Actually fairly happy with that run. It was a less boring grind than expected and i guess i learned a few new things about it. For example that there seems to be a quite limited amount of room configurations and at least once i even had a perfect repeat of room combination + enemy and key placement. Also, Rising Sun Grenades can be super helpful but also be a big problem if you use them in rooms that are not fully accessible because of how they are built. That can cause enemies to die in regions that are not accessible from this room entrance, forcing you to enter it from another point to reach all enemies. If you leave a room where an enemy has dropped the key, then the key despawns and is only accessible if you kill that enemy again. I'm not sure how respawning enemies works but it seems you need to kill most enemies in all the 4 rooms to force a respawn... But maybe it's just a certain number of room transitions. Having the run on the ingame timer is nice because it allows you to take small breaks since pausing the game or opening the menu pauses the ingame timer.
Sort of a mod note: The ROM i used to do this run is using the camera patch that detaches the camera from Django which is technically against the rules. When starting the run i did not realize how big the effect from that could potentially be. Because of that i tried to avoid using the look-around feature and if i used it, i only used it for short distances to avoid getting an unfair advantage. After checking back with @xDrHellx it was agreed upon that there was no meaningful impact. If someone disagrees with this decision, contact us on discord and we will remove the run.
Hello,
Lately we've noticed some issues related to built-in solar sensor features that some emulators have (for example mGBA).
*For those who don't know, these features allows you to bind keys to adjust the solar sensor values, this means that patching the games with the solar sensor patc