Second vote for having a "completionist" category. I say leave the 100% in place in case anyone wants to run it and make another one with the changes.
Happy with that!
After talking with uokashi I take back the turbo button comment. Apparently, circle buttom + right-stick causes the massive speed up that they got in their run.
I... had no clue that there was a way to speed text by hitting the circle button + right-stick!! If that works in the non-JP version (which I presume it does), then future runs will be significantly less taxing on my fingers.
I am looking forward to trying this new route soon :D
This is some really interesting mapping of the run.
Skipping the second boat upgrade removes a lot of the RNG involved in the run. I had tried it in the past, but never got it to work. Huge congrats on the effort, I hope this approach becomes the standard. Interesting to see if this would be first place if we removed the load times from the runs.
Question: Did you use a turbo on the triangle button on some sections? Text seems to be going significantly faster at some points than what I thought was physically possible.
Hi both.
Multiple things that are probably worth talking about.
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If you look at the time of the first dive on uokashi´s run, who is running original hardware with a jp version of the game. The load time is ~10seconds. This is reduced to ~7 seconds on the current version of the pcsx2 emulator (tested with a 3 different cpus without much variance) or to ~8 seconds in the nightly version of pcsx2, which fixes most/all of the graphical bugs. These load differences add up and are difficult to control, so I would suggest just running the most official up-to-date version of pcsx2 for the time being.
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Another large issue is turbo buttons, which are trivial to detect with an emulator with an overlay, but virtually impossible on original hardware (unless video footage of the controller is provided). If you look at uokashi's run, there are multiple sections where they skip text much faster than what me or Metbul can do and I am pretty sure that I can't physically mash X and triangle any faster (see 2:09 on uokashi's run as an example). This leads me to believe that they used a turbo button mapped to triangle at certain spots.
Taken both points into account and trying to establish the best environment for some friendly competition I think there are three valid options:
1 - Stipulate emulator as the platform of choice. Do not allow turbo and require a controller overlay for validation. (Easier to implement and true to original intent)
2 - Stipulate emulator as the platform of choice. Allow turbo. (maximise run speed, avoid carpal tunnel from too much mashing)
3 - Allow only original hardware. Require video footage of controller (maximise fidelity).
Given the size of the speedrun scene for this game. I think "1" is the best option. What do you two think?
Thanks! Other than opening the options menu, I am not sure where to get the seed in Version 1.0. When/if I get another record, I will make sure to open the menu before taking the last elevator.
That´s fine, it was just a suggestion. Wouldn´t want more categories in a game with (at the moment) two runners. If I do a test run in the future with turbo I will let you know.
Turbo is a functionality of some controllers to hammer a button as fast as allowable for a given machine and can be replicated at the emulator level (select a binding and click "rapid fire" in PCSX2, for example). It would just be... less bad for the health of our fingers if it was allowed.
There is at least 20 minutes of button mashing per run. Allowing turbo would make running the game less strenuous.