Forum posts

Forum: Metal Wolf Chaos

Thread: Adding XD Edition to the leaderboard

Started by: hivemind_hivemind_

Alright, understandable. I'll revert the change here on this board. At the very least I updated Murphagator's run with a working video link, so it's still there as a learning tool.

 

Forum: Metal Wolf Chaos

Thread: Adding XD Edition to the leaderboard

Started by: hivemind_hivemind_

I've now split XD and the original version, with XD being the default since it'll be most widely available. Feel free to submit runs!

I've also set the boards to use IGT to continue in line with Murphagator's run. But if we agree to use RTA instead, that's an easy change. From what I've noticed, IGT and RTA are almost identical if you include the time from beating the final boss to when the final save is done. IGT imo would be easier to use since it seems to be pretty stress free. For RTA I've been starting timer when pressing A after creating the save file and stopping it once the final boss dies. Any better ideas for RTA timing, I'm all ears.

 

Forum: Metal Wolf Chaos

Thread: Adding XD Edition to the leaderboard

Started by: hivemind_hivemind_

I'd request a board to be honest. Looking through some remasters and remakes, the common thing seems to be that they're split, especially if the title is different. Some boards accommodate remakes/remasters, but not as many from what I'm seeing. That and a new board will have active staff that can make changes.

puerpuer likes this. 

Forum: Metal Gear Solid: The Twin Snakes

Thread: EX Tank Discussion

Started by: PlywoodPlywood


Production quality and such isn't my strong suit, but hopefully this gets everything across.

Basically, the strat is to get 4 or more magazines before you fight the tank. The attack pattern being:
Stun -> Mag -> Mag -> Stun -> Stun -> Stun

We've got at least 4 mags to try to land two of them in. Landing any object inside (Triggering the mini cutscene) will allow you to M9 the gunner in the head to do the damage equivalent to a stun grenade landing in there. Even lethal grenades as long as you're able to hit him in the head before it blows.

And here is the basic lineup I mention in the video: https://i.imgur.com/WQmapY9.png
It's not precise and has some leniency. As long as you're getting the tank to turn diagonal and not move. When it's more horizontal, it slides really slowly and makes it hard to land any throws.

None of these throw strats are guaranteed because of how absurdly precise it is to get them 100% of the time, but this strat seems to be the easiest way to get a perfect fight. It is also just as easy to mess up however if your timings or movements are off.

Tyler2022Tyler2022, AerlienAerlien and PlywoodPlywood like this. 

Forum: Metal Gear Solid: The Twin Snakes

Thread: RTA is Default time

Started by: RaichuRaichu

I checked a few games that track IGT. They all do that if both RTA and IGT are displayed on the board. Below the run video it'll show RTA by X player, and then under the description it'll show the IGT. I dunno if the board is actually set to rank by IGT (I'd assume it is) but other game boards seem to operate the same way.

 

Forum: Metal Gear Solid: The Twin Snakes

Thread: EX Tank Discussion

Started by: PlywoodPlywood

I'm testing out using the music for every main action, and so far already got a 5 stun fight in around 10 minutes of messing around with it.
This is what I got already.

I need to work on the first throw still, but I think this has potential. Like if you bob your head or move to the rhythm in some way, you'll be able to spot the cues I'm using.

I notice that once you're within the tank's cannon shooting range when a chaff is in effect, it'll move around. And when we're in that zone we've been screwing with lately, the tank's movement seems to be 100% the same every time on a global timer if you don't move from that zone. So if we stand up at the same timing using the music (After running into the claymore), we'll always arrive at the same area with the tank always having the same movements. At this point we just need to iron out what actions to do at what parts of the song.

 

Forum: Mega Man Legends 2

Thread: MML Series Discord Server

Started by: BlueMetalBlueMetal

After some changes and reorganization, the server is now open to anyone who clicks this link: https://discord.gg/Ft5q3Qh

If the link doesn't work or quits working, let me know.

Anyone with questions or wants to learn how to speedrun the games may go ahead and join.

 

Forum: The Misadventures of Tron Bonne

Thread: MML Series Discord Server

Started by: BlueMetalBlueMetal

After some changes and reorganization, the server is now open to anyone who clicks this link: https://discord.gg/Ft5q3Qh

If the link doesn't work or quits working, let me know.

Anyone with questions or wants to learn how to speedrun the games may go ahead and join.

 

Forum: Mega Man Legends

Thread: MML Series Discord Server

Started by: BlueMetalBlueMetal

After some changes and reorganization, the server is now open to anyone who clicks this link: https://discord.gg/Ft5q3Qh

If the link doesn't work or quits working, let me know.

Anyone with questions or wants to learn how to speedrun the games may go ahead and join.

 

Forum: Mega Man Legends

Thread: MML Series Discord Server

Started by: BlueMetalBlueMetal

After some changes and reorganization, the server is now open to anyone who clicks this link: https://discord.gg/Ft5q3Qh

If the link doesn't work or quits working, let me know.

Anyone with questions or wants to learn how to speedrun the games may go ahead and join.

 

Forum: The Misadventures of Tron Bonne

Thread: Any% Speedrun Tutorial

Started by: BlueMetalBlueMetal

For anyone wanting to learn the game, this video will have useful information on the route and strategies. The higher level runs don't always make clear what you need to be doing or looking out for, so hopefully this video will clear those things up.

If anyone has any questions not covered in the video, feel free to post here.

sporaspora and Furry2Furry2 like this. 

Forum: The Misadventures of Tron Bonne

Thread: are emulators allowed?

Started by: sporaspora

We haven't done testing for this game yet, but at the moment we've no reason to believe that emu shouldn't be allowed. Emu is hidden for MML1 because voiced text boxes and pause menus have a loading advantage, however for Tron Bonne you never have to deal with such things. The menus in the game are very automatic with how they behave before it even accepts player input, and text boxes behave very similarly.

So for now until testing is done, I'd say emu is allowed, but I'll update this post/thread later if I find any test results that would say otherwise.

butterfinger1084butterfinger1084 and sporaspora like this. 

Forum: Metal Gear Solid: The Twin Snakes

Thread: Dolphin?

Started by: LissomMarsLissomMars

Update: I have a Gamecube now, though I haven't tested much yet. What I did test however was disc swapping. The IGT timer still ticks when switching discs, which gives emulator an advantage of several seconds. If you're prepared to just click a single button (Especially when clicking Change Disc and already having disc 2 selected in the emulator before the game tells you to) then you're saving well over 5-10s just from that.

As for other things (Any suggested ideas are welcome) I've yet to test, we'll see. Next I'll try loading the Ocelot fight since it's so simple, skipping the scenes, then saving to memory card and seeing what the IGT says. Reason for that is because of how many scenes are right after beating him. So if the IGT is significantly different when skipping all the scenes, then we can have an idea of how much or little advantage Dolphin has.

I'll edit this post later with more findings.

Edit: Just did the Ocelot test. Save at Ocelot, check IGT, load, fight, skip scenes, save again, check IGT. Dolphin did the entire sequence in 45s, Gamecube in 47s. I got shot in my emulator fight, but that hardly costs anything. So if Dolphin has a cutscene skipping advantage, it seems rather slight. Just a REALLY rough guess, but if Dolphin saves a little over a second over several scenes, then maybe it saves around 20 ish over the whole game?

Furry2Furry2 likes this. 

Forum: Metal Gear Solid: The Twin Snakes

Thread: Dolphin?

Started by: LissomMarsLissomMars

I know this is a year old topic, but posting here anyway:

It appears that emulator and console need to have some testing done to see if there really is an advantage. The run I submitted was really good, but wasn't expecting it to be that fast. Furry and I have been doing a lot of strat research and optimizations, though who knows how much of the time save is due to Dolphin, or if updated strats just save THAT much. Either way I fully understand making the default filter Gamecube only for now. I agree with it.

I'm going to be getting my Gamecube back soon and I'll try to test some things out and see if emulator does have any IGT advantages.

Furry2Furry2 likes this. 

Forum: Mega Man Legends

Thread: Are Audio Issues Common on PSX?

Started by: DiscoCokkroachDiscoCokkroach

No one I know has done much testing on the PSN versions to say for sure. Only thing to note was minor, that some colors on MML1 seemed to be rather pinkish, like some of the whites. lol

Since we use IGT for the leaderboards on here and MMRTA, they should be fine for speedrunning at least. I'd assume that they're fine otherwise.

DiscoCokkroachDiscoCokkroach likes this. 

Forum: Mega Man Legends

Thread: Are Audio Issues Common on PSX?

Started by: DiscoCokkroachDiscoCokkroach

How is the condition of your disc? This issue sounds like a combination of the disc being scratched or damaged, on top of the possibility of laser conditions with the consoles you've tried it on. I often see audio issues happening on MML2, but pretty much never MML1. If it's anything like MML2, it's either the disc, console laser, or both. If all of that is clean, then I'm honestly not sure.

DiscoCokkroachDiscoCokkroach likes this.