Kommentare
HondurasImmac3 years ago

The split software sent the wrong splits probably, I will double check next time before submitting, thank you very much.

HondurasImmac3 years ago

You can change the Switch Language to get the Version you want on the game. I have confirmed it works on a Switch with NA Region and Japanese Language. So you need only to change your language to access the version you want. I need confirmation from someone with a Japanese Switch and English language version, but I'm almost certain it should work.

SAS_rta gefällt das.
HondurasImmac3 years ago

Thank you for your hard work!

Greedy Challenge on Switch/USA version can skip Okina for speedruns due to the challenge level issue. So, it might need to be a category itself or we will have to wait for Tasofro to fix the issue.

HondurasImmac3 years ago

Just as a heads up. Setting the output resolution on the N Switch to 720p improves the gamefeel/responsiveness by a lot. This could probably also help reduce random crashes, but I can't test that out. My theory is that Tasofro's scaling solution is bad and the game's native resolution is 720, so not scaling the game helps with all of the above mentioned issues. This is true for the PC version as well, as some people have pointed out in the past, even with a decent enough computer, the game might slog at 1080p.

Blue_Wokou gefällt das.
HondurasImmac4 years ago

I don't believe that the increase is "random", I will see into this myself, thank your hard work so far.

HondurasImmac4 years ago

At least, regarding the modding of the game, I don't believe that to be a solution, given that a Switch version is incoming. As for IGT vs RT, there is more to discuss about the differences, text for example becomes a huge time difference, opponent movement and lag also affect this, it is not that simple.

HondurasImmac4 years ago

The game keeps track of fractions, that's not an issue on full runs. I'm not sold on the idea of frame counting on levels. Due to the short nature of levels, ties will happen even if you do the manual labor of counting every last frame, the only difference will be that, right now people can achieve ties with different strategies, giving a good amount of diversity to strategies. If we ever decide to change this though, it'd probably better to use RT then.

HondurasImmac4 years ago

Hi, I believe the, "per level" timing could start on "Retry", instead of on character select, this makes all levels timeable. To maintain consistency, IGT is the better option because "per level" runs are for easing people into doing full runs, if we use RT, then "per level" strategies will vary from full run strategies.

SAS_rta gefällt das.
HondurasImmac4 years ago

I believe it should be allowed. The bug can be replicated, and thus can be routed. Similar to Kogasa's getting stuck bug. Second of all, it might happen accidentally, if we ban it and it happens to someone accidentally then we introduce an unnecessary reset point. It does not skip enough of the game to be considered game-breaking. This is similar to Jo'on&Shion vs Kutaka in 1.02. Meaning that if we decide to ban the Murasa vs Kanako bug, there is grounds to ban the Joon&Shion vs Kutaka bug (I know that in 1.02 the skip bug is unavoidable, but it is similar enough to warrant a comparison, and we know it is a bug, the short Kutaka stage was not intended).

SAS_rta gefällt das.
HondurasImmac4 years ago

Proposed: 100% -> Beat the game with everyone, Must do Flan A, B and C. 100% in other games sometimes requires re-doing content, so repeat battles are not a problem. No skipping. True Ending % -> Beat the game with everyone, must do Flan C. All Playable % -> Beat the game with everyone, must do any Flan, skipping allowed. (The obvious thing to do is Flan A, and skip) All Playable | No Skips % -> Beat the game with everyone, Must do any Flan, no skipping allowed.

When playing the game for speed-run events, True Ending % is probably the better choice instead of 100%. It showcases all characters and has a satisfactory ending.

All Playable | No Skips % could be also named All Playable 1 CC, or All Playable | No Retries.

SAS_rta gefällt das.
HondurasImmac4 years ago

Hi. Personally I like IGT better for individual scenario runs. It removes a lot of external variables and keeps the timing focused on the game, not on mashing text. As for full game runs, the option I see viable is adding up all IGTs at the end but disallow stalling at menus/text. While Menuing tends to be a skill that many speedruns have, the menus here are not extremely interesting, but we don't want people just staring at the menus or pause screen while they plan their next move. The other thing to take into consideration is the order in which to play the scenarios, a full game run opens the door for playing the scenarios in any order, we will have to consider if that is allowed as well. On my end I'd rather it be in the intended order, but I don't oppose any order to be allowed.

SAS_rta gefällt das.
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