@ChillinChao I've not said its not allowed anywhere and I have not found any difference between the current patched version and the original NA PS2 version so there is no reason I know of now to not allow it. You're more than welcome to submit a run completed on that version.
I've discussed this with Dylan, he uses ePSXe which is somewhat accurate and limits its Disc read bandwidth to that of an original PS1. This compared to say PS2 FDS or PS3 is technically slower since those options will have faster loads and are allowed.
As for why they are on Emulator, I'm assuming Dylan doesn't want to invest in a setup for an original system and the games. Not a great excuse but fortunately there are accurate emulation solutions. If you would like to run on Emulator I would recommend Mednafen over ePSXe. For console PS2 90K FDS or PS3.
I haven't gotten around to comparing the load times yet but it seems that running on actual hardware will give you an advantage over the other times because of what I just explained. So if you do want to grind the game on console, its fair game.
I see, btw that discord link is broken. You need to make a perma link for it.
Or feel free to add me Soulkilla#5622
Hello this is mainly directed towards Symm, Could you clarify to me (and the community) what is different between Bam and Gerrick's routes are. Also could you tell or post a link about what is new currently since you claim that Bam's notes are also outdated. If you have a discord we can discuss it there as well. Thanks
Yes I have recordings of Time Attacks on original hardware for Tekken 1,2B,3 and TTT1.
Hey guys I went through the Glitchless route and made a guide as well as revised some of the mistakes with Cha0s' original. Let me know if you have questions or want me to add stuff. It is bloated in some spots but has all the info there.
You can see this guide in the "Guides" section
Hello Everyone, I just finished updating the Guide with some changes and refinements. A few Boss Strategies were refined to make them more reliable and all of the Boss Strategies have been rewritten into tables to more easily follow. I'll also be writing a 100% guide starting soon in the same format as the Any%
Any% Guide: https://docs.google.com/document/d/1KDKPNfT5C7JgfNJaMLYwko99t1UO964amF_CE2jdB2g/edit?usp=sharing
Actually the Arcade Ver. B has completely different AI to the console version. The console version actually uses the AI from the Ver. A arcade boards which is why I am even mentioning it. Also the yes the Twin Galaxy rule set does not specify every setting because those not specified do not give advantage or disadvantage when doing a playthrough (Red color hits instead of Green, Stereo vs. Mono, etc.). Also as far as arguing different versions there are also 2 different versions of the NTSC PS1 version but like the arcade ver.B revisions there are just very minor changes which overall don't effect Time Attacks. We're not talking say Mortal Kombat arcade revisions here. Also as far as availability to people who do not have the Arcade PCBs/Do not have a way to capture from them, the arcade versions of Tekken 1,2Ver. B, 3 were all released on the PS2 with the initial release of Tekken 5. There is pretty much an argument to be made out of anything so that is why I offered the rule set I did as a standard. Anyways just my request.
Cool thanks.
I'd like to request a leaderboard be added for an All Secret Factors category. Run would start on 1-1 like any% and end on the final hit on diavolo in 11-3 (only if all secret factors are met in that mission and the ones previous). Rules would of course be getting all secret factors in every mission (aside from 9 since it has none). I suppose they can also be broken up by difficulty rating as well.
I'd just like to request there be added leaderboards for times which take place on Arcade boards (notably Ver. B boards which are most common). As far as rule set, I would refer to the Twin Galaxy rule set for the game (Default settings(no block damage, 40sec. rnd, 2 rnds per fight), Max difficulty: Ultra Hard, Baek or Jun preset allowed). Let me know if you have any questions.
Just wanted to post saying that all previous runs submitted on the Any% leaderboards have had their times adjusted due to a rule change on start time. Originally this as soon as the "New Game" option was selected but I have now changed this to when you press start after configuring your options (menu after selecting "New Game")
The reason for this comes from the inconsistency in loads and pointless time loss across runs which come from the options the individual runner chooses and other variables such as how the loading times can be longer if you wait in the menu for longer than a few minutes. Most runs I subtracted the time off of them as soon as start was pressed (rounding the time subtracted up to the nearest second which I feel is most fair).
Here's a quick video I made of tired me showcasing the Diablo Pillar skip in Wild Arms 2.
@MyOhMyke There is a Wild Arms discord just Koolzo hasn't added it to the game yet. Heres the invite link: https://discord.gg/A54tkma
Q: Why do the rules require you to load a completed Alter Code: F save for All Bosses and 100%?
A: This is because it can be most easily reproduced. Newgame+ I may add as a separate variable for All Bosses and 100%, but Newgame+ carries over previous items and gives the party double EXP. Unless a specific route is followed and shown as a standard, its hard to reproduce this and have it (somewhat) competitive. Loading an ACF save allows you to only choose the options needed for the run and can omit the extra stuff.
Q: Is Spriggan skip allowed for All Bosses?
A: I've now changed this to not allowed since the final Spriggan is a separate boss
Q: Why is the 100% category JP only?
A: There's a well known problem with the NTSC-U version of this game where 2 monsters, Dalawa Bunny in Wunderweltraum, Accident Rabbit in Neve D'Argento; from the monster library are left out. Although these monsters are not in the game, they are still in the monster library meaning that you cannot complete the monster library in the NTSC-U version of the game and therefore cannot get the required Ex file key for 100%. I know it sucks.
Hello I'd like to make a request for Mod/Supermod of Wild Arms 4. The current Mod I have tried contacting through forums and have not got any answer. He is not part of the WA discord nor does he have any sort of social media accounts linked to his main one. I am the current Supermod of Wild Arms Alter Code: F and am very knowledgeable in all PS2 Wild Arms games especially WA3,4,ACF. I don't really like asking for this but there is just no way to get up with this guy. Let me know what the process/options are for this.
This is a pretty good idea @GrimMaple . Actually gives me a decent idea on what I could use a RNN for for speedrunning purposes. You should create a Git and share your ideas so we can help this project along. I am assuming you're using CNN for this. Either way Deep Learning can be applied to so many things its nice to see someone creating something here.
If you are looking to help figure out a glitch and how it works. Check out my recent forum post here.
The FPGA part of this mod does not effect the system at all because all it is doing is taking the data pins from the screen, audio, and clock and upscaling the output to 720p for HDMI. Now what is changed when performing this mod is the oscillator which increases the clock speed of the GBA from 59.73 to 60hz. This is done because HDMI is picky and there is not a lot of leeway with refresh rate. This will cause the system to run slightly faster but this is the same thing which the Gamecube does with the Gameboy player (from 59.73 to 59.94 hz) but just poorly as is why there are stutter issues with it. So since the Gameboy player is usually accepted I would assume there to be no problem with this mod in the community and more than likely will be universally accepted.
Thank you and for anyone else who would like to help there is more information at the Wild Arms discord.