Threads
Pennsylvania, USACaspin5 years ago

With bmac's suggestion, I decided to do some testing on the load time differences between the GCN and the Wii. I ran a test with a total of 8 runs of Ison Corridor Ambush, 4 runs on the Wii, 4 runs on GCN by Ninjafalcon_2. I chose this level because it contains the most common amount of cutscenes and level changes (4 cutscenes, and a change level half-way through), plus it's fairly short. We both mashed through the cutscenes as fast as possible, so there should be at least a few frames of variance between them because of this.

This game runs (I'm pretty sure) at 60fps, but I could be wrong. Regardless that is what the fps was set to both of the recordings I have. I counted the amount of frames between all the possible loading variances between all of the runs, and averaged them out. you can see the data in the spreadsheet here: https://docs.google.com/spreadsheets/d/1axNlwgm8OnR1H294PfSEoGzFbloBZDgOWBhRVufrYFs/edit?usp=sharing

My results are suggesting that it might actually be slower to run on the Wii by on average about 1/2 a second per level if they have the same amount of cutscenes and loads as Ison Corridor Ambush. Not an significant amount of time for ILs (might be worth playing GC for WRs though), but possibly 3-5 seconds on an any% run.

BIG HOWEVER though, with such limited testing, the results are inconclusive. The runs are not the same, and performed by 2 separate runners, so button mashing speed could be causing this too. But we do know that load times are inconsistent, aside from button mashing.

More testing is obviously needed, but it's pretty time consuming, and I'm not sure where my GCN composite cables are... so as of right now I don't have a way to capture and record runs on there.

If anyone is interested in helping me gather more information, please let me know. Please also feel free to suggest any other ways we could time this consistently.

Pennsylvania, USACaspin5 years ago

I'm going to be spending time on VoK with the intent to figure out wtf is going on with the mission end timer.

I'm beginning to speculate that the end level trigger may also have something to do with the amount of enemies you have destroyed after the troops have made their way to the Star Destroyer.

I plan on testing this out with a profile w/ the homing cluster missiles upgrade and the cluster bomb upgrades to make quick work of the star destroyer defenses and ties. I will also try to be keeping a closer eye on the rebel troops to figure out if and where there is a trigger spot for the troops to end the mission.

Feel free to offer theorycrafts on what could be done to make this more consistent.

Pennsylvania, USACaspin7 years ago

I was messing around with raid on bespin after I saw bmac somehow get a quicker than normal first objective after taking out the cannons. It turns out that you only need to clear out the last platform in order to trigger the next part of the mission, you don't need to do the first 2 platforms.

About Caspin
Joined
7 years ago
Online
7 months ago
Runs
24
Games run
The Typing of the Dead: Overkill
10
Runs
Games followed
Baldur's Gate 3
Baldur's Gate 3
Last visit 8 months ago
1
visit
Star Wars: Rogue Squadron II: Rogue Leader
908
visits
The Typing of the Dead: Overkill
The Typing of the Dead: Overkill
Last visit 2 years ago
139
visits
The Legend of Zelda: Ocarina of Time
57
visits
Marvel's Spider-Man
Marvel's Spider-Man
Last visit 1 year ago
36
visits