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United States7thAce4 years ago

It has been nearly 2 years since the original IGT vote and implementation for JSRF. Since then, new features and capabilities of modding along with community requests have gone into creating a second version of the IGT xbe that will be called IGT2. Each individual feature of the IGT2 xbe will be voted on below. All of the features below are finalized in implementation and can be seen in a demonstration vod shown here: (Note that the numbers on the left of the video are for testing and timing verification purposes and will not be in the final version.)

These settings can be changed on the title screen before the run starts and are locked for the rest of the run. The title screen menu can be seen in the vod above. This vote will be open for one week and close on November 11th, 2020 after 11:59pm PST. If any option is approved, the new xbe will be distributed as promptly as possible and updated on Discord, this website, and the jsrfspeedruns website. The previous IGT xbe will be valid for leaderboard submissions for exactly 1 month (eg. Nov 14th -> Dec 14th). After that date, runs with the IGT version 1 xbe will be denied. This is to ensure that we have a common version for all runners and don't have old versions sitting around that we have to support.

Everyone in the JSRF community may vote - if a vote is cast by someone who does not have a verified time in any category or is not a known member of the community, we will ask for verification either on the forum and discord. Including your twitch, discord, or other name will be helpful with verification. Please be considerate to your fellow runners; we would like this poll to be as representative of the active runner community as possible. If you don't think that includes you, we would ask that you consider abstaining from this vote.

To vote, you may copy the ballot provided below, select yes or no, and add it as a reply to this thread. You may add any comments or conditions to your vote below, but I will count the exact number of Yes or No votes. You do not have to vote on every item. Thank you for participating in the discussion and voting!

[quote][Yes/No] Item 1: Cutscene Skipping [Yes/No] Item 2: Sewer Skip Patch [Yes/No] Item 3: Input Viewer [Yes/No] Item 4: Kill Combo [Yes/No] Item 5: Music Mute[/quote]

Current results: Cutscene Skipping: 18 Yes (Phospho, Nae, Wecn, 7thAce, Twinkachu, Anthony, Yayo, Crabbi, Yomsa, Acebats, Diller, Jammy, Ataru, Wolf, Zykumie, Ailis, Loomeh, Manta), 3 No (Xano, TwoWorlds, Jabro). Sewer Skip Patch: 18 Yes (Phospho, Nae, Wecn, 7thAce, Twinkachu, Anthony, Yayo, Yomsa, Acebats, Diller, Jammy, Ataru, Jabro, Wolf, Zykumie, Ailis, Loomeh, Manta), 2 No (Xano, TwoWorlds). Input Viewer: 19 Yes (Phospho, Nae, Wecn, 7thAce, Twinkachu, Anthony, Yayo, Yomsa, Acebats, Diller, Xano, Jammy, Ataru, Jabro, Wolf, Zykumie, Ailis, Loomeh, Manta), 1 No (TwoWorlds). Kill Combo: 19 Yes (Phospho, Nae, Wecn, 7thAce, Twinkachu, Anthony, Yayo, Crabbi, Yomsa, Acebats, Diller, Jammy, Ataru, Wolf, Zykumie, Ailis, Loomeh, Manta), 3 No (Xano, TwoWorlds, Jabro). Music Mute: 20 Yes (Phospho, Nae, Wecn, 7thAce, Twinkachu, Anthony, Yayo, Crabbi, Yomsa, Acebats, Diller, Xano, Jammy, Ataru, Jabro, Wolf, Zykumie, Ailis, Loomeh, Manta), 1 No (TwoWorlds).

Below are the details of the implementation for all of the proposals.

Three “New Game” modes: No skip, Auto skip, Manual skip. Mode can’t change mid-run. All cutscenes are fully timed. Their full duration counts towards the run time. All cutscenes except chapter cutscenes are unskippable always. “A man’s desires crumbled” is considered to be the chapter 9 cutscene. The total cutscene time will be displayed at the end of the run as an aid to calculating the equivalent RTA time for use in the leaderboard.

Auto skip Chapter cutscenes don’t play. Instead, the cutscene’s duration is added to the IGT and the game loads into the next screen.

Manual skip Chapter cutscenes begin playing normally, and can be skipped at any point with the A or Start button. At the natural or premature end of the cutscene, the IGT will have advanced the full duration of the cutscene. The IGT keeps ticking as usual during the cutscene and the remainder gets added when the cutscene is skipped.

If desired, a version has been tested where the amount of time skipped in the run is displayed on screen after gouji is defeated and the timer stops. This time could be added to the RTA splits time in order to make RTA a viable benchmark of comparison. This will be discussed if Item 1 passes.

Options: No change, Patch to skippable, Patch to no skip When skippable is selected, the game will automatically modify the sewers mission that is loaded into memory upon entering the sewers. This modified version will use the NTSC-U combo disc hitbox for the Garam trigger. This does not modify any game file nor cache file.

When no skip is selected, the game will do the exact same thing but patch it to the hitbox of a version of the game that does not allow for sewer skip.

No change will not modify the file at all, leaving the sewer skip up to your cached files. This is the recommended options for runners with a functioning SS cache currently.

Options: Center, Left, None. Option to show an input viewer at the bottom center or bottom left of the screen.

Options: LT + Back, None.

Enables the use of the LT + Back button combo to force a game over at any point during gameplay and return to the title screen without having to reset the Xbox. Identical implementation to the Quicksave mod.

This can be set to "none" at the title screen to avoid any kind of accidental input during a run.

Options: Mute, No Change Option to start the game with no BGM. It cannot be enabled from Roboy’s menu. This is a runtime level adjustment, so it will not permanently affect any save files.

Consideration: The game rules for JSRF say “all runs must have recorded proof, and all videos must have accompanying audio.” Could muting the audio conflict with that, since it’s one of our safety checks for spliced runs? Counterpoint is that spliced runs are extremely difficult and not worth their effort in JSRF, and the ingame timer display still can be checked for accuracy.

Additionally, we'd like to propose some universal controller fixes to address hardware issues that crop up with heavy use. Good Xbox controllers are rare and extending their useful lifespan through software is a step we'd like to take, but we're not finalized in the implementation of them yet. A new post will be made for those in the very near future.

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