Threads
FranceBalneor2 years ago

Hi everyone. This is a thread meant to discuss a potential modification of the any% category timing definition.

You see, as it stands, the current definition has problems that makes timing runs not only a pain, but also inaccurate. Both the beginning and ending extremities of the run are concerned for a change. Making a modification on any of these will thus warrant a global run retime effort, but there are very few to begin with so that'll quickly get dispatched.

We shall now see what these problems consist of, and list possible fixes (that we've thought of so far), for both run points respectively :

Beginning point of the run :

It doesn't look like there ever was any written rules for this game (the Japanese ones were added only recently and will be reworked once this ends), so it seems the players agreed upon a convention through the media of runs and maybe words. What convention has been chosen, then ?

Well, given the footage of most old runs, it seems that the run officially begins once the player presses the input that activates the "yes" panel that loads the speedrun. This method, while self-explanatory for players, has a major downside when it comes to the retiming end : the game doesn't react. That's right, nothing visually changes when you do that. I then ask you this simple question : on what exact frame has the player began the run ? Me neither, can't find it. How we do now ? Obviously, we can't use LiveSplit as it is a human-error fuelled inaccurate method of measurement. Only downloading the file of the run for frame-by-frame inspection with a program can do. Sure, the game both plays audio and initiates a fade-down to black, shortly after you press the button. Respectively after a generally consistent 4 and 11 frames (60 fps). Thanks to this, we technically could determine the moment of the of the press by doing a simple subtraction. Still, it makes us time the run indirectly, in other words by not measuring it from the intended beginning point, but rather from later in the run. This is janky and it absolutely doesn't have to be for how small of a community we are and will indefinitely be. To add the cherry on top, let's not even get started on dealing with different video framerates altogether, which makes these frame estimations all different, less reliable, and making calculations prone to many more human errors. May I recall that this is all just to estimate where the player input was made to proceed with the "yes" option... yea if we could avoid doing that I think everyone would greatly appreciate it.

Alternatives (Game timestamp put in 60 fps). The run begins :

  • when the "start game" button is selected. It is a better alternative because here we can actually visually see the input being made. However, it has the small downside that the player would now have to spam X to get through the immediately following "yes" textbox.
  • when the first frame of the screen fade-out to black begins after selecting "yes". This is actually the same exact solution we adopted for EoD and DCT. It is very easy to see, and it covers the entire screen. Bear in mind that it is not about using the side borders, nor the Moo ball as indicators, as these are a bit less notable in comparison

Ending point of the run :

Here, people seem to prefer ending it when the screen is fully black. In other words, at the end of the fade-out to black and once the Moo ball goes offscreen, as the player is then redirected to the stats screen of the final match is won. Now this one is especially troublesome because complete black screens generally are not good to use as reference point. You often get fragments of older, dim but colored frames, that sometimes stay forever until the image updates. Annoying artifacts to deal with, not everyone has the luck to be able to output at high resolutions. And, while this isn't a problem here with KBV due to the Moo Ball staying bright, if the given footage were to be darker than usual, then it would all turn to black before it actually gets fully black. When the object in question is a big bright panel that suddenly disappears, it's okay (L'sV example : ), but when it comes to small objects like the ball, it becomes increasibly unreliable.

Alternatives (Game timestamp put in 60 fps). The run ends :

  • the first frame the end match stats screen appears. Very reliable and easy to see, no confusion possible. We can't use the first frame of fade-down here as there isn't one to begin with. Only the borders and ball remain, which as we've said aren't quite as clear to use with. Plus the overall timing of this end point doesn't look very meaningful game-wise. The stats screen one is much better.
  • the first frame of the credits playing. This option exist and works, but it would add around 5 seconds of game time, and you'd have to clear through the stats screen as quickly as possible. Why not just allow the player to let go of the controller once they score the final point ?

These changes, outside the credits one, wouldn't alter the run time for more than a couple tenths of a second.

I might have been the instigator of this matter, and done most of the work studying footage, testing, thinking, and discussing it with our (countable-with-one-hand small) community, it's still one opinion. And now it's your turn to fill in the spaces below. (debating in the Discord is fine obviously, but if you actively participate in the move, please make sure to comment here with at least a word or two. Src should be the official place for taking decisions please I'm lonely down here)

I'll leave this on till new weekend I think. We'll see how it goes from here

Ettie gefällt das.
FranceBalneor2 years ago

Mostly for clarification purposes.

Most of what isn't allowed isn't being so permanently, as we generally don't have enough footage of the game being played this way to tell if it is legitimate to be used in runs. In such cases, it is better to stay safe and not allow their use, until someone comes along and help us figure out their viability.

So :

  • PS1 console and emulation (any software) are allowed. See Amoser's comment below for specification on two specific emulators.

  • PSP is allowed. See the 4th post for more info. Emulators ? We don't know.

  • PSVita is allowed. Also read the 4th post for details. Same deal with emulators.

  • PS2 console is allowed, but emulation is a tricky subject. Not only it is reputed to not be of great consistence, we also simply have no idea how it really looks like.

  • PS3 console (PSN) is allowed, but the emulation of the console itself or homebrow PS1 emulation aren't, for the repeated reasons.

  • PSTV is allowed, idk if there's emulation of the entire thing but it should be obvious as to what that entails.

  • Any weirder console setups (homebrew PS2 on PS3, PS1 through PS2 through PS3 on PS4), will probably not be allowed for the same reasons.

amoser, buggle und 2 Andere gefällt das.
FranceBalneor2 years ago

At least until we make our own.

The retroachievements site has developed an entry for this particular game, and along it are leaderboards for each "bosses" of the game (minus Garlen for some reason) and the three of the five extras. So if you want to have fun running against other players, this will be it. I assume they get their time via the the in-game timer. There are no equivalent to this for EoD. You will need RetroArch and if you actually want to register your times there, but you can probably play along just fine

https://retroachievements.org/game/5530

FranceBalneor2 years ago

(formerly named "any% definition change", but this was heavily misleading)

This is a forum thread meant to discuss a new timing definition for the any% of both games. Specifically, the beginning point. Why is that, you might ask ?

Well, to find out, please make sure to check the EoD mirror thread : https://www.speedrun.com/klonoaeod/thread/lbyto/1#qkfei It is preferred that you respond in that thread instead.

https://www.speedrun.com/klonoaeod/thread/lbyto

[Edit] Choice decision has been announced in the other thread.

FranceBalneor2 years ago

(formerly named "any% definition change", but this was heavily misleading)

This is a forum thread meant to discuss a new timing definition for the any% of both games. Specifically, the beginning point. Why is that, you might ask ?

Right now, the rules says that "Timing starts on file select". So, upon the button press. As natural as it is for runners to use, it poses a severe issue when wanting to accurately time runs to the frame. Indeed, it is very difficult to determine when that button is pressed exactly, since the game doesn't visually represent that input. Indeed, nothing actually happens until roughly 0.1 second, time where the game plays a sound effect, and 0.1 second after, after the fade-down to black begins.

If it was only that, it would be a little annoying but ultimately fine, as would simply be able to determine where the input happens based on the audio or visual part. But it couldn't be further from the truth. Because both those time estimations are in reality random in length. They can either be normal, or straight up 4 frames longer, and in-between, all at 60 fps. This is an absolutely unreliable timing method, and is the main reason why it currently is being subject to change. But also, to make the run much easier to time for everyone.

The newly developed method, favored by the current runners and that works for both games, is timing from the first frame of the black screen after the save select screen has faded down. It is easy for runners to split to, reviewers to time from, and compatible with autosplitters.

Such a change will ask for a potential re-timing of every single runs (27 in total), due to the slight time difference with the current timing method. Because of this, it is mandatory that we ask the community about a change of this scale.

Now that things are explained, this is you moment for you to vote and express your thought on which is better :

  • Keeping the current timing method for the beginning point of any%
  • Using the newly-developed timing method

This thread has been duplicated in the DCT game board, but it is preferred that you respond here.

We will call it off once enough people have responded in the following days.

Link to the DCT mirror thread https://www.speedrun.com/klonoadct/thread/trkp6

Dog_In_Da_Grass und tubular gefällt das.
FranceBalneor2 years ago

Hi. I have noticed a small issue when interacting with the stats screen of leaderboards. It happens when viewing the IL history of any games (works with even SM64).

While the ILs history, curves, times and info are correct, whenever you click on any of the dots to access their corresponding submissions, that will instead bring you to runs of the very first category listed in the "Full-game" section. . Not the IL submission itself.

Another thing that would also be handy regarding the stats panel, is a way to see the dots clearly, especially when they tend to agglomerate. Maybe some built in zoom function.

Unrelated to this thread, but I found out yesterday that an issue I had posted about a month ago has yet to see a fix : https://www.speedrun.com/the_site/thread/a5bn3 I'm only just reporting on it again, I don't know what actually goes around fixing such a thing. Maybe it would require an unreasonable site overhaul. I'm not entirely enticed with this move, but I couldn't hold myself not to report again on a clearly still present oversight. I guess I simply want some sort of closure on it... but anyways

MrMonsh und Oreo321 gefällt das.
FranceBalneor2 years ago

[Edit : thread previously known as "Rule clarification for full-game runs".]

A line in the rules has now been changed, to explicitely state that you must play the run through a newly created save-file for the run to count.

Besides for clarity sake, this is mainly due to ensure all runs come out the same way. We recently found out that FestivalTemple's two top runs has started the game via an already created file, which messes with the definition of the run since you never encounter the "Save complete" panel.

We'll exceptionnaly turn an eye to these runs (any of the already existing ones that have this problem, which I'm not even sure they are) since first : they were both from an era where the rules might have been different or simple unclear on this. And second : they had been accepted back then either way, and the lost time had been accounted for in their final time. But this won't be the case for any of the new runs. [Done, after only 4 days of waiting]

FranceBalneor2 years ago

Just as Lunatea's Veil, here's a thread dedicated to those very old Balue's Tower records.

1:42.03 (with clock abuse) 2007

1:45.51 (without clock abuse) well that one isn't really old, but it's still noteworthy

I remember the second one being overall a tiny extra bit faster than the execution of the 1:42.03, but that doesn't mean it's much harder to beat back because of the new strats and game knowledge

Downloaded the second one as well.

Edit : Well I downloaded the Nico one after learning how to. When it'll go down, I'll upload mine

FranceBalneor2 years ago

Title says it all. This is just a thread to quickly find these very old (2007 !) videos again.

Chamber o' Fun 1:01.55 &

Chamber o' Horror 1:43.55 (couldn't find a youtube upload)

I also personally downloaded the Fun video.

Edit : Well I downloaded the Nico one after learning how to. When it'll go down, I'll upload mine

FranceBalneor3 years ago

This thread is mostly just to make official the fact that an IL section of this game has been created. Have fun illing !

Of course, this remains open so you can ask questions about it, report issues or suggest ideas, changes.

FranceBalneor3 years ago

[Edit 17 april 2023 : thread renamed from "Banning the usage of pausing for extra vision running" to "About developing the leaderboard". This will now become the main thread for leaderboard discussion pertaining to Klonoa : Door to Phantomile.]

Since Balue's Tower is using the in-game time as its main timing method, it's completely possible though unlikely that people use the pause function of the game in order to either take an undeserved break, or use it to make hard tricks easier or to spend time perfecting their movement without any penalties on their overall times. This would go against the spirit of the challenge. It's similar to the Minecraft pausing dilemma. And I don't think anybody will mind not being able to pause during ILs attempts.

As such, I currently stand in favor of its ban, but I want to make sure we're in agreement before I push anything through.

tortellino5 und Nazzareno gefällt das.
FranceBalneor3 years ago

Hi, I would like to report a small inconsistency with one of the notification templates.

One user in one of the game I moderate was given the verifier status by a super mod. However, the notification message states that they were added as a "moderator", see images.

https://imgur.com/a/R4CURzM

I wonder if this can also happen with the super mod status, might be worth a look as well

Oreo321 und MrMonsh gefällt das.
FranceBalneor3 years ago

A new trick about loading times has recently been brought up. For what I know, it's only possible to use with duckstation, and retroarch/beetle.

It consists of changing the emulated disc reading speed. Increasing it causes loading-times to charge faster, much more than was normal disk speed allows for PS1 emulators. It would even be fast enough to stand a chance against the likes of Namcollection and PSTV, though there are no estimations. Despite this, we must put a limit to that disc speed, as it must not yield faster loads than that of consoles, to avoid unfair advantages. Thanks to Amoser who conducted tests, we came to the conclusion that the disc speed should not go higher than these numbers :

  • 2x (quad speed) for duckstation
  • 4x for retroarch/beetle.

Now there might or might not be side-effect gameplay issues that could warrant an automatic ban. But so far, no issues have been reported, and one run (done by the same person who did those tests) has actually been completed using this functionality, without any problems (). So we can't say for sure, and this def need more research in general, but it's not a bad start. Worth mentionning that this has apparently been accepted for other games such as Rayman original, Twisted Metal 4. Though each cases are, needless to say, completely unique.

Anyways, this thread is mainly to discuss if such a practice should be allowed for leaderboards runs. It could be a nice quality of life for those runners, and a nice way to mitigate the main downside of emulation. But you tell us. If it gets allowed, we'll make sure to ask for clarification when people use it in the submission description. Perhaps, even create a whole separate column of information based on that difference (so that it is easier to find).

The final verdict will likely take place during the 12th of this month.

[Edit : disc speed numbers are now in correct order]

Nazzareno gefällt das.
FranceBalneor3 years ago

Hi. The Klonoa speedrun community is trying to switch to animated trophy icons (base files are in the .gif format). So far they seem to display correctly to people... except for me (coincidentally, the moderator who is adding them).

I'm using chrome, these gifs display correctly when opened from / dragged to there. And they do correctly animate, when viewing them from the customisation panel... alas, that's as far as it is willing to go. To me, they show as still images on the board (or just about anywhere else really). Right-clicking > opening those ones up shows that they've been turned into .png files (when they should normally be .apng, at least that's what other users where this works tell me). Strangely enough, these files, when instead opened from the customisation panel, have the SAME extension as their public self, that is .png, yet they unexplicably work ?? In short summary, to me these .gif files when uploaded all turn into the same .png file extension that work in one place but nowhere else. Other people were able to see the change and the animation almost instantly after I had pushed it, so this shouldn't have anything to do with latency... ?

What could be happening ? How can I avoid this ?

Link to the board : https://www.speedrun.com/klonoa1

FranceBalneor3 years ago

A few weeks ago, we had started brainstorming ideas about customizing the looks of the DtP and L'sV boards. What you currently see is our finalised concept, and we would like to know what you think of it. Thanks to Nazzareno for his continued help with this.

Are you okay with it ? Is there a problem, or/and are there modifications to be done ? Ideas ? Do you think that it goes against the spirit of night mode ? Comment your opinions below.

[FORGET ABOUT THIS] I'll leave this open until this saturday at 23:59 (roughly four full days from now).

Nazzareno gefällt das.
FranceBalneor3 years ago

This thread has been created in order to discuss the viability of a name change for the glitchless category.

Glitchless has been added around the 20th of november 2018. Its full conceptualization is to be attributed to Elsiz, eight months prior.

The reasoning behind its creation were the following :

  • Due to the sheer amount of skips that had to be learnt in order to ensure a high spot in the rankings, ans also because of their rough nature (being particularly difficult to pull off, a few of them being run-killers, and causing the flow of the game to be halted), they were eventually seen as tiresome and frustrating to top players to use, and uninviting to beginners. Not very fun stuff.
  • A significant portion of the game (most notably the entirety of Vision 6) was bound to never be played again by runners because of those skips. It was a real waste.

Now that that's explained, one might wonder as to why the category was called this way. It doesn't have much to do with glitches. Well, that part was just not taken care of very well. And because of that, it is bound to confuse people. In fact it already did.

So the question is : Do you agree that we should change it to something else ? What would then be the new name ? "No Major Skips", "Any% (no skips)" ? Comment your opinions below.

I'll leave this open until this saturday at 23:59 (roughly four full days from now).

FranceBalneor3 years ago

A few weeks ago, we had started brainstorming ideas about customizing the looks of DtP and L'sV boards. It's not anything complex, we just took some official artwork and mirrored it so that Klonoa's head isn't blocked from view due to the game's cover. But we would still like to know your opinion about it.

Are you okay with it ? Is there a problem, or/and are there modifications to be done ? Ideas ? Should we loop the current image around ? Comment your opinions below.

[FORGET ABOUT THIS] I'll leave this open until this saturday at 23:59 (roughly four full days from now).

FranceBalneor3 years ago

Hi. I and the Klonoa community have been recently meaning to change the aesthetics of some of the boards that we hold. The problem we encounter is that the foreground image sometimes just doesn't want to display. The file itself is correctly uploaded, but the site doesn't load it. I first played with the setting like yesterday evening and it worked fine, but then a couple hours later it just wouldn't get shown. This noon I saw it working again, and right now it's acting stubborn. I don't know what could cause it. This is the board in question, it's supposed to have moving clouds at the foreground : https://www.speedrun.com/klonoa1 Is this behavior normal ?

FranceBalneor4 years ago

This is a thread meant to determine a course of action based on the answers of the community about this question.

I will leave this "open" for one week until the 14th of August, at 23:59 UTC+01:00 Paris, where the changes will be applied (Most likely by Harutomo but we'll see later).

Anyways, I don't speedrun this game nor know a lot about PS2 emulation, so this opinion isn't very relevant. But PS2 emulation fundamentally doesn't look to be accurate enough to be properly comparable to real console. And its restricted accessibility doesn't help it being used in the first place, so is it all that necessary to allow room for it ? Don't really know.

FranceBalneor4 years ago

[thread renamed from "Concerning a "Timing rules" definition update", for more clarity]

This is a thread meant to discuss the idea of updating the "Timing Rules" definition, aimed at all categories using it. This came to be because its instructions are unclear. Most specifically the latter portion of it, "and ends upon the fade to white after defeating Nahatomb.", which does not really indicate when to end the run exactly. It is confusing for new players, myself included because I had interpreted the rules as if it was required to time when the screen is completely white. Whereas most experienced players, have been timing on the moment Nahatomb's health bar was exploding, and for a long time it seems like. The decision will most likely go towards this way, granted if the majority stands for it.

Here's my take on how these rules should be read like : -Timing begins the first frame the player is starting to move, after getting past the initial cutscene in the first Vision. -Timing ends the first frame Nahatomb's health bar is either disappearing or exploding, during the fade out to white in the final phase." Now it's your time to decide, what do you think should be done ? I will let this thread open until the 31th of July at 23:59, after which the outcome will be pursued.

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