What a brilliant idea Njnja. I think I will find myself very aquinted there hehehe
Hey guys, so I just added a variable to runs and updated them to show that now.
Yeah I just talked about this with Tesla last night after I completed my any% attempt I noticed it as well. I never noticed before because, I always saved before boss battles durring my runs to avoid dying in a boss fight playing on Very hard mode.
I'm still not 100% on there being no differences in times between emulated runs and on the original hardware. When the game is suffering lag, I think the in-game time is still counting in real time and isnt frame rate dependant. I have a hunch because it can't maintain a constant 30/60fps there will be a slight edge using an emulator with a stable frame rate over using playing on original hardware which can tend to dip in high stress scenarios.
I think its likely a slight edge can be gained can build up around the 2nd third of the game where ninja like Taraba are introduced, due to them firing explosive spheres in groups and the stealth kill animation lag they occasionally suffer. But I think it might mostly affect true ending% runs or Very hard mode runs where the AI has more health overall.
He Ninja, I don't really have any good answers. I use play on original hardware so I have relied on the final game time to be my in game timer and I use live split as my real time. There are no real hard rules in how to time is counted. This is my proposal. For now its probably best to use the end game save screen as the IGT.
I prefer if it was the end results screen because the timer stops earlier than when you create the end screen save file. Emulated runs can't produce accurate end screen results so we cannot have comparative results using the end screen.
I'll just change the times on my runs to show the end game save screen time. Tell me if