I have now made a tutorial on how to install and configure the 2006 PC version's ISO. It is the disc version of the game that requires mounting and installation as well as patching and installing the Style Switcher mod if you wish. Here's the tutorial on how to make it work:
The only differences I've found compared to the Steam version are that it has a visible exit option in the main menu and the M8 acid saps the player's health at the same rate as the other versions.
If you have any questions, please ask them in the DMC speedrun community Discord server: https://discord.com/invite/yhJdCHm
From now on, of the 2006 PC version, only vanilla, Style Switcher 2.4.3 (found on srcom) and 3.1.6 (https://www.nexusmods.com/devilmaycry3/mods/1 or https://www.speedrun.com/dmc3se/resources/vg7dn) will be allowed. This is to avoid any abnormal or otherwise inconsistent behavior from having a different modification (other Style Switcher/dmc3tools) such as more likely despawns, Arkham phase 2 despawn or impossible cutscene movement. For installing SS3, follow the documentation.html to the letter. For troubleshooting, use this page (https://dmc.wiki/dmc3:06port) or ask in the Devil May Cry Speedrun Community Discord server.
No, and based on the description it is incredible buggy so I will pass.
Did you try DisableSoundDriver=1 and ForceMode0=1 in StyleSwitcher.ini ?
We don't know why the new HDC has extra input lag, but it's definitely more than 1 frame. The 2012 HDC doesn't have the lag and as far as I know neither does any other version. I recommend getting the 2006 port and using the Style Switcher mod to make it properly playable. As for differences between the versions:
HDC works out of the box and has all the lighting/blur/fog effects and additional Taunt sounds, but has slower loads, lacks cutscene movement and despawns. Some camera angles behave differently as well. It also has a few extra frames of input delay, even compared to PS3/XBOX 360 HDC. Quick text skipping with gun is with Style button (pad only). Some bosses spawn on different spots. The 2006 version has significantly faster loads on windowed mode than fullscreen, whereas HDC has no difference between the modes. The acid in M8 in HDC does more dmg than in 2006. Bought Gold Orbs do not work in the 2006 version. Doppelganger can be used infinitely with keyboard inputs. The unlock all cheat (R1+R2 + L1+L2 + dpad up-left + left stick down-right) still works in HDC but doesn't allow you to save or load a file (2006 version does). The savefiles between versions are not interchangeable.
It's miscellaneous because it is not the main version of the game and it's an emulator category.
I have added the original PS2 version on emulator as a New Game category similar to the console: https://www.speedrun.com/dmc3se?h=dante-s-awakening-emu-Normal&x=7kjwmezd-6njzk6l4.4lxrx4l2. The rules are as follows:
Speedrun begins at the last selection in the main menu for NG and ends at final hit of Vergil 3; NG is restricted to non-super Dante costumes only. All runs require permanent video. The only emulator allowed is PCSX2. The game must be played in the original 4:3 aspect ratio. The emulator's Hardcore Mode (System -> Settings -> Achievements -> Hardcore Mode) must be enabled and shown at the start of the run by attempting to use save states, cheats or slowdown functions. The following System settings must be displayed: System -> Settings -> Graphics -> OSD -> Show OSD Messages, Show FPS, Show Frame Times, Show Speed Percentages, Show Resolution, Show Indicators, Show Inputs.
You need to make an account on https://retroachievements.org/ and log in in the emulator to enable Hardcore Mode. You need to restart the emulator a couple times to enable the log-in function and Hardcore Mode.
I have added the vanilla PS2 version on emulator. I will make a forum post about it.
We used to have all versions listed separately but voted to merge PC versions with each other and console versions similarly: https://www.speedrun.com/dmc3se/forums/ypwlm
The HDC is still slower than the 2006 port.
Part 2/2
As to what luis_sera said, I do think it's a bit silly when there's a category with literally one run, meaning there is no recorded competition (Free WR LOL). This can be changed easily by having someone else do a run in it. Just because there aren't close top times, doesn't mean there isn't competition or prestige to be had. Steam being the most popular version is fairly natural, because it is the fastest one and generally the most accessible as well. A time being difficult to beat doesn't mean it's impossible (everytime I think "surely nobody's gonna beat THIS NG Pro time", it's beaten). Trying to artificially produce this kind of a competitive environment by removing categories/platforms will almost certainly not work out.
The only sensible changes I can see being done are combining console generations with each other eg. Wii/PS3/Xbox360 as one and PS4/XboxOne as another, as there isn't that much difference between them. Honestly, I prefer the way it is now.
I'll have you know, I only ran this on PC, but due to some oversight, the run has also been placed on the console boards. I have no qualms with that incorrectly placed run to be removed.
If you want your ideal consolidated board, you can do it on your own spreadsheets or site or whatever else instead of ruining this one.
Part 1/2
First off, as Erxike said, this really seems like another attempt at doing an arbitrary change to the board (refering to the change from 2023 that was executed and then reversed: https://www.speedrun.com/re4steam/forums/f9rnx) to make it "more competitive" whilst actually having the opposite effect and removing history. That change was made without consulting more than just a few speedrunners of the game as a whole and was only reverted because of the massive backlash.
Arguing that consolidating the categories and/or platforms will create more competition and "prestige" would be antagonistic. All of a sudden people with runs on the board have their runs removed and get told it's because their categories/platforms don't matter. That literally removes competition. This also prevents any future submissions into the categories. Removing runs/categories/platforms will remove a part of the history of the game. I consider Srcom the premier example of record keeping and history archiving in speedrunning. The board is already very neatly and accurately organized.
Is this runner better than that runner? How do we compare this version to that version? Which version should I run?"
Compare runner A's time to runner B's time in the same platform/category. There is no need to compare versions because they are all either their own board (PC 2014, consoles) or as sub-categories (drop-down list for consoles). You can run whichever version you prefer or have access to. If you want the fastest possible version, it's PC 2014. If you want whatever else, you choose the one that fits your needs.
There is no government, elected officials, or laws that say we have to do this or that because you’ll get in trouble if you don’t. The beauty of speedrunning is that the runners get to decide how things are run and can change them at any time they want"
The way I see it, the mods of the game are the governing body of its speedrunning. They can and will make the boards look how they see it best. They are the de facto legislators, but that doesn't mean they should act out of their own interests. The real power will always lie in the hands of the runners of the game, who vastly outnumber the mods. Last time, their consent was never sought and it backfired majorly for the mods. If anything, there should be a vote where all runners of the game (people with a run on the board) can vote on various reasonable options eg. "keep the board as is", "change to be like X", "change to be like Y" etc. with each option explained in detail to avoid confusion.
If you want to speedrun Super Mario 64, then you buy an N64. This is a no brainer and you do what you need to do to run the game in the competitive environment. When it comes to RE4, this is the opposite and has quite frankly gone too far in the wrong direction by trying to include anything and everything related to the game and its versions. Having so many versions of the game has always been something that moderators and record keepers have struggled to maintain and has divided the community in so many ways that has only hurt us"
In regards to running a certain version: SM64 can be run on console, virtual console and emulator. The VC is actually the fastest, but the N64 is the most popular version. The runners can choose whichever they want and there's no reason to have any of that changed. It's also relatively simple to get an N64 with the Japanese version of the game, whereas running RE4 GC USB requires a PAL GC disc, a GC compatible Wii, a GC controller, an SD card and a capture card with composite cables. It's also not an official release of the game, so it doesn't make sense to prioritize it over the actual disc version.
In regards to keeping track of runs: Srcom was made to keep a track of runs and act as an archive. Just because it can be difficult to maintain the boards accurately and fairly, such as including reasonable, popular categories like "NG + Any% + difficulty + platform" and excluding actually arbitrary ones like "NG + Save the Dog + Blindfolded" and making changes to accomodate a more fair load-removing timer, doesn't mean it should be done away with. You can always recruit more moderators/verifiers to ease the burden.
From now on, the mod that allows the use of a modified Direct Input file that among other things has Style Switcher and damage/hitbox display is banned as it causes an unwanted change in the way the video file cutscenes are played. The cutscenes get automatically skipped and usually faster than normal. The mod in question: https://github.com/muhopensores/dmc3-inputs-thing/releases
The DMC3 Tools also includes this and to make things simple it is also banned: https://github.com/644/dmc3music
Clarification: The standalone music player by hies is allowed, found here: https://github.com/644/dmc3music/releases/tag/v1.6
It has been revealed that an older version of Style Switcher that comes with a quick fix package found on PCGamingWiki (https://community.pcgamingwiki.com/files/file/912-devil-may-cry-3-starter-pack/) changes something with the game that causes a Stinger slide to happen in M6 spike room where it is normally not possible. I do not know if other such spots or deviations are present in the mod, so to avoid any trouble, this version of the mod is banned. I only know of one run with this, which will be removed to be consistent with previous bans of Style Switcher versions.
Please use either Style Switcher 2.4.3 or 3.1.6 (latest) found in the resources page.
Also changing the FOV of the game from 0.5 to anything else is banned as causes the player to see more or less enemies on screen depending on the value and since the game has camera aggro it can be favorable or unfavorable depending on the situation. It may also have other unknown effects down the line which could lead to taking action so to avoid that, changing FOV is banned.
Yes, it's included in the DMC3 tools found in the resources. I don't remember who has used it with what controller but it should work alright. It also installs Style Switcher along with it.
Because Vergil doesn't have cutscenes to skip through.
It was discovered that cutscene movement is possible in more scenes than the ones previously mentioned (elevators on M4, M5, M7, M14, M12 Geryon defeat, M17 spike room). The reason this could be relevant is not just being able to save some time moving, but if the IGT doesn't run during these scenes, ILs will be heavily affected by this. The full list (not including possible ones in secret missions or areas not relevant to speedruns) is this:
M3
After activating wheel (blue door hand disappears) scene
M4
Chamber of Echoes, Living Statue Room Enigma pre and post scene, elevator going up scene, Incandescent Space pre and post scene, Chamber of Echoes scene, Endless Infernum 1st & 2nd scene, Gigapede enter & defeat scene
M5
Post Bloodgoyle scene, Jester pre and post scene, Giantwalker Chamber post Jester, post Astronomical Board scene, using Vajra scene, pre & post Living Statue Room scene, using Soul of Steel scene, elevator wheel activation scene, elevator going up scene, A&R combination scene
M6
Trial of the Warrior pre and post scene, Artemis scene
M7
The Divine Library pre and post scene, Tranquil Souls pre and post scene, elevator going down & up scenes, Chamber of Echoes fire door scene, Cursed Skull Chamber wheel activation scene & pre and post scene, Tranquil Souls post scene, Peak of Darkness scene
M8
Tusk scenes, Gigapede scenes, Ignis Fatuus pre and post scene, Leviathan pre scene
M9
Rotating Bridge scene, Provisions Storeroom pre and post scene, Subterranean Garden pre and post scene, Subterranean lake scene, Provisions Storeroom (2) pre and post scene
M10
Stone Mask scene, Rounded Pathway pre and post scene, Provisions Storeroom pre and post scene, Rotating Bridge scene
M11
Altar of Evil Pathway scene, Altar of Evil pre and post scene
M12
Torture Chamber scene, Altar of Evil pre and post scene, Marble Throughway pre and post scene, Rotating Bridge scene, Geryon defeat scene
M13
Effervescence Corridor pre and post scene, Vestibule puzzle solve scene, Orihalcon scene
M14
Elevator going up scene, Altar of Evil pre and post scene, Hell's Highway scenes
M15
Upper Subterranean Garden post scene, Gears of Madness pre scene, Altar of Evil Pathway pre scene
M16
Chamber of Sins post scene, Living Statue Room pre and post scene, Waking Sun Chamber Golden Sun scene & pre and post
M17
God-cube Chamber scene, Trial of Wisdom pre and post scene, Trial of Skill pre scene Skull Spire pre and post-scene, Doppelganger post scene
M18
Chess boss pre and post scene, post boss scenes
M19
Room of Fallen Ones pre and post scene, Nirvana of Illusions pre and post-scene, Infinity Nirvana pre and post-scene
A link to this thread will be included in the rules for convenience's sake.
It has come to my attention that the newest version of the DMC3 Tools software allows you to select an option that enables cutscene movement with the Style Switcher 3 that comes with it. Unfortunately this option also enables moving in sections like the M6 spike room where it's normally not possible. If you use this tool to install the Style Switcher mod, make sure the option is ticked off. DMC3 Tools: https://github.com/644/dmc3music/releases/tag/2.3.0.0
Updating the rules to clarify this: "Doing cutscene movement in sections where it is not normally possible in the 2006 version is forbidden (possible ones: elevators on M4, M5, M7, M14, M12 Geryon defeat, M17 spike room.)"
As a result I have to reject some runs that have used this feature that went under the moderators' noses.