to the Lord, and a thousand years is like a day" -2 Peter 3:8 NLT "How do you know what your life will be like tomorrow? Your life is like the morning fog—it's here a little while, then it's gone." -James 4:14 NLT " Jesus answered, “I tell you the truth, before Abraham was even born, I AM!” " -John 8:58 NLT “For this is how God loved the world: He gave his one and only Son, so that everyone who believes in him will not perish but have eternal life." -John 3:16 NLT
Active player (335)
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Posts: 383
Location: Texas
I'm attempting to begin a new TAS. I'm considering creating this new TAS with 3.0 like my other one, because I can sync it up until the 9900ptas drop and then everything from then on will be new. Would anyone object to me still using Dolphin 3.0 instead of 4.0? I just don't see myself getting another 9900ptas drop, unless we can access the RNG info in the game. If there are any preferred builds of 3.0 to TAS with (with better TAS tools or A/V sync, etc), I will use those. Dolphin 4.0 also seems to have faster load times, and I'm already 6 seconds ahead of my previous TAS before the first enemy just from loading differences. I've thought of the ideal route to use, but the odds of this occurring are very small. 1st Area - Get 2 hand grenades just like previous TAS. (2 Hand Grenades) Village - Get 9900ptas drop. Throw HG at spawning group 1, and get 1 grenade drop, while manipulating other enemies to drop more grenades or gold in that group. Using the HG just obtained, throw grenade behind house and get 1 HG and some gold. After villagers leave, grab additional item drops from group 1 and exit. Continue until bookcase in cabin and throw grenade. End of chapter. Hopefully will have 2 HGs. Cliffs - In the TNT area, have enemies blow themselves up and collect a HG and gold. Finish Chapter as normal. Maybe have 3HGs. Ch.1-3 - This is where things could be interesting. There are 3 treasures in the merchant cave worth 13,000 but if I can get 30,000ptas before here, I can avoid switching to the handgun to collect them and remove two pauses, as well as merchant menu to sell those items (just go straight to buying a rocket launcher). I would also have the faster moving speed in the church and swamp areas from holding a grenade.
Joined: 1/24/2012
Posts: 21
Location: France
I love you Soulcal, good luck with it!
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