I've made an autosplitter and load remover for the PS1 version of the game. This does not start the timer at steamboat or stop the timer when Pete is defeated, but it splits after every mission (or it has an option to split after every screen), and it removes load times from game time (this can be turned off).
The autosplitter is found at https://pastebin.com/FmEYGjHm Copy everything in the pastebin, and paste it into a new file called LiveSplit.MickeyMania.asl. In Livesplit, edit layout, add Scriptable auto splitter, and browse to the file. If you did it correctly, options will pop up.
This is for emulator only, so we are not gonna change timing method to loadless. The memory addresses that I'm using are from ePSXe 2.0.5, BizHawk 2.4.2, and Retroarch 1.7.3 (Beetle PSX and Beetle PSX HW cores only, requires uncommenting). If you're using a different version or a different emulator you might have different addresses, and there are instructions in the file to find the addresses you need. It's not hard to simply change the addresses, but contact me on discord if you need help.
I'm not gonna make one for SNES or Genesis, but if you want one, you can find some relevant addresses and contact me, and I'll adapt this. Not sure how it works on those platforms, but for PS1 there is a variable that starts at 0 (for steamboat) and increments on every screen (1 for wharf, 2 for outside lab, and so on). Another variable is 1 when there is a loading screen, and 0 when there is a menu, cutscene or gameplay. If you want an autosplitter on your platform, try to find some variable that behaves similarly.
Hello,
I'm not sure if you guys have looked into any way to bypass desynchronising after going too far out of bounds, or if such a way is even useful in the run; I have found that, whenever we go past the white barriers to an unavailable area, the game continually checks the minimum distance from a white barrier and determines if we should be desynchronised only from whether we are on the OOB side of that particular barrier, ignoring whether we are on the OOB side of all other barriers.
To see this, I noticed while doing sequence 2 (when the Vatican is still unavailable) that we can actually go outside the barriers that cut off the Vatican in one spot where there's another barrier delimiting the end of the map. Since these two barriers are close enough and orthogonal, we can safely reach the eastern part of Castel Sant'Angelo as long as we are closer to the barrier that delimits the map, than to the barrier that cuts off the Vatican. However, whenever we get closer to the Vatican cut-off, we die immediately.
I am not sure if you guys can apply this exploit to the run in any way: feel free to look into it. All you need is two white barriers, close enough to each other, such that the safe area of one is in the unavailable area of the other.