not sure which of the mod hub threads is more appropriate so I'm posting this in both.
I dont understand why the moderator hub takes you back to the old review page if you have to adjust a setting. You cannot always expect every run to be submitted optimally, esp with regards to timing and console.
Could you guys make it so the 'bubble' info blocks are editable by clicking / double clicking on them instead of forcing a redirect in a new tab to an outdated page that then requires yet another redirect under a sub menu button?
not sure which of the mod hub threads is more appropriate so I'm posting this in both.
I dont understand why the moderator hub takes you back to the old review page if you have to adjust a setting. You cannot always expect every run to be submitted optimally, esp with regards to timing and console.
Could you guys make it so the 'bubble' info blocks are editable by clicking / double clicking on them instead of forcing a redirect in a new tab to an outdated page that then requires yet another redirect under a sub menu button?
Jaypin is unbanned and has already started submitting runs again. https://www.speedrun.com/user/Jaypin88
yes, you can find the link to the left under the game image
Check out our website for some guides and base yours off that. Join our discord and discuss with us your thought process, routes, and ideas. Building a guide is a team effort and is rather hard to do alone or with little experience. Excited to see Survive runs from you.
Duckstation Required settings for SDS:
Console Settings CPU Clock Speed Control Disabled. Read Speedup: None (Double Speed) Use Read Thread (Asynchronous) Unchecked
Emulation Settings Runahead: Disabled
Display Settings Show Messages Checked (if a savestate is used, we'll know) VSync Unchecked
Enhancement Settings Force NTSC Timings (60hz-on-PAL) Unchecked (PAL speed should be PAL speed and not adjusted by the emulator)
All DuckStation runs must have some kind of input viewer displayed, such as one of the following:
Built-in input viewer (Settings > Display Settings > Show Controller Input)
3rd party input viewer (Such as gamepadviewer.com)
Webcam pointed at your controller
Thanks to highnrich for the provided footage below, which used the above settings from mgs1
Duckstation SDS - https://drive.google.com/file/d/1iTcpCyvPk7hsUM9msj4ibW-b-3rThKep/view Duckstation FDS - https://drive.google.com/file/d/1exbzGN1owxZXZrRX3a135y33A_J5_Cay/view
Here is a document timing loads from assorted runs. https://docs.google.com/spreadsheets/d/1XIjNN13JzOMbX3wKnu5pivaUUeUpUa4dZOQdue7ib_w/edit?usp=sharing
Based on loading times from theses videos, which you can see in the above google sheets form, I find no reason to deny Duckstation 2021-05-23 or later SDS as a viable emulator. However, at current 7-27-21, FDS is unaccurate and noncompetitive without adjusting the settings considerably.
Unless, however, we would like to make a duckstation fds category or separate all emulators out from console runs all together, either keeping or still separating duckstation fds.
The alternative to banning Duckstation FDS is to allow it with the following rules
Console Settings:
- Enable Clock Speed Control (Overclocking/Underclocking): 600% (203.21MHz) - You can run this lower if need be on lower end systems. CD-ROM Emulation:
- Read Speedup: 2x (Quad Speed)
- Seek Speedup: 10x
In addition, bizhawk appears to produce excessive lag and is being unmarked as recommended barring updated settings or me getting a better computer to test it on.
An update.
bonesaw has discovered that making your disc dirty via fingerprints and such actually loads the game faster and triggers dialogue skip consistently.
https://twitter.com/Bonesaw577/status/1410394086272536578?s=20
I know that MGSR has accepted its use for MGS1, and I know that 2 months ago they refocused the emulation side of things on accuracy. Start using the MGSR settings.
I am very clueless as to how emulation works overall, so as long as there is no mass community uprising on duckstation, it honestly seems fine to me.
If somehow you start pumping out WR pace times back to back to back we can take a serious in depth view on the loads, but all the emu runs are on epsxe anyway.
since I am the only run on the board on PS2 FDS, as long as it loads slower then this run, the example below is ~4.5 seconds after first cutscene skip, there is no immediate reason to disallow it. First Black Screen after cutscene: 2.29 -> 3.22 (0.93 seconds) First frame of first load to gameplay: 3.22 -> 6.67 (3.45 seconds)
Required settings:
Console Settings CPU Clock Speed Control Enabled, 77% (26.08 MHz) Read Speedup: None (Double Speed) Use Read Thread (Asynchronous) Unchecked
Display Settings Show Messages Checked (if a savestate is used, we'll know) Show FPS checked OR show full emulation window for framerate confirmation VSync Unchecked
Enhancement Settings Force NTSC Timings (60hz-on-PAL) Unchecked (PAL speed should be PAL speed and not adjusted by the emulator)
You can check the current date of your version via the General Settings in the Automatic Updater section (2021-01-11), and then post that in your description.
To my understanding PSNow via PC should function in all the same ways PSnow on ps4 would. So yes, barring extreme differences, accessing PSNow via PC is a viable method of play.
Doesnt look like it saves time, but it skips some of the platforms in Chapter 5
Was the currernt WR run done on PS1? Any Idea if this game benefits from FDS on a PS2? Is the PS3 Classic version worthwhile on a PSTV?
Thanks
I can add some more info to the millisecond bug. This seems to occur if the RTA is set to 000 MS, which intern makes the IGT always show 000 ms. I tested it on a board I mod and when the RTA is 1s 000ms the IGT was 29s 000ms. But when RTA was 1s 001ms the IGT was 29s.
Yes, this is a meme category in theory, but its also the first 50 minutes of the game, which are fairly distinct in gameplay and makes for a decent run that's a bit too large for an IL.
For those who don't know, the first 50m are working w/ Mantel, the rest is working w/ the rebel forces. The gameplay and speed-tech varies by a large margin between these sections.
NTSC Episode Jetpac Smuggles Via HUB warps. 3, 6%, 10, 11%, 12 - Fail 1, 2*, 4, 7, 9 - Success 5^, 8 - Crash [Bob / Start & End+]
- Was only able to pull this off once ^ Was completable if Bob wasn't spawned in % Water Levels do preserve the Jetpac 'state' but count as no jetpac equipped
- Entering Episode 8 with a jetpac from the front crashes the game, entering from the back crashes if on foot.
In addition, when entering episode 5 via the HUB, exiting to Episode 4 by turning around is impossible.