Moving forward we will switch our timing method for PC runs to Real Time without loads. Thanks to the seperation of consoles it is easy to set it up for every PC run without having to worry about how to handle the same for consoles. We use the Load remover built into Livesplit. For the settings of the load remover: Check the top four options, the two below (Pause on Any Key Events and Pause while game is inactive) are not allowed and will get your run rejected. They might get removed in the future. The defaul options should cover this. For setting up the load remover correctly, refer to the forum post about it: https://www.speedrun.com/bsrotn/thread/jv3hc . If you still have problems setting it up, just ask :-) For any run that doesn't use the load remover we will treat Time with loads as Time without loads, so make sure to set it up correctly and have it on screen for your submissions! The unfortunate side effect is that all previous runs get worse to not having removed load times but I'm sure you all can improve on your runs anyway :-) For console runners nothing changes, we still use normal RTA timing, please just leave the "Time without loads" field empty for your submissions.
Great tool! Some maybe useful information for others after I tried it out for a bit:
Loading a checkpoint is buggy but it worked for me every time after I died. And usually you want to die before teleporting back to your checkpoint anyway to respawn enemies and lanterns.
(De-)Activating the Health and WP upgrades only takes effect after reloading the stage. It is immediately shown in the pause menu but your max health/WP only changes after reloading the stage. Power Glove and Armor seem to work immediately.
For boss practice I highly recommend using the Boss Rush mode with this tool. Only in Boss Rush you can die to their desperation attack to immediately try the boss again after you defeat it. In normal stages you would have to die before killing the boss or rely on using the load checkpoint function which really did not work for me most of the time after I killed the boss. I think Pressing i when entering Boss Rush puts the bosses in Nightmare/Ultimate difficulty.
edit: After the amazing update checkpoints work a lot better and all the time. But for practice you often still might want to die, there is no other way to respawn enemies or lanterns.
edit2: Thanks to the next update boss practice is now incredibly easy on boss rush with the function to set the boss rush stage manually. This was so far the biggest problem when learning the game, no really good way for boss practice...but now just set boss rush to the right stage to practice the same boss over and over.
I often reset when I lose 2 seconds on the first stage even when I know that I have like 20+ seconds to save later on. I just don't want to look back at the run to see this shitty first stage in an otherwise really nice run. The later in the run it gets, the less I reset tho unless something really bad happens that makes it impossible to get a pb.
But then again it depends so much on the game/run itself and your goal. How likely is it for you to be (significantly) faster at that potential reset point? How much timesave is there left to achieve the time you want? Would you be happy with that early game when looking back at the run?
So should every run faster than 12 minutes have milliseconds in the submission? Or does it not matter because you framecount for verification anyway?
Oh , interesting. Did not know that the manipulation could be different from emu to console. So that might just have been a bad example I ran into. Isn't a Run I plan on doing many runs of in the future anyway ;-)
Good to know that apparently the Hardware acts the same. Flashcards/the everdrive is at least said to be like an original card but interesting that there might be exceptions as well. So generally no problem. Thanks for yorrick answers :)
I have an US NES with an Everdrive. Some time ago I tried to get a pre-run RNG Manipulation for Final Fantasy III which obviously only came out for the Famicom. I could not get it with the Everdrive on my US NES but with the same Rom it was no problem on an emulator. So are there differences between NES and Famicom that alter RNG and such? And would that mean that any run of a Famicom game via Flash card on NES would not be valid? Stuff like Rockman etc.
Same Question for Super Famicom comparing to SNES. I got a SFC, would playing US games on Flashcard differ from playing on Us SNES?
I am pretty sure that it is the exact same game as I ran the PAL version for quite a while before I got my NTSC NES. But I don't have any scientific proof or anything, just my feeling for playing this game quite a lot ;-) Still probably the best if you get a NTSC card.
Yeah, the 13:00 is treated as a 13:00.000, so it's always the fastest time in that range.
The Problem is that submitting with milliseconds is pretty uninteresting for a Rank 50 time, especially as it's only really useful if you framecounted the run. Timing by hand will not give the right milliseconds anyway.
This accurate timing only makes sense for top 10 times or whatever.
Where was the Problem to just put it under Miscellaneous? You would not have to see it if you don't want to, but it is still there for people that are interested. It's not like NG has 50 different categories and it would be all confusing.
Besides Low% and Pacifist% are equally Meme/Challenge categories and would have to be removed by that standard. Any% is the only "real" category for this game.