I haven't tried pausing the trigger instead. Also, I found out that the key glitch only works once you've opened the dog collar. It looks like the game needs to recognize that you have possession of the fake key before you can do this. I went ahead and performed the glitch on the real key then put the fake one in. It was not in the item box and all the armor key doors were still locked lol. BabyRage
The video above is me doing it purposely and it seems like the key disappears completely from the game every time I did it. I was theory crafting all sorts of crazy ideas like the item disappearing into the box or deleting the real key unlocks all the armored mark doors. It's unlikely those two events would happen especially since you can't leave that room once the key is gone. I guess I could try this again and see if the key ends up in the item box after it glitches. Would've been really cool to glitch that entire section since it would skip the most annoying part of Mansion 1.
I'm all for the idea of creating tutorial videos. Lileya_Celestie already has started her own series of videos for speedrunning, but hasn't had much time to work on it. This is something I've been wanting to do on stream as well, but haven't mustered up the courage to do it. It's always good to share and spread information with the community, so there's no harm in doing it. Even if some have already done it in the past with post commentary or on the fly impromptu runs, I think a more in-depth analysis is beneficial in the long run.
Like, Clix_Gaming has done a few tutorial streams where he goes through the game room by room explaining everything he does with the help of save states. Although this game doesn't have that luxury unless you play the original release which doesn't deviate too much from the HD version except for the controls. I've done a few demonstration videos, but nothing to the extent where I want to break the entire game down which is what I want to do eventually :D
I accidentally found this yesterday. Sorry for bumping this thread, but figured I might as well post this since it pertains to the armor key puzzle room. It's essentially a run killer if you manage to do this by accident which is what happened to me. It's similar to the bee skip someone found where hitting the menu button glitches out the cutscene allowing you to move freely, but this is much worse.
You can literally delete the key from the game by hitting the menu after using either one. 4Head
Having the handgun equipped or not affects the scene between Ada and Annette. After Ada pushes Annette off she goes to pick her pistol back up, but in the case of being unarmed this does not happen. It saves a few seconds in the end. :)
I'm not entirely sure about movement speed being influenced with two handed weapons for this game in particular (I remember hearing something ages by Carci about it), but I have noticed that while you're running with two handed guns that you turn slightly faster. There's also an odd instance that occurs with Claire when you're wielding the grenade launcher that causes the first licker to react differently.
Examples of the licker dodge.
vs
MediaKite is essentially what Sourcenext based their port off of, but made it more accessible and stable for modern machines. MediaKite is very much playable it just has its share of bugs that the Platinum version was riddled with such as scenarios freezing near the end (the game is actually still running in this state lol). The only way to prevent the freeze is to play the game in full screen at or before the moment the freeze occurs, then you can swap back to window mode or whatever resolution you choose. There are definitely some notable differences with MK vs Sourcenext. I personally think the colors look better on MK compared to Sourcenext's release. As for which version is faster, MK feels a lot more smoother to me overall. Frame counts need to be tested for MK, but even then I don't think MK would be accepted mostly for the bug issues pointed out.
Does this mean I can use my SNES pad for this game finally? PogChamp
I believe this was brought up by crazyboynph months ago during the whole analog stair skate discussion. I've done one race with Lileya and Growth doing this (along with no arrange controls which I wouldn't recommend being a rule for a category). That's like telling MMX runners you're not allowed to dash in your runs at all in this new category. Great for challenge, but not so much for a competitive environment. Adding limitations based on controls that are in the game is arbitrary for speedrunning.
That's not the case for this thread though. OpieOP I'm just bantering here, but my concerns about adding a glitchless category is activity, maintainence and validity of dubbing it glitchless. We added doorskip last year and the actual number of competitors was lower than expected. I would just hate to see another category added with very little player base involved in it.
You to have to take into account how people view glitch vs glitchless on this game. Stairskating is indeed an exploit as it is an unintended bug in the game that accelerates player movement. I can agree with that and understand why people dislike it. It becomes tedious. However, you'll have the side that's against abolishing it, because the time loss is less compared to where you can actually lose seconds or potentially drop a run. A lot of the runners on this game don't have the best mashing speed in the world, but are able to compensate for it in other areas they can excel at.
It's important how we validate glitchless for REmake and what sets it apart from a glitched run. Are there any glitches that can be utilized that bypasses an entire section in the game? If so, yes. To my knowledge I have yet to see a glitch that can be used to gain time aside from the bee hive skip which no one even goes for. And that's about as closest we can get to a classic RE glitch to date. There's only two exploits used at the moment, stairskating and quickshooting/shot canceling. Is that enough for us to draw a conclusion that a glitchless category is needed?
Actually, I might be wrong about the text being instant all the time :/ . It does seem slower and mashing doesn't help much like it does in REmaster though.
Unfortunately, I won't be able to help since my laptop can barely peak above 30 FPS for this game. Just to be safe I would run at 60/Variable. I'm not too familiar with Zero so text is something I'll have to look into. I will say that the text on this game is less mash reliant than REmaster. Like, the format of how it displays seems more akin to the original REmake and possibly the first iteration of Zero. It just instantly pops up with the text as opposed to old fashion scrolling which requires you to hit cancel/run/confirm or spam the action key to make it go quicker..
It's going to take a lot of time. I have plans to do it across all the RE games (classic style). For REmaster, it's gonna be a little difficult since I run on a laptop so I have no idea how high the FPS can go. I'll have to conduct this one differently since I feel text and menus process quicker on higher frame rates. I may keep camera transitions and door loads into account, but only if they prove to be showing any discrepancy. Cutscenes would be narrowed down to just Lisa since that's the only unskippable scene in the game. I suppose I could look at how quickly it takes to regain control after skipping scenes, but as mentioned before I'm trying to find variables that make a difference.
EDIT: I forgot to answer in regards to enemies lol. I honestly have no idea personally. When I started using variable it was only to maintain stability on my end when streaming this game since I was losing a lot of frames. I never paid any attention to how the enemies behaved so I've just grown to get use to how they behave. You're not the only one that's noticed it though.
PS: RE0 dogs > REmake 4Head
Good work, Lileya! Welcome to the frame counting committee :p
I wanna do one for PC in regards to 30 FPS vs 60 FPS vs Variable. It's very tedious work though BrokeBack I think most of the time difference lies in menus and text cycles for PC.
I think getting all the files is fun :D I only suggested entering all areas at least once in a Metroid fashion (% completion after all), but for RE it would be tedious. Getting all the weapons is a pain too and screw getting those damn Films DansGame
I like doing weapon restrictions like Colt SAA, Custom Handgun/Handgun, Crossbow, and Shotgun runs.
You could fall back on the old A/B scenario completion. It would kind of constitute as 100% since you're getting the full story both canon or non-canon. So, completing both respective scenarios along with collecting weapons, upgrades and files can be considered 100% :D .
Requirements:
- Both scenarios must be completed in a single segment
- All files, weapons and upgrades must be collected
- You have to enter every room in the game at least once (opposite side of the Interrogation Room and Dark Room come to mind). You don't have to physically move around the whole area just anywhere that has a door load and ones you have access to really.
- Registering the fingerprint for both characters
- You can choose to take both the SMG and side pack in the RPD Weapons Storage for one character if you want
- Brad would be mandatory for Claire since she actually gets a weapon out of the special locker in the RPD's Dark Room OpieOP
I'll give this a few runs and see how it goes, but it's playing well so far. I wonder if this works with the MediaKite version I bought :D lol. Also, any idea on how configure the keys in-game? I use a gamepad BrokeBack
EDIT: NEVERMIND I AM STUPID. There's an option button OpieOP
I would stick with psxfin even though I've felt like it had input delay from my experience, but I have no issue running it either way. There's no variables involved so it's easier to regulate with one emulator established :)
I like this idea a lot since it'll keep things less cluttered and the console variable will have more usage in this state.
http://hastebin.com/luxorovate.apache Original and DualShock look the same BrokeBack
I'll have to do more counting and add videos, but I just counted the first part going into Kendo's Gunshop. The timing may be off by a few milliseconds; however, I highly doubt that would add up and explain any sort of difference. I need to check menus and text cycle, but I don't think DualShock holds an advantage after looking at this.
Variable FPS can work, but I think you'll be slightly behind compared to someone who can run at a solid 60 the whole game. I've used variable mainly on stream since I lose frames when live so I have to use it to keep some form of stability to play the game. I'll have to thoroughly look into it and figure out where the FPS makes changes. Camera didn't seem like a big deal, but I notice that text cycles were much faster which leads me to believe that's cumulatively adding up.
That's one thing that really intrigues me, because nurmatgfx did a TAS run for the American REmake on GC/Wii and got a 1:21:36 for Jill NG any%. That game doesn't even run at 60 FPS and it's only two mins behind what REmaster's NG any% is. The two games have different text formats. Original REmake text cycles a lot faster whereas REmaster's has a similar scroll effect to past RE games. There's less time for text to pop on GC since it doesn't have to scroll to fade out. It's instant the moment you mash confirm/cancel, which makes sense for the time being that close. It was a TAS and I am nitpicking, but I'm just saying that text cycles seem to be the main culprit for me at the moment.
YAY. Doorskips are back :D Thank you for taking your time do this, Lileya! Hope to see you guys at the next door load Kappa
I'm glad there FPS description is gone, because that's incredibly misleading as we all know. Now to figure out what the heck is causing the difference with the FPS. :D
Pretty sure pianists can mash faster than all of us combined. Not to mention they'd probably be capable of holding 2 different peripherals to play this game lol. Keepo
But, in all seriousness, I do hope option 3 remains active when it goes through. I don't really care much for the stair skating aspect of this game. For me, it would be a problem if the zombies on this game weren't as sporadic with their AI, the dogs took hit stun from the pistol and Black Tiger didn't kick everyone's butt. Then it would boil down to who the heck can skate the fastest on this game to get the best time DansGame