Forum posts

Forum: Super Smash Bros.

Thread: Extra catagories?

Started by: Cooper_DCooper_D

As someone responsible for many of the meme categories in the history of this game:

Be The Meme You Want To See In The World!

Don't run a meme category to get it on this leaderboard. Don't run it with the expectation that others will try out your category; If you have passion for a category and it's a good category other people might try it out.

Make your run the best you can regardless of category restrictions, and be satisfied by the competition you can offer yourself. There are so many categories possible in this game, if you find something you really enjoy and think you want to be more optimized then treasure it and cut that time down.

If you wanna theorize janky categories you will find ssb64 is vastly more open to this kind of theory-crafting than most communities, everyone at the top of both 1player and bonus are extremely open to this kind of discussion. Take advantage of the curiosity of our playerbase, get on the discord, and ask questions about how to optimize your run. Where most speedrun communities have hard boundaries around category interest the largely transferable strategies between categories mean just about every top player is extremely capable of theory-crafting regardless of activity!

 

Forum: Polaris SnoCross

Thread: Section for Game Boy Color (GBC) Version

Started by: NikoTengokuNikoTengoku

I am making changes to this leaderboard to better integrate this game for now, ultimately I think this game would be best on it's own leaderboard. I am making several non-destructive changes I will document in this thread

First thing to address is the All Champs/All Champs GBC category redundancy, there is already a subcategory so I will be moving the run currently in the GBC category to that sub category and combining the rules to accommodate both runs

All Champs Text(before changes):
["All Tournaments" is defined by completing the Sport, Semi-Pro, and Pro Tournaments, Day AND Night.
THIS DOES NOT INCLUDE THE SPECIAL EVENT TOURNAMENT.
• Any Sled may be used
• Custom stats on sleds may be used
RTA timing is used. Times are rounded down to the whole second.
Timing begins after the Rumble Pak Screen (when you push A or Start the last time and it starts the Tournament)
Timing ends the frame you cross the finish line on Rattlesnake Ridge (Night).
All runs require video proof]

All Champs GBC (before changes):
[This category is to be specifically used for the Game Boy Color version, "All Tournaments" is defined by completing all 3 tournaments (Sport, Semipro, Pro) the game has to offer.
MUST START FROM FRESH RESET.
• Customization is up to you for the 3 stats
• You can choose any of the tracks on Pro Tournament for your last race, as long as it's the 9th race
Timing begins right as you select the first track "Big-O"
Timing ends right as screen turn to black after the last race
All runs require video proof]

Combined Ruleset:
[Any Sled and custom stat combination may be used

-----------------------------------------------

For N64

Complete the Sport, Semi-Pro, and Pro Championships Day and Night

YOU DO NOT HAVE TO COMPLETE THE SPECIAL EVENT(S)

Timing begins after the Rumble Pak Screen (when you push A or Start the last time and it starts the Tournament)

Timing ends the frame you cross the finish line on the last course

-----------------------------------------------

For PS

Complete the Sport, Semi-Pro, Pro Tournaments AND the Special Event

Timing Begins after the Sled Select Screen(when you press A or start)

Timing ends as you cross the finish line on the last race

-----------------------------------------------

For GBC

MUST START FROM FRESH RESET

RTA timing is used, Times are rounded down to the whole second

You can choose any of the tracks on Pro Tournament for your last race, as long as it's the 9th race

Timing begins right as you select the first track "Big-O"

Timing ends right as screen turn to black after the last race

-----------------------------------------------

RTA timing is used, Times are rounded down to the whole second]

 

Forum: Super Smash Bros.

Thread: One-Handed run??

Started by: DMBiggsDMBiggs

If you wanna do this go ahead but there's lots of meme categories already not included on the leaderboards for this game.

Technically it's the same category also, we have a disabled runner using one hand/one foot competing with everyone else(and i might add beating other people & me).

KMKM likes this. 

Forum: Super Smash Bros.

Thread: Stock Question

Started by: [Deleted user]

Very Easy 5 Stock vs Very Hard 1 Stock:
Some characters can use loss of stock to gain a time advantage, notable examples are DK with his cargo throw carrying an opponent into the blastzone and kirby neutral B. Stocks are limited to prevent this on very hard and also to increase the difficulty of the run in general. All characters can gain a slight bonus by losing a stock and losing the no miss bonus on that stage & on each subsequent stage. For a clear illustration of the loss of life for time advantage check out DK Very Easy/Very Hard runs and compare vs pikachu strategy.

It's an arbitrary ruling to separate the characters so runners of the past also decided to arbitrarily make a "hardest" category for each character hence Very Hard 1 Stock. The standard categorical distinctions in speedrunning like any%, 100%, XX Unlockables etc. don't work so this is what was created.

Normal 3 Stock:
This unlocks ness and came to be only really because runners wanted something without the very easy AI but also without the difficulty of very hard 1 stock.

There's a lot of categories with fairly arbitrary distinctions but they all pre-date modern runners(of which I am the oldest) and this is just the system we use.

 

Forum: Super Smash Bros.

Thread: My run doesn't appear in leaderboards

Started by: SSbeatleSSbeatle

Emulator was originally hidden as it has a potential advantage over an N64 console running the game, that potential advantage is relatively slim but enough that moderators agreed it should be hidden by default. Nothing is set in stone for rulesets so if you want to discuss with moderators in real time I suggest you join the discord 🙂

Congratulations on your PB and good luck on your runs!

SSbeatleSSbeatle likes this. 

Forum: Star Wars Episode I: Racer

Thread: Guides / Feedback / Requests

Started by: [Deleted user]

I am somewhat aware because I have a friend mo_moe that tells me of the difference I just think it's one of the things that the forums/guides are missing to help new players to just click and get instant answers.

I will tell someone who has been bugging me to make tutorials for this game about your guides 🙂

 

Forum: Star Wars Episode I: Racer

Thread: Guides / Feedback / Requests

Started by: [Deleted user]

Thanks for posting some guides to help new players pick up the game.

I would like to see a succinct version differences guide posted on here to clarify the differences if I had any requests, maybe someone else knows the differences better. Congrats on all your runs, impressive work

 

Forum: Excitebike 64

Thread: Any thoughts on adding ILs?

Started by: meauxdalmeauxdal

Hewwo?

Is anybwody home?

UwU

MetalHeadMetalHead likes this. 

Forum: Super Smash Bros.

Thread: Virtual Console

Started by: ryangorrell11ryangorrell11

Unfortunately the responsibility of preservation of the eshop releases has been put on the shoulders of a small dedicated group of passionate fans. These VC wads will be preserved but the accessibility of the version is taking a sharp nose dive, this solution of hacking your wii will push people towards obtaining WADs instead of supporting Nintendo which is just a lose-lose.

If you care about a version of any game that has no physical release I highly recommend taking action to preserve the content before servers are shut down like this. This problem only gets worse as you get more modern in games with dozens of patches completely changing the content with no formal backup. For smash 64 however I highly recommend the N64 versions over the VC versions where possible, they are just better versions of the same game and the level of competition is higher(except on PAL).

 

Forum: Super Smash Bros.

Thread: Virtual Console

Started by: ryangorrell11ryangorrell11

After the Eshop shuts down(I thought it was still up until JAN30) the only way to play VC smash 64 is to "hack" a wii with a kernel exploit and play a legally-obtained WAD of the game or play on a wii with it already downloaded. Both options are allowed for speedrun submissions currently.

 

Forum: Super Smash Bros.

Thread: Leaderboards Update/Change (December 2018 Edition)

Started by: pikashypikashy

"I think even just showing that VC has an advantage lag-wise, even if the exact amount isn't calculated, is enough to show that it should not be combined."

I think this video should suffice to show the difference in times of heavy lag at least until I can get something more solid together.

I also compared VC to IQue directly and it's a bit less useful of a comparison.

 

Forum: Super Smash Bros.

Thread: Leaderboards Update/Change (December 2018 Edition)

Started by: pikashypikashy

Here's a post with video links for proof of the above testing, haven't got around to any ingame lag testing, I have some stuff recorded but probably need more for any kind of conclusive analysis.



Here is a majora's mask video showing VC lagging less than N64 I found, should be same demands on the console and hardware used for this game.

 

Forum: Super Smash Bros.

Thread: iQue version ???

Started by: üü

Ya IQue emulator has been a thing for a while, There is no reason to sumbit on IQue emu because the other roms are easily accessible but it would be essentially the same thing. I think IQue emu should be legal but hidden by default like other emus as long as it's on PJ64 1.6/7.
KM the IQue version is just an altered version of NTSC-U with chinese text, some replacement images and new chinese voiceover work.

The IQue for console runs has been banned since 2013 because it runs the game at a more consistent framerate. It doesn't experience console slowdown so it presents a small advantage estimated by me to be about 5-8 seconds over the course of a 1P run. The console is notorious in the community and there are literally walls of text over years in this forum debating the legality of IQue, read the "Leaderboards Update/Change (December 2018 Edition)" thread to see what we are discussing for version inclusion and results from testing I am currently doing.

If you just wanna see IQue speedruns of this game I have lots on youtube, like KM was saying I am the only person who has runs on the console.

 

Forum: Super Smash Bros.

Thread: Leaderboards Update/Change (December 2018 Edition)

Started by: pikashypikashy

I did more testing and comparison yesterday and have some more results to share.

The next set of testing I did measured the difference between announcer cutscenes with no inputs. This was a good demonstration of specifically the difference between N64 and IQue. Below are the results, again the videos for this testing will be uploaded tomm when I get internet on computer.

NTSC U = 1;32;28
VC-U = 1;34;20
IQue = 1;31;20
PAL = 1;32;26

The VC results just show how messed up the announcer cutscenes are on that version. The PAL timing was a bit of a surprise, not really sure what to make of it.

The IQue difference from N64 when extrapolated to a run of 5:40 length ends up being about 3.9 secs on the base framerate for the full run. If we were able to accurately determine the amount of times the N64 lags in addition to that during a run would give a better estimate. That means my estimate of 5-8 is again right around where I see the IQue advantage over N64. I am gonna do some rough ingame comparisons between versions but having problems finding something that lags consistently w 1p still, I was hoping green shell glitch would suffice but right now I just have a couple moves in 1p mode so any advice would be appreciated.

 

Forum: Super Smash Bros.

Thread: Leaderboards Update/Change (December 2018 Edition)

Started by: pikashypikashy

TL;DR version
VC saves 1/3 sec ish on loading time in a 1p mode speedrun

No conclusive testing on IQue vs VC vs N64 has been done to quantify the lag produced on each console and/or competitive advantage gained.

My estimate on competitive advantage for VC/IQue vs N64 outside of the testing already done ranges from about 3-8 seconds depending on the character selected, strategies used, random elements, and natural variation on console slowdown.

Edit: I forgot to mention that my loading times are specific to my Wii and on one of the fast black ones VC would theoretically save a bit more on loading

 

Forum: Super Smash Bros.

Thread: Leaderboards Update/Change (December 2018 Edition)

Started by: pikashypikashy

I have no internet on my computer right now so I can’t upload videos of testing until mon-Tuesday.

I did testing that compared load times and the countdowns on NTSC-U,VC-U, and IQue.

Here are the results over the course of a 1p mode speedrun @ 30fps
US N64: 1;18;14
IQue: 1;18;12
VC U: 1;18;03
Edit: PAL EU: 1;18;17
This suggests that the Wii has far better load times than the N64 and gives a slight advantage(1/3 a sec) just on load times.

I haven’t tested the ingame lag differences because I am not aware of a way to induce lag the same way consistently with just one player(the IQue only allows 1p unless I get a rare 500+ dollar multiplayer setup). If anyone has some ideas of how to properly test this let me know.

Back when I was somewhat relevant one disagreement Pikashy and I had was the amount of time saved by playing on IQue over the course of a 1p run. It was asserted by Pikashy that the difference was 10-12 sec iirc based on what now looks to be undocumented and flawed testing. My theory was that it was about 5-8 seconds but I didn’t put in words why my estimate makes sense to me based on my experience.

The way this game lags on 1p mode it usually only drops about 1 frame @30fps any time it lags up to about 3 frames when it gets really bad. A time difference of 10 seconds for example would require 100 instances where 3 frames are dropped in the course of about 6 mins. More realistically it would require 300 instances of a single frame drop or 150 instances of 2 frame drops. My 5-8 number is rough but it’s much more realistic if you actually look at how many times a run has dropped frames on an N64. An estimate is gonna be inaccurate no matter what, it’s just an estimate. No matter what specific testing is done to measure lag frames on moves we will struggle with two variables when making an accurate comparison.

1) the N64 does not appear to lag at a consistent rate
2) the amount of lag produced is variable based on the moves used on CPUs and how many hits of multi hits they receive, if a Pokémon comes out, someone gets a star/bomb etc.

I have been playing all 3 of these versions for years and my inclination is that the lag differences of IQue vs N64 are comparable to the lag differences of VC vs N64. In addition I have now proven a slight advantage of loading times for the wii. I think my original estimate will hold up somewhat if the difference isn’t even less(3-5 might actuallly be more accurate).

I am willing to do more testing to prove my hypothesis but ultimately there will never be an accurate comparison of how much faster an IQue run will be vs an N64 run that has not occured yet. Tackling a single run’s differences might allow for a accurate comparison just for that run given enough work but the difficulty of getting very similar runs on all 3 versions + extensive editing to match all the moves in each specific area with everything matched seems like estimate 30 hours of unpaid and meaningless, repetitive work that would introduce hundreds of opportunities for human error.

 

Forum: Super Smash Bros.

Thread: Leaderboards Update/Change (December 2018 Edition)

Started by: pikashypikashy

Ideally a comparison would compare footage from loading zones and countdown, the countdown is the only place I notice consistent lag showing up on n64 depending on stage. I was ironically appreciating the lowered lag on VC compared to n64 enough to notice it when I recently did some VC runs before this was brought up. It could have just been confirmation bias but I feel pretty comfortable spotting lag frames especially in this game. Maybe I will do some testing but not tonight/tomm.

I do know VC ports on the wii almost infamously and unanimously save time over their N64 counterparts in loading times across all of the communities that I am aware have tested it. The texture buffer in specific IIRC is a big difference in addition to the GPU which were both not present on the N64 console. I haven't seen any other testing videos other than the couple I created for announcer cutscenes and timer on/off, if there is comparisons anyone can link that I missed maybe I am ignorant but it seems like VC would have a similar advantage as IQue given their superior hardware from 2003/6 vs 1996 if not for the announcer cutscenes. In my announcer cutscene comparison video I remarked 3 years ago in a comment that I believed it would be faster due to load times if not for the announcer difference.

 

Forum: Super Smash Bros.

Thread: Leaderboards Update/Change (December 2018 Edition)

Started by: pikashypikashy

Here is a rough comparison of 3 of my PBs using the exact example you listed pikashy, I couldn't match it to the frame doing it quickly like this but the VC and IQue runs in particular look to be only a couple frames off perfectly matched.
https://viewsync.net/watch?v=InaRVFV7V44&t=359&v=rBiLe0yR3wc&t=375&v=kT1JxOUkk04&t=397&mode=solo

 

Forum: Super Smash Bros.

Thread: Leaderboards Update/Change (December 2018 Edition)

Started by: pikashypikashy

The IQue version in my comparison was extremely comparable to the N64 given comparison of footage in just the announcer cutscenes, this would suggest that without the introduction of lag inducing variables N64 and IQue run pretty much the same speed. The IQue version,NTSC-U and J, and VC version are capped to run about 59.97fps or approx 60hz.

The game runs the same on all 3 versions unless lag inducing variables like bombs, samus' upb etc. are present, if anything on paper the Wii should run a little faster/with more stability than IQue(assuming you ignore the announcer cutscenes). I haven't seen real world comparisons where that lag difference has been accurately tested and the amount of lag would depend on the actions in each individual speedrun.

In my comparison the differences in IQue, J, and U are all down to human error margins for mashing:

Hardware Stats:

Wii
Processors:
CPU: PowerPC-based Broadway processor, made with a 90 nm SOI CMOS process, reportedly† clocked at 729 MHz
GPU: ATI Hollywood GPU made with a 90 nm CMOS process,[131] reportedly† clocked at 243 MHz
Memory:
88 MB main memory (24 MB internal 1T-SRAM integrated into graphics package, 64 MB external GDDR3 SDRAM)
3 MB embedded GPU texture memory and framebuffer
Graphics: 410 million polygons/second, 16.7 million colors

IQue
Processor: R-4300 64-bit CPU, 140.625 MHz
Memory: 16 MB DDR (8 MB available)
Graphics: 100,000 polygons/second, 2.09 million colors

Both consoles have no problem running the game without little interruptions from lag present on N64 in my anecdotal experience. The VC emulation is known for being a bit off like any N64 emu however and I may have confirmation bias.