@MadPunkerz , if you can record some attempts (possibly with input display) we can try and help you :)
Also, where the dips happen could make a difference? I tend to get dips on the final hit to the bosses, when the game goes slow mo and there's no gameplay, and those dips don't really give me any advantage. If I got the same dip while dealing with Moo grabs or clips or platforming it could on the other hand impact and help me.
I agree. It is a common thing to expect that physics doesn't work as intended below 30 FPS, which is a very generic bare minimum standard, and if we hadn't FPS requirements for run validation and a toxic community we could maybe end up with people abusing low FPS, but this is luckily not the case.
Hey, sorry to bring this thread up again. I've just got my hands on the multilanguage copy of the game and managed to install it with all the three patches and the requested .dll. Unfortunately, the game is still searching for the game disc even with a mounted ISO. I could try and play it with the actual disc in from my PC, but I was hoping for a discless setup that I could use on my laptop. I've already tried several NoDisc patches with no success (they actually say the the cracking fails). ANy advices? Thank you in advance :)
The idea of starting from a file with no freed Phantomilians for hundo doesn't sound great to me either, as it didn't with DtP, so I would agree with Balneor. I don't think banning over 150 Dreamstones would add anything to the experience. From my perspective, getting one or two extra unintended Dreamstones is more of a happy accident that doesn't give any unfair advantage. I don't have a clear opinion about the inclusion of extra stages in 100% runs right now, but I guess following rules for DtP and PS2 LsV as close as possible is the best way to ensure consistency. The IGT timing would be a reasonably simple extra step for the runner at the time of submission, but isn't an extra stage beyond 100% completion, in a way? I guess it is open to interpretation and as usual, I'm the dude who barely has time to play the game and vaguely thinks to himself that one day he'll learn hundo as well.
Banning the pause now would also not conflict with any future related discovery, which would happen if we had to ban it in six months after runs full of pauses (very unlike scenario, but still). I would keep it flexible as well and keep myself open to whatever we find we can do, and eventually re-allow pausing if it actually has some interesting usage.
I would agree on banning pauses in IL stages for all the stated reasons. I'm not sure about pauses in full game runs, but that's for another discussion.