Commenti
run: Zombi

Well done!

Dysphageek piace questo

Right. I was tipped off years ago that holding up+left or up+right on the stick is faster than just holding straight forward. It's about 1.5x faster running speed. Only issue is that GameCube is the only platform that has this weird effect. Gamecube is also the only system that requires two discs for the campaign, so it wastes time swapping to disc 2 after Singapore sling.

Despite the disc swap, having faster running speed over the course of the whole game is just so much extra time saved. That's why I suggested dolphin. Check out my PB video and you'll see how I run in that version

If you use PS2 version, you cannot strafe to go faster. Gamecube has the fastest movement. But yeah, use whatever you feel comfortable with

really not sure. Youre asking for gamecube emulation right? I would say use dolphin and show the emulator window in the video

gamerandy3 piace questo

Emu would be fine. Obviously I can't imagine it wouldn't be faster than the wiiU. Console load times are horrendous. That being said, how would emulator work exactly? Mouse click for touch screen functions?

discussione: Zombi
New York City, NY, USAyellowelevator8159 months ago

Hey all! I've been asked many times in my youtube videos "How do you run so fast"?

I always chalked it up to the PC version of Zombi just being faster by default. The console ports of Zombi seem to run at 30fps, and the PC version can hit 60. So it might naturally follow that this is the reason. But its not.

Here are my specs for reference:

GPU- Nvidia 3060ti

Monitor- 165hz Acer predator

I did some testing to see how exactly why the running speed varies so much and this is what I've found. Lets call the running speed of your character on Xbox/PS4 "default" run speed. I used a fresh install of Zombi on Steam.

  1. No framerate cap in Nvidia control panel

RESULT: Default running speed

  1. Framerate capped to 60 FPS in Nvidia control panel

RESULT: Default running speed

  1. Framerate capped to 100 FPS in Nvidia control panel

RESULT: Significant running speed increase.

  1. Framerate capped to 165 FPS in Nvidia control panel

RESULT: Even more significant running speed increase.

Evidence: you can test this in the starting area of the game, where you run from the first horde. The moment you can control, start running to the ladder. If you have default running speed, your character will get tired and stop running just before getting on the ladder. Now test again with a higher framerate cap. You will see that you can grab the ladder before your run cycle is depleted.

Conclusion: You can speed up your characters run speed to a significant degree, I'd imagine about 30% faster, by manually setting your FPS cap to your monitors max refresh rate. This will only work on those playing on a high refresh monitor such as 144hz, 165hz, 240hz, etc. I would love for someone with a 240HZ monitor to perhaps test this further, since I dont have one.

On a competitive level, this definitely bends the playing field quite a bit, leaving console players at a significant disadvantage. I am wondering if the leaderboards have to be split up yet again.

Let me know your thoughts on this. And please, if you can verify these tests on your hardware, I'd appreciate it. This is only supported on monitor refresh rates higher than 60 hz. Thanks

EDIT: So Jackyrite tested this out a bunch further for me and found that it DOES NOT matter if you have a high refresh monitor. You only need to set the max fps internally to 165-170 for maximum speed. After that, it seems to have diminishing returns.

New York City, NY, USAyellowelevator81510 months ago

Glitch less category now added!

Sub 35 let's gooo

Itsonlyzero piace questo
discussione: Zombi

THANK YOU all for testing it and uploading some content to show it off. I for some reason dont get notifications when people reply to posts here, i have to fix that. So my suspicions were confirmed that only the 'Zombi' port is capable of this glitch most likely because of the way the inventory was changed. I tried to mess around on the wiiU version but couldnt get anything to dupe. On wiiU, the items are maps on the touchscreen and have to be dragged to quickslot 'boxes'. You can't select weapons with any buttons, you have to physically tap the screen with your finger.

There was a item dupe glitch for WiiU when it first came out where you drag items in a certain spot on the tablet while using the blue box in the safe house. Then it got patched away pretty fast. Theres still vids on youtube I think.

Anyways thanks for sharing

Droogie4Ever piace questo
discussione: Zombi

Tested only on PC version. Please reply to the thread if you have this game on PS4 or XB1!

discussione: Zombi

People have been asking, so I finally made a discord server for further discussion. Theres nothing there as of right now, but I will try to fill it with content going forward.

https://discord.gg/F7CryfMHXQ

Merry Christmas

akiraAE piace questo
discussione: Zombi

Your question is a little vague.. which run specifically are you talking about? The chicken mode run?

Sound groovy. It would be wild if it's the same map

Found a really reliable angle to just strafe to the finish. Very cool find!

JtpG piace questo

Omg yes! Amazing job dude. I knew this would lead to something

JtpG piace questo

So i just streamed a bit while I was testing this level and got some good footage and info.

This link is the ending where I discover a few things: torpedoes seem to be the main thing that signals the end of the level. There are 3 waves of torpedoes, 3 torps each. So the level is on a cycle. If you let them all hit, the level ends a few seconds after wave 3. This is very consistent and takes the same amount of time no matter what. I'm beginning to think the ship has invisible health, and when it goes out, the levels over. Now, when I do the out of bounds glitch, the level ends after TWO waves of torps, not 3. So it saves 30 seconds or so over just sitting on topside waiting for the waves to finish. This also explains why it doesn't seem to matter if I fail the glitch setup a couple of times since I'm still on the same cycle. If it takes me 10 seconds longer to get out of bounds, it actually doesn't make me lose time.

Why does this happen? I have a couple guesses but I'm leaning towards the game accidentally loading two waves at the same time, which leads to a cycle skip. During the stream, I got this super weird segment where I basically finished the level after one wave of torps. I saw the screen rumbled 3 times, then I did the glitch, and then it was just over. Single cycle. I haven't been able to recreate this:

Any thoughts on this?

JtpG piace questo
Info su yellowelevator815
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