So I noticed that GolgAhri's runs only have 4 seconds of blackscreen before each race, where I am getting about 10-12 seconds of blackscreen before each race. It would be nice to save those 6-8 seconds per race, so I want to know what emulator Golg uses, and what plugins that allow this to happen.
I normally use Project 64 1.6, since that is the standard for speedrunning in most other games, but it seems for XG2 there may be a better one.
From what I've tested... it seems GolgAhri uses Counter Factor set to 1, which makes the game virtually lagless. 1.6 is best as I've used different versions of PJ64 and anything above 1.6 doesn't yield the same results, as console loads by 9 sec and CF 1 PJ64 1.6 loads by 10 sec. It might be to the point where I'll have to start actually using emulator properly to keep up.
Oh, counter factor 1 does indeed work, the blackscreen is only 4 seconds now. Well, I might come back to this game then, since I can now actually compete since I don't lose so much time per race.
Hi, just wanted to add to this that Blonde and I have been discussing what to do with emulator and whether to split the category or ban counter factor etc. Curious to know your opinions
Is the in-game timer affected by lag / whatever you system you play on? Because if not, adding up all of the race times would get rid of any advantage emu has, right?
Deathwarps kinda ruin measuring by ingame time. Also, as far as I can tell, console has an advantage of about 4 seconds per race because of the blackscreen (Mr. Blonde's video doesn't have any blackscreen before races), so unless there is more than 4 seconds of lag per race, emulator is still slower.
Ok looking at the videos further, it seems the GO sign for the first race happens in Mr. Blonde's run at about 13 seconds and the GO sign for the first race in Golg's run happens at about 14 seconds, so maybe emulator is faster if there is a second or more of lag.
I mean, the timer keeps counting until the game over message appears. So we could still add that to the total. And to avoid the timer not starting (like with the old deathwarp on Cordilon), maybe add a requirement to always cross the start/finish line first to start the counter?