Threads
United KingdomDigitalDuck5 years ago

Load times have always been a factor in Shenmue (for example, my Shenmue any% WR is not as much of an improvement over puri's as it seems - my Dreamcast loads a little faster than his).

However, with a PC version now being available, differing load times are more significant than ever. To make matters worse, it's possible to run the Xbox version of Shenmue II from the hard drive of a modded Xbox, resulting in differences in loads of several minutes.

As such, we need a method of removing loads. Generic load removers that rely on video simply don't work, as loading starts before the load screen appears, and ends before the load screen fades out (and the load screen fading out is a problem too). Relying on memory addresses is more effective, but unfortunately will only work for the PC version.

I suggest a compromise; although the load screen start/endpoints are not discrete, the UI appearing/disappearing is. For loads bookended by gameplay, we can use the time between the UI disappearing and the UI reappearing (perhaps minus two seconds to account for the fade out/fade in) as "loading time".

For loads involving exiting to the menu, there's no fade out - so we can time these accurately using only the black screen as loading time. For loads from menu to game, we can go from black screen to UI appearing (again, perhaps minus a second to account for the fade in).

For loads with a cutscene on either end, we'll have to ignore them - there's no reliable timing point.

Pros/cons:

  • it helps level the playing field, so that having a PC that takes longer to load isn't a disadvantage, and running the game from the hard drive on the Xbox isn't an advantage.

  • it's consistent across both games and all platforms, both old and new.

  • depending on how it affects the route taken (remains to be seen), it may mean that Dreamcast, Xbox, and Re-release runs are comparable, so we can recombine them into one - at least for some categories.

  • it has to be done manually; this would take a while (especially bringing old runs up to date) and require verification.

  • it doesn't remove all load times, only most of them.

It's important we get this sorted, so let me know what you think of the above solution, as well as bringing up any other potential solutions.

United KingdomDigitalDuck5 years ago

Load times have always been a factor in Shenmue (for example, my Shenmue any% WR is not as much of an improvement over puri's as it seems - my Dreamcast loads a little faster than his).

However, with a PC version now being available, differing load times are more significant than ever. To make matters worse, it's possible to run the Xbox version of Shenmue II from the hard drive of a modded Xbox, resulting in differences in loads of several minutes.

As such, we need a method of removing loads. Generic load removers that rely on video simply don't work, as loading starts before the load screen appears, and ends before the load screen fades out (and the load screen fading out is a problem too). Relying on memory addresses is more effective, but unfortunately will only work for the PC version.

I suggest a compromise; although the load screen start/endpoints are not discrete, the UI appearing/disappearing is. For loads bookended by gameplay, we can use the time between the UI disappearing and the UI reappearing (perhaps minus two seconds to account for the fade out/fade in) as "loading time".

For loads involving exiting to the menu, there's no fade out - so we can time these accurately using only the black screen as loading time. For loads from menu to game, we can go from black screen to UI appearing (again, perhaps minus a second to account for the fade in).

For loads with a cutscene on either end, we'll have to ignore them - there's no reliable timing point.

Pros/cons:

  • it helps level the playing field, so that having a PC that takes longer to load isn't a disadvantage, and running the game from the hard drive on the Xbox isn't an advantage.

  • it's consistent across both games and all platforms, both old and new.

  • depending on how it affects the route taken (remains to be seen), it may mean that Dreamcast, Xbox, and Re-release runs are comparable, so we can recombine them into one - at least for some categories.

  • it has to be done manually; this would take a while (especially bringing old runs up to date) and require verification.

  • it doesn't remove all load times, only most of them.

It's important we get this sorted, so let me know what you think of the above solution, as well as bringing up any other potential solutions.

United KingdomDigitalDuck5 years ago

Hi there!

Thanks to puri_puri for making me a mod of the Shenmue series, and sorry I couldn't reach out to contact you. I'm a big fan of the games, WR holder for any% and Glitchless Shenmue I, and not-very-good runner of Shenmue II (which is the main reason I don't submit times).

As the re-release of Shenmue I & II draws near, we'll see an influx of runners, and new platforms which will outperform the old ones.

My intentions are three-fold; firstly, I'd like to split the categories into subcategories based on version ("Dreamcast", "Xbox" for Shenmue II, "Re-release"). This would allow us to account for differences between versions (beyond load times). There's also the fact that the Dreamcast and Re-release versions of Shenmue II allow you to load a save file from the first game - at the moment, this is not recognised in any manner (because the Dreamcast version is slower anyway), but we'll need to account for this.

The second thing I'd like to do is to add clear rules to categories. I've been talking to A1Major about this and while it seems the community as a whole generally agrees on what the rules for each category is, they are in general poorly defined. I'd add clarifications to all categories (such as explaining what glitches are banned in glitchless, and clearly defining start/stop times).

The third thing I'd like to do is a (very minor) revamp of categories. I've seen a couple of other people running Shenmue I Bad Ending now, and if there's any demand for it I'd be happy to add it as a category.

On the Shenmue II side of things, Duck% is poorly defined and arbitrary, and puri's run no longer even has a working video - I'd suggest replacing this with the shorter and more clearly defined Duck Racing (goal: any% rules, earn the Gold Medal), as again I've seen a couple of people actually try this.

I'm not just going to go ahead and do it - I want you guys to let me know what you think of this direction and voice any concerns you have, or any suggestions for improvements.

Thanks for reading.

sporkaganza and CountGooby like this
United KingdomDigitalDuck5 years ago

Hi there!

Thanks to puri_puri for making me a mod of the Shenmue series, and sorry I couldn't reach out to contact you. I'm a big fan of the games, WR holder for any% and Glitchless Shenmue I, and not-very-good runner of Shenmue II (which is the main reason I don't submit times).

As the re-release of Shenmue I & II draws near, we'll see an influx of runners, and new platforms which will outperform the old ones.

My intentions are three-fold; firstly, I'd like to split the categories into subcategories based on version ("Dreamcast", "Xbox" for Shenmue II, "Re-release"). This would allow us to account for differences between versions (beyond load times). There's also the fact that the Dreamcast and Re-release versions of Shenmue II allow you to load a save file from the first game - at the moment, this is not recognised in any manner (because the Dreamcast version is slower anyway), but we'll need to account for this.

The second thing I'd like to do is to add clear rules to categories. I've been talking to A1Major about this and while it seems the community as a whole generally agrees on what the rules for each category is, they are in general poorly defined. I'd add clarifications to all categories (such as explaining what glitches are banned in glitchless, and clearly defining start/stop times).

The third thing I'd like to do is a (very minor) revamp of categories. I've seen a couple of other people running Shenmue I Bad Ending now, and if there's any demand for it I'd be happy to add it as a category.

On the Shenmue II side of things, Duck% is poorly defined and arbitrary, and puri's run no longer even has a working video - I'd suggest replacing this with the shorter and more clearly defined Duck Racing (goal: any% rules, earn the Gold Medal), as again I've seen a couple of people actually try this.

I'm not just going to go ahead and do it - I want you guys to let me know what you think of this direction and voice any concerns you have, or any suggestions for improvements.

Thanks for reading.

About DigitalDuck
Joined
6 years ago
Online
8 days ago
Runs
136
Games run
Shenmue
Shenmue
Last run 4 years ago
11
Runs
DRIFT! 2K22
DRIFT! 2K22
Last run 7 months ago
11
Runs
Jet Set Willy
Jet Set Willy
Last run 2 years ago
10
Runs
Jet Set Willy II: The Final Frontier
10
Runs
Shenmue II
Shenmue II
Last run 4 years ago
8
Runs
Manic Miner
Manic Miner
Last run 2 years ago
8
Runs
Shenmue III
Shenmue III
Last run 4 years ago
6
Runs
DRIFT!
DRIFT!
Last run 1 year ago
6
Runs
Games moderated
Shenmue III
Shenmue III
Last action 2 years ago
24
actions
Dizzy – The Ultimate Cartoon Adventure
24
actions
Magicland Dizzy
Magicland Dizzy
Last action 1 month ago
18
actions
Shenmue
Shenmue
Last action 1 month ago
12
actions
DRIFT! 2K22
DRIFT! 2K22
Last action 7 months ago
11
actions
Jet Set Willy
Jet Set Willy
Last action 2 years ago
10
actions
Jet Set Willy II: The Final Frontier
10
actions
Shenmue II
Shenmue II
Last action 1 year ago
8
actions