Rules update (valid as of 28.10.2023):
Adding a fixed time frame spending at the timer screen, as the current description was too vague.
Adjustment:
- No breaks on level transitions allowed: Possible cutscenes should be skipped and the next level selected/started right away. Spending more than 15 seconds on the time screen when input is available is considered taking a break and will be rejected.
Please do not get offended by this decision, but the rules clearly state that you need to move to the next level right away. And there is a topic where we discuss this rule change in the forums. I understand that it might be convenient to type in the numbers during the run (although you could simply use your splitter and pause/unpause at start or finish of a race to get an idea of your pace) and that is why we still tolerate a small time frame for that. But we need to draw a line somewhere you know and taking 30 seconds is far too long for that (that is not counting load times of course). Maybe we need to add a fixed limit in the rules section or something to make it more clear, I will discuss it with JwFu.
We could create such a category in the Misc section.
Based on the things you mentioned (no IGT available during races and qualifying required) maybe it would be better to just finish all races of a level? And also to make sure that you hit people in each level a minimum of 2 per level or so. Rules would be something like:
- Choose any level (Thrash Mode or Big Game Mode)
- Qualify in all races of the level
- Cause 25 crashes in total
- Cause at least 2 crashes per level
What do you think?
Level 5 is quite a challenge, yes.. it took @JwFu a lot of attempts to beat Level 5 Thrash Mode on PC. On PS idk if it is harder or not, but probably it is possible too. Remember you do not have to take all fights, a simple strat I can think of is to let go the throttle. But using cheats or save states is certainly not a legit way of beating this level and will be obviously not allowed. ;)
Btw I can create a Level 3 and Level 4 category if there is demand. Provided someone does a run for them first.
@B0SSCAT You still have the possibility to play the other versions/platforms as mentioned, so no need to spend money.
And as for the Arcade emulation: While for Virtua Fighter not much can be done right now, Virtua Fighter Remix uses the Sega ST-V arcade system and I read that some emulators support it (Kronos and mednafen has some experimental support in the latest unstable version). I do not know whether these work properly and how bothersome it is to set up, but this might be a last idea.
I was referring to your latest submitted run. From what I saw it is MAME and it never had a normally working VF emulation. While they fixed some of the game physics around 4 years ago, there still are collision issues. And in older versions the physics was incorrectly emulated, you can notice that the fighters barely fly away. Hence the note in the previous post: "..the only way to get legit runs on Arcade currently is to play on original hardware or the Astro City Mini..".
@B0SSCAT Hmm, I think there was some misunderstanding regarding the other version. What I meant was the Saturn, x32 or PC versions. Arcade emulation is broken on MAME as of today with hitboxes not working correctly and I did not find any other working emulator yet. So the only way to get legit runs on Arcade currently is to play on original hardware or the Astro City Mini unfortunately.
I also removed the other run that was played on emulator, it probably got forgotten after these problems were discussed some years ago.. sorry for the inconvenience.
@B0SSCAT I looked into your run today and the emulation is pretty inaccurate. Some of the fighters flew off the ring with one hit.. we cannot accept runs which clearly have some broken physics that can be exploited one way or another. Tbh not sure if some good emulator for the arcade version exists right now (MAME is broken iirc). So it would probably be better to try another version in this case.
And about Janet's run: I don't see what is unfair about it, the footage is still there and it is a legit run on legit hardware. Deleting it would just devaluate the leaderboards since it is the best run and the game is not among the most popular anyway. ;)
Video is required, yes. And your settings should be verifiable too..
Edit: Done as of October 1st 2022
The current rules require the game settings to follow the original Arcade, that is the HP and some others like Ring Size need to be set to a specific value. Unfortunately this made the whole board a pain to manage as literally half of the players didn't submit valid runs or configured wrong settings..
Long story short, the current rule set for non-Arcade games is apparently too complicated, so my plan/proposal is to simplify them to the following:
- only difficulty can be adjusted, rest of settings stays at default values
- runs with any other custom settings like HP or Ring Size etc. goes to the Any% category
If no objections or other suggestions occur within two weeks I will proceed with the said adjustments. The currently verified runs will be moved into fitting categories.
@NintenLew I think its enough to add it to the PS2/PS3 category.. I added as additional platform there.
Sounds good, so we have the offset if we know the placement (which is in address 0x9e114). :)
Now if we can get the addresses for the actual loading screens (not menu and end results etc.) and pause timer during those loading screens, we would get a "perfect" loadless timer for full-game runs. And then we can ignore the ingame-time altogether, maybe just keep it for the sake of it..
Forgot to mention, it looks like the ingame time in RR gets rounded which Livesplit doesn't. Also a time with e.g. .35 could end up being either .3 or .4 because of tiny difference. If we could find the address of the RR-ingame timer that would be nice..
Another problem was that if you activate the RTA setting, it always adds a small chunck of time to the game time..
Don't know what to do about it, the isLoading() seems to come after so always a bit of time will pass before the time is paused.
The ingame time is not accurate unfortunately, but I found another address which gave pretty accurate times now. Also removed the delay.
Script: state("ROADRASH"){ byte hasFinished : 0xC3DFC; //byte hasFinished2 : 0x6D980; //byte hasStarted2 : 0xC7498; byte raceStarted : 0xB7ECC; byte isPaused : 0x753B8; byte levelId : 0x6A660; }
startup { settings.Add("startOnLevelLoad", true, "Start on level load"); settings.SetToolTip("startOnLevelLoad", "When disabled timer will start after pre-race countdown ends which is useful for ILs.\n" + "When enabled timer will start as soon as any game level loads." );
settings.Add("removeLoadingChecks", false, "Remove loading checks"); settings.SetToolTip("removeLoadingChecks", "Current Big Game mode ruleset states that RTA is to be used\n" + "This setting will treat RTA as IGT to account for that without layout changes\n" + "Or just use Real Time comparison in LiveSplit settings" ); }
init { vars.inLevel = false; vars.raceFinished = false; vars.raceActive = false; }
update { vars.inLevel = current.levelId < 6 && current.levelId > 0; vars.raceFinished = (old.hasFinished != current.hasFinished) && current.hasFinished == 1; vars.startedIngame = old.raceStarted == 2 && current.raceStarted != 2;
if (vars.startedIngame)
vars.raceActive = true;
if (!vars.inLevel)
vars.raceActive = false;
}
isLoading { if(settings["removeLoadingChecks"]) return false; if(!vars.raceActive || current.hasFinished == 1) return true;
return false;
}
start { if(vars.inLevel) { if(vars.startedIngame) return true; if(settings["startOnLevelLoad"] && vars.inLevel) return true; } }
split { if(vars.inLevel && vars.raceFinished) return true; }
Hi and nice work! I will test it this weekend and post results later.
In Full-game runs your goal is to complete the level(s) which is marked by unlocking the next (or finishing the season if Level 5). For that you are required to qualify on each track.
For ILs of course it doesn't matter since you only want to get the fastest time on a specific track..
If it is only at the start then it is not a big deal, but make sure you read the rules before submitting a run. I would also just disable the cutscenes, you don't need them for speedruns.
Btw I also use OBS and I have the problem that I can't use game capture with Win10.. so I play it with DxWnd and then record with window capture. I don't have this short black screen issue there.
Since a request to add the Level 5 category came today, I added this category with some additions to timing rules because it was not clarified there: RTA timing still applies in case you don't display your IGT screen or you had to restart a few races. Also renamed "Careed Mode" category to "Big Game Mode" since that is what it is actually called in the game.
I think it should count there too, unless some major difference is found.