I had no idea duckstation had a way to simulate fast disc speed! I'd imagine some more testing would be needed, I'll look into it myself when I get the chance. Joester will definitely need to be clued in, I'm unfortunately not too knowledgeable on emulator ps1 runs and he moderates tons of ps1 boards. I can give you my opinion that if that setting simply gave emulator the same load speeds as any average ps2 and changed nothing else and was verifiable post run, I'd have no issues with it being allowed.
hey there, the text skip that is occurring on those runs are due to "fast disc speed" which is typically turned on for ps1 games being ran on a ps2 console. unfortunately this is only possible on a ps2 console. I use the JP version of the game due to the price of it being much cheaper than the english copy, there doesn't seem to be any differences related to language at this time. there are some ways to get the game going on a ps2 console if you already have a console and capture card, feel free to join our discord to chat more about that topic if you'd like!
it turns out that we don't need to wait for the pace to slowly increase all the way from 1 to 8. we can call Mo out on pace 1 and then proceed to blow the whistle 7 more times before running back towards the elevator to trigger the mesh wall to collapse. that's the only difference between this and the old route, the new route simply removes a vast majority of the RNG (waiting for increased paces) which seemed uncontrollable.
just wanted to know if anyone considered this to go against the nature of a No Major Skips category, so absolutely feel free to share your thoughts on whether this route should be allowed. thank you! I included a video to my run showcasing it, with the new route appearing at 7:02 (timestamped in description)
hey everyone, I discussed with Ellimist & Vynn and came up with the idea to split the endings into Any% and No Major Skips for now. there's definitely room for the game to get more skips, tech, glitches in the future (especially with the game being actively updated) so I'm sure the rules for NMS will need to be redefined in the future. just thought it'd be nice to have a longer category with routing decisions and all that, so there's room to modify the rules or add any additional (misc?) categories if anyone has any opinions on the matter :D just let us know here or in messages.
speaking of messages, is there any interest in creating a discord? we could probably keep track of all the updates here in the forums but if a need/want comes for a server we can absolutely open that.
on version 1.0 of the game, you have to wait for the blue square to appear again before entering a door you just unlocked. to refresh the blue box faster, you do a "door wiggle" to exit -> reenter the detection zone surrounding the door. this is less relevant on version 1.1 and 1.2 of the game, they made interactions a lot better
so the ability to skip past bodies laying on the ground, small gaps that need loose boards, or npcs has already been known because of the Vita version's ability to do these tricks. it's done via pause buffering and then moving past the barrier before the game fully loads everything back in. I watched Just_Samu's Vita run of CH1 and noticed how laggy the game ran in general so I tried limiting my FPS to like 15 on the PC version. funnily enough, you can also clip past these barriers but not in the same way that the Vita does. having low fps just skips frames of animation in your characters movement so it's kinda similar to the teleporting around that happens in FPS games when you're dropping packets. you can just push past certain barriers without pause buffering, 10 FPS seems to be the sweet spot for letting you move with some control but also clipping quickly past the barrier. I've found skips in CH1 thru 4 so far, this equates roughly to like 2 minutes with CH1 accounting for half of that. since it doesn't change very much of the speedrun and you have to use an external program to limit your FPS, we're holding back on putting any runs with this on the leaderboards. if any interest develops in using FPS toggling though, we're willing to allow it but since I'm the only one that was interested at the time we're holding off for now.
I used MSI Afterburner's RivaTuner Statistics Server to toggle my FPS during play. I'll post a guide on how to use this in the guides section of this board. go find some sick clipz