Good News to Original Xbox and Emulator runners, we're allowing a speedrunning mod for Blinx: TTS. This mod tracks the in-game time through the games frame rate and will pause when encountering a loading screen. This mod aims to allow Original Xbox and Emulators to have an equal playing field compared to XB1 and Series consoles. As of the mod's release, the timing method will primarily remain as RTA for the time being, with IGT as a secondary timer. If anything changes I will update this post.
Thats not all, within this speedrunning mod comes some quality of life improvements and options to the game that runners can interact with. These options include:
The In-Game Timer, along with being able to move it, and toggle its visibility
A Universal Full Diagonal Movement toggle that players can toggle between Enabled, Limit, No Change.
Resetting the timer back to 0:00:00 from the main menu
Added the option to allow the camera to be Uninverted by pressing the White and Black buttons
Timer starts when pressing New Game on a selection box. Timer will end when landing the final hit on Chronohorn. You can find the patch bps files in the resources tab. If you need help on how to install the patch then you can follow this link which goes in-depth on how to install the speedrunning mod on Xbox or Emulator.
Howdy, I've made a video recently going over how to achieve the full diagonal movement that makes Blinx go super fast. This can be achieved with a normal Xbox one controller, (and presumably all other controllers with a thumbstick) making third party controllers not as essential if so desired. (But it might be beneficial in this case)
In short, you need to achieve close to 100% (around 95-100%) in both the x and y axis when inputing a diagonal signal. There's a controller tester on the Xbox One you can download to test this.
You'll want to take off the front shell of the controller and widen the hole on the shell that the left thumbstick rests in. This will allow the thumbstick to have a wider range to move in. The controller shell originally stops the signal from going to 100%. Make sure not to widen the hole too much