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Forum: Super Mario Land 2: 6 Golden Coins

Thread: Quick question on any% Glitchless

Started by: kaiten619kaiten619

It's allowed, but be aware that you lose about 2 seconds per level due to a splash screen before every single level. Not worth it at all, for it merely removes a few enemies.

 

Forum: Super Mario Land

Thread: 2-1 last jump. How?!?!

Started by: DamosDamos

As long as you get a 1 frame input, it's lenient in terms of where you jump from. However, if you get a 2 frame jump, you only have 1 or 2 pixels, on the far right of the block. It's not particularly difficult, just relies on you being able to hit the jump button for as short as 0.02 seconds. ;-)

SomeSpeedrunnerSomeSpeedrunner and DamosDamos like this. 

Forum: Super Mario Land 2: 6 Golden Coins

Thread: Emulador

Started by: MarcosggizyMarcosggizy

We will not add mobile emulators. It would be way too tedious to verify the accuracy - and I have my doubts that the emulation would be accurate in the first place.

LiQuifyLiQuify likes this. 

Forum: Super Mario Land 2: 6 Golden Coins

Thread: SGB2 On PAL SNES?

Started by: WhicheverMirrorWhicheverMirror

Regions are usually referring to regional game versions as can be identified by the DMG code on the cart sticker. From personal experience I can tell you that the SGB2 does not work with a PAL SNES. You want an US SNES, a Japanese Super Famicom or the Jr (sometimes referred to as Mini) revision of either of those consoles to be able to use the SGB2. You can find the Super Famicom on ebay, where many Japanese sellers usually offer it for a good price and with free worldwide shipping. Make sure to inform yourself what power supply you need for your region.

 

Forum: Super Mario Land

Thread: 4-2 Star section jumps

Started by: LMMotossLMMotoss

Those jumps are rather lenient, so I'm a little surprised by your experience. As suggested, you should experiment with different grips. For the 1-frame jump at the end of 2-1 I used this one: https://cdn.discordapp.com/attachments/478890469674319875/505887852702334997/piano_grip_sml.gif

 

Forum: R-Type DX

Thread: wrong game - this board will be deleted

Started by: Oh_DeeROh_DeeR

Hi @chiteiro1chiteiro1,

Your run is of R-Type II for the Game Boy, not R-Type DX.
Both boards exist on the site:

https://www.speedrun.com/r-type_ii_gb
https://www.speedrun.com/r-type_dx_gbc

Please submit your run to the correct board!
This board will be deleted in 7 days.
Let me know if anything is unclear.

Cheers.

 

Forum: Tetris (Game Boy)

Thread: B-Type Highscore Ladder

Started by: zuweqzuweq

It still doesn't have anything to do with speedrunning, The Google doc is the real ladder.

Doctor_SciFiDoctor_SciFi likes this. 

Forum: Super Mario Land 2: 6 Golden Coins

Thread: LEADERBOARD UPDATE THREAD - Please discuss!

Started by: Oh_DeeROh_DeeR

edit: added IL retiming method to the original post

I'll start working on rules phrasing and put my work-in-progress in the reserved post above, so people can make suggestions and point out mistakes.

chris_runschris_runs likes this. 

Forum: Super Mario Land 2: 6 Golden Coins

Thread: LEADERBOARD UPDATE THREAD - Please discuss!

Started by: Oh_DeeROh_DeeR

(edited: )

<reserved post>

 

Forum: Super Mario Land 2: 6 Golden Coins

Thread: LEADERBOARD UPDATE THREAD - Please discuss!

Started by: Oh_DeeROh_DeeR

(edited: )

Hello everyone!

It's about time we make the leaderboards and rules a little prettier.
This thread is meant for discussing changes to the rules and this post (or the next one) will contain a work-in-progress version of what will eventually become the official phrasing. Everyone is invited to share their thoughts and make suggestion as the rule set takes shape.

Here's a little overview of what might need an update:

Contents

[Hide]  

timing method across all categories

You may have noticed that, currently, there are 3 different timing standards for ILs, Any% and everything else.

• everything else: So far, times have been truncated after the first decimal. This decision was made several years ago when the average video material didn't justify anything close to frame accuracy.
• Any%: Times are given in milliseconds, based on video frames.
• ILs: Times are given in milliseconds, based on an approximation of game frames

The plan is to standardize the timing. The average video quality of submissions has become reasonably good enough to justify a higher accuracy, at least in my opinion. It would still be an approximation and it won't necessarily be 100% "correct", but it'll be consistent across categories and runs.
My suggestion is that we use a time conversion based on actual GB frame cycles (59.7275Hz). This would not concern submitters, but only leaderboard moderators, but I'll still share how I'd suggest the conversion should work:

Quote

(time in seconds and milliseconds) x GB framerate = number of GB frames <- round to full frames <- divide by GB framerate <- round to 3 decimals
Example:
video segment: 12:25.637 = 745.637s x 59.72750057 = 44535.03434 frames <- rounded to 44535 frames <- divided by 59.72750057 = 745.6364250133898 <- rounded to 745.636 = 12:25.636

[Hide]  

rules standardization across categories

The site offers the opportunity to separate game rules and category rules now, so I'd like to make use of that. Rules should follow a common structure, so that differences between categories are easy to find and understand. The phrasing should be more specific in terms of what a category entails and what's specifically (not) allowed.

[Hide]  

emulator rules

The rules should state more clearly that we only allow BGB and Gambatte (Speedrun). Whether we extend those rules to always only allow the most recent versions remains to be determined, since several runners have already stated that there might be differences in performance between versions.
As for the aspect of proof of legitimacy for emulator submissions, I suggest using either the speedrun-specific versions (Speedrun Mode enabled in BGB / using Gambatte-Speedrun) which will show a disclaimer upon each reset OR a full-window capture of the whole emulator. The former would be preferred (by runners, too, I'd assume) which would entail that every submission should include the reset before the run starts.
Further, I think it needs to be specified that offline runs will be subject to more scrutiny and that further proof can be required in particular cases. So far, we've been lucky that there haven't been any questionable submissions yet (at least to my knowledge), but we should be ready just in case, imo.

[Hide]  

category names

This is a very minor point, but I think it's important to open it up to the community. There are varying opinions on category naming in various speedrunning communities.
My own suggestion would be to rename "Any% Glitchless" to just "Glitchless". Other opinions and suggestions are welcome.

CaptnAnthonyCaptnAnthony, LeKukieLeKukie and 6 others like this. 

Forum: Super Mario Land 2: 6 Golden Coins

Thread: running on tiboyce

Started by: t8jt8j

Despite thinking that it IS a joke post, I'll respond seriously. ;-)
I expect that one to run games inaccurately. It also lacks audio capabilities.
Just for fun, you can make a test recording to determine the effective frame rate: unlock the castle, enter it and just stand there and let the timer run down to zero.
Either way, the lack of audio is a no already, but I'm still curious about the frame rate you get on a calculator.

 

Forum: Super Mario Land 2: 6 Golden Coins

Thread: Are custom palette allowed for both SGB and SGB2?

Started by: Bluely

(edited: )

Custom SGB(2) palettes are perfectly fine and do not affect the game.

Some additional info:
There's a distinction to make for "SGB-enhanced" games with a custom game-specific border or special sound effects. Those special assets have to be loaded during gameplay which usually results in the games running slower than without those enhancements (e.g. if played on a regular Game Boy or a GB Player on the Gamecube). You can find out whether a game uses SGB enhancements or not here: https://en.wikipedia.org/wiki/List_of_Super_Game_Boy_games
Only games that use custom (changing) borders and/or custom audio are affected. A mere custom default palette is not an indicator for an SGB enhancement, nor do the default SGB borders affect gameplay.

Merl_Merl_ likes this. 

Forum: Tetris (Game Boy)

Thread: B-Type Highscore Ladder

Started by: zuweqzuweq

I recommend organizing this in a spreadsheet and linking to that in the initial post. Less maintenance effort that way.

Level 9: https://cdn.discordapp.com/attachments/686737769636036732/706168685731250177/20200502_174114.jpg

Doctor_SciFiDoctor_SciFi likes this. 

Forum: Tetris (Game Boy)

Thread: B-Type Highscore/Time runs

Started by: zuweqzuweq

If it's not a speedrun, it doesn't belong on a leaderboard on this site. That doesn't change by what some other communities might or might not have done in the past. They're certainly not encouraged to abuse the system and neither should those cases be taken as precedent.
That said, collecting highscores on a spreadsheet and organizing that in a forum post here is absolutely fine and encouraged. It's just that this particular category goes explicitly against the speedrun meta, because the fastest time has no chance at being the highest score at the same time.

 

Forum: Super Mario Land 2: 6 Golden Coins

Thread: Specific Gambatte settings?

Started by: TheNintendad64TheNintendad64

The default settings are fine. In older versions, we concluded that changing v-sync settings altered the frame rate, so I'd suggest refraining from touching graphics settings that resemble something like that. For a more complete and up-to-date answer, I'd suggest contacting the developer of the program.

TheNintendad64TheNintendad64 likes this. 

Forum: Castlevania: The Adventure

Thread: Versions Differences

Started by: sprivenspriven

If you want some input, here's how we've been approaching other inaccurate official emulators - in this case the 3DSVC and the Kirby's Dream Collection on Wii(U) VC: https:/​/​docs.​google.​com/​spreadsheets/​d/​13_Le7b0KgGA1tT_x-ta2Yfv5PrLWViauZ26XbVzgKhY/​edit#gid=0

You have to ask yourself what kind of leaderboard you want: one were versions/platforms compete with each other or one where you can actually compare the individual runs and runners - to put it very bluntly. The former has been a common approach in the old days of speedrunning (OoT was a prime example with N64 competing with WiiVC and iQue at some point). Sure, that's a way to list the technically fastest times on one board, but you lose the ability to compare one run to the other if they're using individual exploits unique to their respective platform. If you can't compare 2 things, should those 2 things compete with each other? Open question.

In the Game Boy community in particular, we've always aimed for comparability. The SGB conversion is a historical example of that aspect. With the only difference being the clock speed and lag supposedly being the same, it's an easy conversion, to be fair. When inaccurate emulators come into play, everything becomes a little bit more complicated. Therefore, inaccurate 3rd-party emulators are generally banned in all of GB speedrunning. We have the luxury of at least 2 very accurate emulators with Gambatte and BGB, which are allowed on the vast majority of boards, so banning the "bad" ones is a non-issue when it comes to accessibility. Most people will take issue with banning official releases, though, and I agree that it would feel inconsequential with the inclusive approach we've given the SGB and also the inclusion of the 2 aforementioned emulators. For that reason, I've been converting times for 3DSVC on the boards I moderate, purely based on framerate comparisons, that is. Load times are another common source of differences that are not too hard to account for in most cases. Lag is usually a different story because it tends to rely on execution and is therefore hard to quantify and put in a conversion factor - and also highly depends on the particular game.
In the end, it's up to the particular communities to figure out the best approach. I'm merely pointing out that there has been a working one in the GB community for years now.
You're the ones who know your games best and I'm sure you'll figure out a good way to deal with this. It might involve some research and effort, but that's not the worst thing in the world. Seeing that some people already made comparison recordings, there seems to be a good basis to build upon.

CrankykongCrankykong and xenkaroshixenkaroshi like this. 

Forum: The Site

Thread: Question about submitting demo games

Started by: diggitydiggity

We tend to reject demos in game requests. It's not about the length of a run, but more about the uncertainty about the final state of the game. History has shown that demo boards can be hard to maintain and/or transform into the final game's board. So many things can change during development and so many boards in the past have ended up in unsightly states with different versions as categories or weird mixes of incomparable runs on one leaderboard, etc. To avoid that, it's best to wait for the actual release version before requesting the game. Saves everyone a lot of trouble. Nonetheless, we still look at every submission individually and check the update history and release roadmap if there is one to make a proper judgment, so in certain cases we'll allow games that are very close to release or are unlikely to change in content/balancing that's relevant for the speedrun.

ImaproshamanImaproshaman and diggitydiggity like this. 

Forum: Tetris (Game Boy)

Thread: B-Type Highscore/Time runs

Started by: zuweqzuweq

Originally posted by zuweq...or Highscore

speedrun.com

Aside from that, I think it's just too short a category to be worth tracking, since most runs would end up around or below 1 minute.

 

Forum: Super Mario Land

Thread: AutoSplitter Stopping Early?

Started by: KrisCynicalKrisCynical

The easiest way to re-time a run is loading up the video file in a video editor (personally, I use Avidemux) and check the start and end frames. You can either cut the video at the start frame and read the length directly from the program when you go to the end frame or don't cut anything and just do some math.
We use character control for this game, so the easiest way for an accurate timing is to select the very frame that first shows 399 on the timer in 1-1 and later add 0.686 seconds (=40 video frames at 60fps), since the actual control starts at the very end of the level transition already and can potentially be obscured by how the video is encoded, so just using the 399 timer frame is a sure-fire way to pinpoint the actual start.
The last frame of the run is when you lose control over Mario after defeating Tatanga, which is the very frame when the latter explodes and which also causes all of Mario's projectiles on screen to disappear.
You can also just leave all the retiming to me, but if you're curious yourself, those are the relevant frames.

As for questions about your OBS setup, feel free to contact me on Discord so I can try to help you out with that.

KrisCynicalKrisCynical likes this. 

Forum: Super Mario Land

Thread: AutoSplitter Stopping Early?

Started by: KrisCynicalKrisCynical

I don't have any advice on the technical aspect, BUT here's a general one:
please don't let the timer distract you from the run! The timer is NOT relevant for your speedrun! It's a convenience tool that provides additional information to you and/or your audience, nothing more. No serious game moderator will ever rely on the timer for determining the length of an RTA run, autosplitter or not.
I understand that it's a little annoying if there are timer issues during a run, but if it happens, just ignore it and re-time the run afterwards!

KrisCynicalKrisCynical likes this.