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Québecpixel9116 years ago

To be fair, I'd probably merge both if it were me, both as XBLA, since it's the same game & version, running at the same speed (difference not bigger than X360 vs X360 S).

Unless there's a way for mods to make sure that livesplit shows the correct version.

Just my 2¢. I'm pretty sure no one really minds which platform (x360/x1) you pick in livesplit, and you (or mods) can change it on submitted runs anyways.

Québecpixel9116 years ago

Nice to see you got a somewhat consistent Dingpit setup!

As for ILs, its exactly what you said : dedicate entire runs to a single level, and that MM RBA is basically what shado (and Stiv?) used for his LB time ^^ Mine was done prior to learning RBA (although had some time saves elsewhere, so still got a decent time with bad execution), but yeah, you see the point :P

CompanionSph3re likes this
Québecpixel9116 years ago

Welcome CompanionSph3re !

Sorry for the late reply, I haven't monitored the forums at all in quite a while, but I'll still try my best to answer your questions :)

  1. Saving to IL Leaderboards : The quickest way to write to save is pretty much what you are doing. Although, since IL leaderboards do not require any Empty Honeycomb piece to be collected, I'd advise to reroute, or at least skip them if you are going for in-game leaderboard high scores. Personally I do not mind too much about those, and just reenter Mumbos Mountain after I've completed the run (will probably do separate runs for that in the future).

  2. Capture card (even though your PB vid suggets you already got one) There are quite a few good HD capture cards, usually people go for one of the Elgatos (PCIe or USB), the Avermedia Portable (USB) or one of the Startech (PCIe or USB3, rebranded Yuan cards, quite expensive). Some have delay to capture (usually USB ones), make sure you take that into account when choosing one.

  3. Elite Controller : I do not see any issue with using an Elite Controller (got myself one not long ago), since they are official controllers (can't be worse than any Turbo controller, heh?). One thing I noticed about it tho is that Joysticks are "looser" (?) and it can cause bounceback to a quick camera flick. One thing that it's SUPER useful at is having a way to set "instant" triggers (activates at 5%~ pressed instead of 50%); it helps A LOT with tricky backflips, some quickdives, and overall enter/exit talon trot. I also use it to have more defined movement angles (you can set the software to different analog sensitivity curves). It's all up to personal choice.

3b. On a side note, for fp scarf, I simply jump>tap camera>jump>tap camera>[...] by moving my thumb quickly, it works wonders. Maybe it can help :)

  1. Dingpot skip : I do not have a magical method for that either, it seems that both momentum (joystick @100%, on a straight angle), and timing (spot from where you jump, and not letting go of A after the jump) matters. We could probably have a chat and try to find a decent setup; I did lose a few good runs to that.

4b. Window Clip : Even N64 runners have this issue, tho lag seems to help them (which we don't have). There's a more consistent angle (which I don't remember exacly, all I know is that it's not perpendicular), and I've found that I clip more easily when I swap between TT & Walking; you could try that.

Hope it helps :) Feel free to ask if you have more questions.

PS : Grats on that sweet 2h23 PB o/

Québecpixel9116 years ago

DDA = Demo Desync Adventure

You should watch 8bit's run to see what it does, but basically it involves a few glitches before a run starts on Xbox to have it start in RBB directly, with all moves and a nice supply of consumables.

  1. When the intro music ends, there's a demo that starts after the fadeout. If you press start during that fadeout, it'll load the next demo (on Xbox, press 6 times to get rbb)
  2. When the first demo of a loop starts (usually MM, but manipulated with that other trick), if you hold any camera angle (right analog on Xbox), it'll "desync" the demo : it'll try to do the same sequence, but with a wrong camera angle.

Desyncing in the RBB demo results in Banjo dying, giving full control over that demo file (no notes/jiggys/hc), enabling us to start a run there and finish the game after a bit more than an hour.

Québecpixel9116 years ago

It was a run of the new DDA category before the route was finalized, and before the category was set properly on the LB.

The8bitbeast now made a proper route & run, hence why my run isn't there anymore. Also, categories have been updated, it is now Any% DDA.

Hope this clears it up :)

defqon_Jan likes this
Québecpixel9116 years ago

Yup, you should be good with that. You can stick with the n64 tutorial for almost everything, as long as you keep in mind that you'll need extra consumables.

Piece of advice : do NOT learn my MMM (nor proto TTC) until we know for a fact of its actually faster, do the standard (n64) route for both of these. I'm the dumb guy that sticks with prototype routes to try finding potential faster xbox routes, and I'd rather do them in runs (after some tests and practice) to give real context around it and better understand the biggest timesaves/timelosses

Québecpixel9116 years ago

Welcome Rivdog02 :) Nice to see a new Xbox runner around !

  1. Mumbos Mountain : Termite skip has been patched in V1.1, which is the version the Xbox is based off. Therefore you need to transform into the termite to get up there.

  2. Text Skip : Since the L button isn't mapped anywhere in the Xbox version, the usual L+R+B used to skip most of the textboxes in the game doesn't work.

  3. FFM : Because of #2, most xbox runners prefer to use a slightly different FFM setup (learn all moves in setup file instead of skipping eggs + feathers), which leads to a different Mumbos Mountain route (which is already modified by #1 anyway). It is also strongly recommended to then do Clankers Cavern before TTC if using a full-moveset setup, so you have enough eggs to do the standard TTC route once you get there.

  4. Death Penalty : On the Xbox version, you get to keep the notes you've collected in a level, even if you happen to die mid-level (N64 only keeps best note score and reset the notes in the level). The same goes for jinjos. That has lead to a slightly different CCW route that uses mid-level death warps (check any Xbox PB to compare). Also helps when you begin running the game; less penalty if you die.

  5. Minor Physics/Route differences : Some clips used in standard routes are harder/easier on Xbox. For example, setting up for Gobi Clip is a bit easier, but CCW Winter Clip 1 is WAY harder (dont care too much about the 2nd one since we can death warp in the fireplace), enough to keep us from doing it in runs and stay with the "old" route. Another notable example is the Door of Grunty skip (used for any%), as well as the recently discovered NTSC RBA (that enables a new level order, lair route & BGS route); both clips look like they can't be done on xbox, at least with any known setup.

Hope that helps :) Don't hesitate to ask if you have any other question !

thread: ReCore
Québecpixel9116 years ago

Now that you've done a few "all cores" runs, It could prolly be added as 82-core ; just sayin. ;)

Québecpixel9117 years ago

I did not list the emulator differences, if there is an emu runner who could do that, it'd be nice (if needed)

Québecpixel9117 years ago

I don't think that there is a proper document, but the few differences can be laid out here.

NTSC-U 1.0 -> Fastest for 100%. Base version, I'll use that one for comparison. NTSC-U 1.1 -> Based off 1.0, the only documented change is the fact that the slope abused has been fixed in the termite tower (in Mumbo's Mountain), making the termite transform unskippable, thus overall slower (by about a minute)

NTSC-J -> Based off NTSC-U 1.1, so again the termite tower can't be completed as Banjo (needs termite transform). Text is just a tad faster, but it doesn't make up for the time lost to termite transform until Furnace Fun (and since most of us can't do FF in Japanese language, noone knows if it ends up faster overall)

PAL (1.0?) -> Fastest for Any%. I am not sure if there is a 1.1 PAL version, and if so, the difference would be the same as NTSC1.0 vs 1.1. NTSC vs PAL differences are more noticeable so I'll try making a list here (prolly incomplete as some prolly haven't been found yet)

The game runs at an adjusted speed to compensate for different refresh rate (50hz vs 60hz), and therefore framerate. So it means that most of the game physics have been adjusted to reflect that change, and that overall clips work a bit differently. Movement can feel a bit different, though it is usually not noticed until a while. This'll explain most of the following points. RBA : While the RBA clip does have a working method on NTSC, it is not viable for Any% runs. PAL has a Bee clip possible in the CCW entrace area that makes RBA possible, that's why all RBA (called simply any%) runs are made on PAL. I am pretty sure that most of the bee clips are easier on PAL, but I can't tell to which extent they are. Ground & flying clips that are either PAL-exclusive, or more consistent on PAL. An example of a PAL-exclusive clip is clipping through one of the termite tower floors (by ground pounding from below iirc). Flutter cancelling cannot be done on PAL. (Because of the speed difference, first frame of jumping goes too high to flutter cancel) Language Selection : The game asks on boot to choose between 3 languages (FR, EN, DE). While technically DE is faster, again most of us can't answer FF questions as efficiently in another language, which makes for a very minor speed difference overall.

XBLA (NTSC?) -> Based of NTSC-U 1.1. Slowest version overall. Means that patch-wise, the only difference is that Termite tower needs to be done as a termite. But there are quite a few other differences.

Steady 60FPS in all areas (in 480p/720p). Means that most collision-based clips are harder to perform (some are easier though). DoG skip hasn't been done on Xbox yet, but it's most likely possible. The "L" button wasn't mapped on Xbox (LB acts as "R"), which means that the method to skip textboes on N64 cannot be done, and therefore this is why we say that Xbox cannot slip text. (Loses 7+ min overall to NTSC-U) This is also why Xbox runners usually use an FFM setup that has all moves learned (to not have to read through learning moves text) Faster loading. Saves quite a lot of time on loading zones (we don't know exactly how much). Full-circular movement and camera controls (movement feels less clamped to the 8 base angles). Control scheme is also different, but that doesn't affect runs, except for the inverted x camera. Notes & Jinjos save on death. Means that the version is not only "safer" than N64 for beginners, but also that some levels can benefit from slightly faster death-warp-based routes. Ingame leaderboards. Once you exit a level, the game saves and submits the IL & overall time to the leaderboards. Makes up for a great improvement/comparison tool for 100%.

Runners, don't hesitate to add/correct anything to those :) And Auddy, ask around if you have any other question !

Delusion likes this
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Québecpixel9117 years ago

Since I have the only X360 run in there, do you need me to bring my console for the event ? (will still prolly bring it for practice anyways)

Also, will we have a CRT with Component input ? If not I can prolly downscale to SD or use a good PC monitor. Just need to know so I can practice on the right hardware.

And about capture cards, linked to that other question, if I run on HD (720p - Component/HDMI), do we have an HD cap card ? (if not, I can bring mine)

Unknown
Québecpixel9117 years ago

@quo I've been able to sort out this issue for myself. I'd suggest you to contact Max (I did on Discord). He should be able to help you. PM me if you can't find him :)

Unknown
Québecpixel9117 years ago

Time's perfect for me :) If anything, I'd add a 5 min buffer to my Banjo-Kazooie run, just in case everything goes wrong. (Sat 11h20AM)

Unknown
Québecpixel9117 years ago

What about the opposite situation ? Bought my tickets on Day 1 already :S

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