Forums  /  Bushido Blade  /  Updates
  Sothis

Since Knight disappeared from modding this game (for whatever reason... idk why) and now i have been made the mod, Bushido Blade will go through some changes & some ideas are in place.

I'm open to suggestions to anything related to the game.

Anything constructive will be greatly appreciated, I'm aiming to make this more "runnable".

So lets get down to business:

-Milliseconds have been added. This was added to the bad ending mode because that game mode is pretty much optimised at this point. Getting the correct time is proving a tad difficult but a proper way of checking the correct time is uploading your run to YouTube, slowing down the video to 0.25 speed and checking (nearly) frame by frame until we see a red splatter from the enemy/sword.
That is the current method I am following for timing procedures.

-Autosplitter. This will solve what I literally just talked about above. I'm currently reaching out to people who can help me with this.

-Emulators. This is a tough one because emulators have the ability to be overclocked. Im currently running test & Ill have more details about this in the future.

-Rules. All rules will be reviewed and changes will be made if necessary.

More will be added to this post.

 
  JakePlisskenSDA

As far as emulators go, all of the PSX boards that I run separate emulator runs and hardware runs EXCEPT in the case of emulators which are known to be exceptionally faithful to the original PSX's load times and speed, such as Xebra and Mednafen. Even then we sometimes separate those unless they have been tested with that game in particular. ePSXe is usually explicitly banned, among others.

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  Sothis

Interesting. I'll implement that. I spent ages looking up to see if PS1/2 emulators are acceptable.

What games specifically had them separated?

 
  JakePlisskenSDA

The best example is Driver, where there's actually an interesting discussion going on about this issue for Driver 1 and Driver 2. Driver 1 has the categories separated, and Driver 2 does not.

But if you look at the runs, you can easily see why they NEED to be separated. Comparing the hardware/emu records for Driver 1, you see that ePSXe is 12 minutes faster than the hardware record. That's a huge difference in a game that is just over an hour. ePSXe loads the game about 4-10 seconds faster per loading screen, of which there are around 60. It also skips over a 2-3 second "please wait" screen that occurs before some scene transitions, or plays it only for a few frames. So even though both runs are fairly clean, that emulator gives a conservative 10 minute advantage.

The Xebra/Mednafen times are roughly inline with the console times but are probably still a bit faster, with slightly less lag. I've heard PSXfin is too fast like ePSXe but I have not tested it myself.

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  Sothis

Awesome man. Very informative. I'll make sub-categories for each console.

I'll look into it & make more changes in the coming days.

 
  Sothis

Platforms categories have been separated.

 
  madnessHank

You could also use "Time without loads" versus "Time with loads" to make sure that quicker loading doesn't affect the time of the run. That only works with a fps limiter though if the game itself runs at a different speed too.

This is used in Skyrim for example:
http://www.speedrun.com/skyrim

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  Sothis

I'm down for that, only problem is calculating the load times & emulator overclockings. If i'm correct...
Suggestions?

 
  Sothis

Emulator rule update:

Emulator must be specified in comment as of 7/8/2017
Allowed emulators are as listed: Mednafen, Xebra and ePSXe 1.9.0/1.9.25/2.0
Please note 2.0.2 and subsequently overclocking are not allowed.

This will be done so we don't have overclocked runs slipping in.
Idea was used from the Spyro community. Thanks!

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  madnessHank

Load times should be calculated by hand, which is quite a tedious task indeed.
I think your solution is fine. The only reason to do it the other way is to have both emulators and playstations in the same category.

 
  JakePlisskenSDA

Even removing load times is an incomplete solution, since the difference between emulator and hardware extends to lag as well. Emulators will always have less lag in this game, especially when transitioning to a replay or cutscene. The reason loads are separated in Skyrim is to limit hardware advantages in certain PC's, I.E. if someone runs the game on SSD. Notice that they do not separate load times on the console runs. When it comes down to emulator versus console, rather than PC versus PC, emulator will always have an advantage over console even with loads removed. Therefore I believe the categories should be inexorably separated, and that load removal is unnecessary (not to mention it's incredibly difficult to do, you pretty much have to count frames because the loading screens are just freeze frames).

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  Sothis

Valid point. Now it makes more sense.

 
  Knight

Regarding me leaving. I pretty much disappeared because I have no interest in running this game again, even though I do enjoy playing it. I see that you have much more interest in it than I. You should also remove my runs from the boards, I cant recall what emulator I used but it's likely they are not 'legitimate'.

(Also forcing people to use a timer in the video is absurd if you ask me but hey I'm not mod here anymore)

 
  Sothis

You are more than welcome to come back anytime as a mod Knight.
May I ask why using a timer in the run video is "absurd" ? There's no in-game timer.

 
  Knight

Just a personal belief about the duties of the moderators. The moderator should be confirming wether the time is correct or not, therefore the timer on screen is absolutely useless, as you should be checking it yourself.

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  Sothis

True. Doesn't hurt to do both I guess.

 
  madnessHank

I agree on not having a mandatory timer. The timer never gives the exact runtime.
I count the run from start-frame to end-frame on all my runs. My time is almost always faster than the timer time even though its mostly less than half a second.

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  Sothis

Awesome feedback guys 🙂