LOL so true. Finding a way to skip that cutscene is definitely high on my list of things to hunt for.
Since I'm running the game through Steam on Linux, I set up a launch option of DXVK_FRAME_RATE=30 %command%
I did try playing with the game's INI for the FixRefreshRate option, but that didn't prevent the speedup I was seeing.
I'm not sure if the uncapped frame issues happen on Windows since I haven't had a chance to bust out my laptop to test those areas, but if it does then it might be worth considering a formal rule about frame rates just to keep things fair for everyone. A good example is in Tene's house, and in the castle where the first two Shaaromu fights happen. Generally areas that aren't large or don't have a lot of enemies and objects.
Good catch! Looks like we both somehow made it through the request process overnight lmao. I'll get this removed here in a bit and use that one.
Thank you! I'm so relieved that I no longer need to mash dialogue LOL. I can't believe how much time save it actually generated.
Gave it all another go today on a fresh NG file, and managed to get the credits roll! So I can confirm from a full play-through now that I didn't have any issues with stability or crashing on Linux. I'll probably be trying to get a NG or NG+ run in the books in the coming weeks when I can find the time, so I'll keep an eye out for any random crashing.
As for the NG+ save resource that's posted, it looks like the SAVEFILE99.DAT that gets created contains the true save data that's used on a NG+ run. Updating the INI file to include the "Already Clear=1" line provides the option to start a NG+ when starting a new game, but if SAVEFILE99.DAT isn't present with the clear data, it's functionally a default NG run.
So I made it through all the way to the final boss fight with no issues or crashes. I got immediately deleted by the boss, but yeah the Sharomu XP fight was stable. But since it's not consistent on your end I'll have to go through a few more times in the next few days to see if I can gather some more data.
I wouldn't be surprised if it ends up not occurring on Linux systems though, because it wouldn't be the first time that running a game through the compatibility layer gave better performance or worked around crashes.
So far, I haven't experienced any but I have yet to make it to the final dungeon. I saw you posted a completed run the other day, so I'll see if I can follow along with it and take note of any issues (or lack thereof) that I come across. Congrats on that, by the way!
Hah, very lucky timing on my part, then! It's been very interesting playing around with this charming little game and I definitely never would've discovered it otherwise. Good luck on the routing, and I'm looking forward to seeing a completed run! o7
Somehow, this game caught my eye when I was browsing around for games with no submitted runs and I was shocked to see activity in the forum and a freshly-posted guide. So in the interest of sharing for anyone else who might also want to set up this game on a Linux desktop or Steam Deck in the future, I'm happy to report that with some small configuration tweaks I was able to get this working.
Essentially, it's as simple as adding Tenerezza.exe as a non-Steam game and setting the Launch Options to:
PROTON_USE_WINED3D=1 %command%
While the game will work without this launch option on a normal desktop, getting this game to not crash after the opening cinematic in the Steam Deck's game mode does require this modification.
Speaking of the opening cinematic, to get it to show up properly you'll want to use one of the GloriousEggroll custom Proton versions. I'm using GE-Proton8-25 since I had that on-hand. This may also be important if there are similar movie files used in normal game-play or the ending, but might otherwise be optional. I just haven't gotten far enough on my own to verify one way or the other.
While I haven't completed the game yet to verify that there aren't any Linux-specific issues running the game this way, I've had a very smooth experience all the way up to the Nuvola (ヌーヴォラ) boss fight. Hoping to spend some more time with the game soon, and who knows, maybe even give Any% a go! :)
I'd be down with having them marked obsolete given that the cutscenes are unskippable these days. We can still get saucy with force-closing the client to come out ahead on time for the longer ones, but even that won't ever touch the times set in the days when we could just press escape and move on.
I think that's my stance on things in general if tech used in runs gets patched out, in the interest of keeping things competitive.