Also love that he made an account just to post the time.
I've had more time to consider this, and IMHO, the actual first game to be speedrun was running itself. Of course, they didn't have stopwatches back then, so the only way to tell who was actually the fastest was to have all the people race at the same time. Then simple running races likely turned into other races (first to climb a mountain, first to collect 5 sponges sea-diving, first to split 10 logs with an axe). The rest is history.
This obviously brought some philosophical implications with it. Is it really fair if people are racing? They can't follow the exact same footsteps. If they have to cross a river, it's not like you can cross the same river twice. And obviously, the speedrunner's paradox: if a speedrunner is continuously finishing half the remainder of his speedrun, how does he ever cross the finish line?
I would, but I just got to work and can't pull up OBS. =( In general, you use window capture on LiveSplit, then you add a filter. Add filter Chromakey.
Then you need to edit your layout in LiveSplit to have a solid background (I use black, but green works best). Then you mess with the text in the layout settings in LiveSplit to make the test look however you want. Sometimes you might have to fiddle with colors; exp. I had to make my big timer (and no other text) slightly mint-colored for it to not disappear in Chromakey.
With the Chromakey filter in OBS, set the color to the background color, and you have to alter the settings a bit to get to look better, namely by sharpening it so it's look more and more specifically for your background color. (Like I said, not at home, so I can't remember the names of the correct sliders, but the filter should show you how it looks as you as playing around with it if you have LiveSplit open in a window capture).
Can probably give a bit more advice later on if you are still needing it.
I really have no idea, but I'm a little confused why would you want people's opinions on what the first speedrunning game, as opposed to someone looking for the answer? Presumably a documentary would feature the actual first game of speedrunning, not the opinions of people on what the first game was.
I figured that might be the case. Oh well, better sooner than later!
EDIT: Lol, I didn't realize you could even edit individual runs; that's all I actually needed. I figured it out though since you said "change the runs manually," so thanks.
Would there be someone best to try to contact about this? It's sort a very specific problem regarding one specific element of the site.
Hello: http://www.speedrun.com/myth2
So I mod game; set it up but I didn't add the game "game w/o loads" and "in-game timer." Then I submitted my runs. Now to try to accommodate some archived runs from back in the day, I want to add those additional timer settings.
However, if I add them now by editing the game, it defaults the runs I submitted to "time w/o loads," regardless what I make the default timing of the game. However, my runs were "time with loads." I assume this is because the field is attached to the run itself.
Is there a way to add the other two timers and get my runs' times to show up as "time with loads" outside requesting the runs to be deleted, adding all the timers to the options, and then resubmitting the runs to fix it?
It goes on a game by game basis. On a given game's page, any rules dictating emulation usage would be listed there. I know some emulations of NES are banned because they are inaccurate in their emulation. However, I think FCEUX is generally regarded as the best and pretty much accepted for most things (just check the rules on a game to make sure). Emulators generally only get banned if they are inaccurate; which I think eliminates basically Wii/PS2/Xbox up, since these are basically computers, and different hardware on a computer emulating these systems creates all sorts of weird discrepancies (if not at very least, allowing you to load loading screens significantly faster.)
Sounds like an similar issue with DOSBox and cycles (although, it's not an issue with RA on MSDOS because the game as internal timer that caps game speed regardless of processing power).
I will check when I'm home later to see if my version runs at similar speed or if there is a way to cap it do so or something.
However, I see there is another old thread about this but there doesn't seem to be a clear answer. I wanted to use the patched version of the game that is available at cncnet.org.
It appears their is some uncertainty there as to whether this patched version of the game constitutes it's own category? Should I go ahead and work on and submit a run for that, or wait until a new category could be made?
No problem. Yea, I could see the confusion their, especially for a game like Dragster, where it's like the top 3 times are super specific possibilities. Most games are don't have the 30 fps under 7 second clock thing going on, so the chances of it being an issue in most instances would be really unlikely.
Also, so is there an official stance on using the fanpatch version of the game on cncnet.org?
I was going to do MSDOS, but realized the game was remade for Windows later, and the version runs faster in general.
If I've understood you correctly;
This is acceptable?:
But using something to make the game operate at even greater speed is banned?
Wouldn't that just show up as:
1st place: 1st place: 1st place: 2nd place: 2nd place: 2nd place: 2nd place: 2nd place: 2nd place: 2nd place: etc.
This doesn't really seem intuitive to me.
If 3 people are tied for first, and 7 people have the second best possible score (and are thus, tied for 4th or "2nd"), then for each of the seven people, there are 3 people with a better score than you.
If three people are ahead of you, you are fourth. The fact that the three people ahead of you are tied doesn't mean there aren't still three people ahead of you. That would be like racing Formula 1; but one driver who is fourth suddenly becomes second place because the three cars ahead of him cross the finish line at the same time.
I say this as the person who is literally in last place in Dragster, so I really have no skin in the game here.
Hello. I want to run this game in the near future; but I notice the rules say "- Fastest speed is banned." on both level and full-game leader boards... yet every run listed appears to be in the fastest gameplay speed allowed in the options.
I don't particularly care which way it is myself, I'm just wondering which I should actually be attempting before I put in a great deal of effort.
Thanks.
I was 38th 5 days ago and now I'm 63rd, lol.
So doing a digging around, it does appear to be related to processor cycles; and not only that but apparently various games also load information at different rates at different times. So there is no standard cycle speed on DOSBox, and even on a per game basis there will be slightly variances depending on the processor speeds.
It does appear some games have stipulated optimal speeds in their rules (such as Jazz Jackrabbit). I guess it's going to be up to individual game mods to explore this and determine if there needs to be a set cycle speed or not. It appears some games have internal timers which don't make it a problem at all. Other games, it was unclear to me what would be the correct cycle speed; but tbf I could always run it on an Amiga emulator, which I imagine would have more consistency given the standardized hardware.
So, I noticed there is an interest function in DOSBox. One can Speedup or Slowdown "cycles." I don't really know what a "cycle" is necessarily, but the general concept seems to be related to allowing the emulator to use more RAM at a given time or something.
For some games this is useful for cutting out lag. You can basically increase the cycles, and it ensures the game pretty much runs lagless, which is great! For example, increasing the cycles for Lemmings just reduces any lag, though it seems to do fine at 3000 cycles.
However, on other games, such as one I was testing out called Baby Jo in Going Home, the cycles appear to be directly related to the frame rate of the game. Meaning, I can basically speed up the game play infinitely fast (or until the threshold my computer allows).
Well, I was looking at some DOS games, just to see if cycles are mentioned in the rules to get a sense of how this is handled. Is there a way to know what the actual number of cycles is correct for a given old piece of abandonware? Anyone know where this issue has been encountered in a game and how so?
Thanks.