Threads
Germanymikethev2 months ago

The game doesn't seem to run at a consistent speed for different people. @LizJoon mentioned it and I timed how long it takes from the first click on the dead body until the screen changes to the close-up view.

  • mikethev's run: 4.36s
  • Fisottis' run: 4.73s
  • LizJoon's run: 4.93s
  • PitufoTilteado's run: 4.93s

We really need to figure out what causes this.

Germanymikethev4 months ago

Stumbled onto a way to clip onto a rail in my casual playthrough. Going out of bounds here can skip a couple of minutes worth of cutscenes.

/static/blob/rnq36xzj.mp4

[edit: looks like video uploads still don't work on SRC.

Beuj likes this
Germanymikethev7 months ago

Broken Sword 1 is getting a lot of development attention @ ScummVM recently. You can try out the newest changes by using the daily build: https://www.scummvm.org/downloads/#daily

The changes aim to make the game work as close to the original as possible. The most important change when it comes to speedruns is the following: all these years BS1 ran at 12fps on ScummVM, whereas the original played at 12.5fps. ScummVM BS was literally playing slower than the original (DOS/Windows) game. 0.5fps might not sound like a big difference, but it adds up to minutes over such a long run.

There are various small changes to make the game resemble the original more closely, but most are not important for speedruns. One nice thing is, that now you can skip text with the right mouse button as well again. Helps with the mashing. Using animation skips in the wrong place should no longer crash the game.

Germanymikethev2 years ago

Hello, judging by the comments surrounding the runs on the leaderboard it seems pretty clear everyone is experiencing crashes or similar issues with this game. I'm going to info-dump my experiences so far in here, in case someone wants to investigate further in the future.

My two runs on the board at this time were played on the gog.com version with dxwnd. Problems I had with that version were rare random soft-locks, ugly broken-looking fade transitions when moving from screen to screen and no way to play in windowed mode, which brought a number of other issues along.

I now switched to the Steam version (Proton 5.0-10) and am noticing a surprising amount of differences. The fade transitions are gone and transitions seem faster in general. Windowed mode works, but my normal desktop cursor is displayed ontop of the game at all times (which is actually a big advantage for aiming at the right spots). I haven't been playing for that long yet, but the soft-locks seem to happen significantly more often - to the point where I'm not sure if it is possible to finish a full run. Additionally, the games memory usage rises steadily while playing and once it uses more than 1GB of memory, it starts to play very choppy (incl. many eaten inputs). Save & restart "fixes" that problem.

Worth noting is, that the game never actually crashes for me. It's always a soft-lock where the music keeps playing and I just can't interact anymore.

All in all it seems like the Steam version would be a significantly better version for speedruns, if it wasn't for the common soft-locking.

Sadly I don't have any solutions... I justed wanted to keep this info here in case someone might have a use for it.

LOCKES likes this
Germanymikethev2 years ago

Turning off the sound in the game's options menu saves a very significant amount of time. Disabling the music mostly shortens load times, getting rid of the sound effects mainly reduces lag during the stages.

As we know so far, this is specific to the SNES version.

Sum of all load times

  • ALL ON: 4:22.4
  • MUSIC ON, SFX OFF: 4:22.4
  • SFX ON, MUSIC OFF: 4:09.6 (-12.8s)
  • ALL OFF: 4:08.5 (-13.9s)

Rough estimate of total lag reduction during stages with ALL OFF

  • 1:20 to 1:25 (for a 1P1C run)
Germanymikethev2 years ago

If you would like to submit a run for a category that doesn't exit yet (e.g. other platforms, co-op runs, 1P3C, ... you name it), either post in this thread or just submit the run to the next best category and we'll make a new one.

Any kind of category discussion can also go in here.

Germanymikethev3 years ago

Updated post with fastest currently known setup: -Get the current version of AGS (see Guides section) -Set the graphics driver to software -Cases 1, 4, 5, 6, 7, 8: set audio to "no digital sound" to save extra time.

Playing the original 2.7 version has the shortest screen transitions, but the current (3.5 atm) version runs overall fastest with the software graphics driver and by a significant margin.

[Original post with corrections: tl;dr: the selected gfx driver unfortunately changes how quick screen transitions are in this game software>d3d/ogl

when I added thewoofs' time to my splits as a comparison, I noticed I always lose over 20s during the last 2 minutes of the run I then watched our pb videos side-by-side and noticed the fade-to-black transitions between screens were much longer on my end

so I played around with settings in the acsetup.cfg file and figured out the difference lies with the gfxdriver setting https://github.com/adventuregamestudio/ags/blob/master/OPTIONS.md#configuration-file-options AGS version 3.5 with driver=ogl = ~1.4s transitions AGS version 3.5 with driver=software = ~0.7s AGS version 2.7 = 0.4s]

Germanymikethev3 years ago

All category discussion goes in here.

This game has plenty of room for category creativity. I'm open to all ideas.

About mikethev
Speedruns are about communication. The run itself is, like life, mutable. -- adapted from Anicka Yi
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