Is there any reason why "Duckstation is the only emulator that is allowed on the Playstation (Emulator) board."? PPSSPP is also mentioned in the rules despite this game not having been released for the PSP, so I suppose the text was copied from elsewhere and doesn't necessarily pertain to this game. I think mednafen should be allowed, as it is a competent emulator for both the PlayStation and Sega Saturn (the console for which this game initially released) and is allowed on the leaderboards of other PlayStation/Sega Saturn games. Aside from that, the way this leaderboard is structured as a whole should be reconsidered. I could explain my reasoning, but I'd rather layout my ideal leaderboard and see what people think of it. Here it is:
- Timing starts when the first loading screen appears (i.e., Zack's House Upstairs). Runs on the leaderboard already split at other loading screens and timing ends when the final cutscene plays, so why not base the start time on this?
- Make IL (individual level) leaderboards. 6 categories for each main segment of the game, from the first loading screen to the loading screen after talking to the Dreamflight in Limbo. 4 more categories for the bosses.
- Cheats are disallowed for the main Any% and IL leaderboards and existing runs with cheats are moved to other categories.
- NTSC/PAL runs are given distinction using tags (if anyone completes a PAL run).
Duckstation because it the most stable emulator to run it. Other emulators have minor issues, so Duckstation is what was decided on. Following the standards on other PS1 games that allow for emulation.
The PPSSPP is due to there being a PSP Boot Rom out there, though I have now removed it since no one, other than myself, has probably even tried that rom, and does look like it was a fan made project more than an official PS Store release. So thank you for point that out. Much appreciated.
We don't do Sega Saturn emulation, so to the many issues with the various emulators. I also do not know if there is any extensive changes, I would assume not, between the Saturn and PS1 version. As some games, like Baroque, have extensive changes between their Saturn to PS1 ports.
To address your points.
Starting time starts when you hit the start button as it is the easiest to time manually, as there is no auto splitter for this. And we select the start of the ending cutscene as there is no more input from the player needed and begins an animated cut scene then directly into the credits. The ending for the Pumpkin Boss% is the final blow of the boss, following other boss% in other game spaces.
As for individual levels. If anyone starts running individual levels, I have no mind adding them. Though I am unaware of ways to select a level, at least on PS1. There is a start menu code that been floating around online that enables level select. Though I never gotten it working, might be a sega saturn exclusive code, but I have yet to try it on the sega release of the game. Which is why the only Boss run is the Pumpkin Boss currently. If you find a way to easily select the individual levels, do let me know.
As for the main category allowing for screen/pause codes, they are apart of the game. If anyone decides to submit a run without using the screen/pause code, I'll be glad to make a category for it. The reason it is there is mostly for accessibility and of course for speed.
And for adding NTSC/Pal as variables. I will do that right now. Didn't consider anyone to run the EU release, but I have no issues adding that. Just adds to the accessibility for those who might wanna try out this game.
I appreciate your suggestions and I am glad you enjoyed this game enough to want to see more categories and the game expand.
I went ahead and added a No Pause Code category for Any%.Mainyl cause I think the 'No Pause Code' Run abbreviated as NPC is super funny to me, and I wanted to see it listed.
But also doesn't hurt to had a single one, since that cat would be easier to run.
Once individual level runs are wanting and ready to be submitted, I'll add Individual Level runs for the 6 levels.