Just timed 3ds for world 1 and it's the same as DS/DSi.
Mishu, thanks for all the work you did on this. Do you think you should put a link to the igt guide in the description for any%? Or do you calculate it when you verify a run?
I'm waiting for the columns to be set up before I submit my run, but when I do, IGT is 22:01.6.
Thanks, I hope it's helpful for the IGT stuff. And Mishu, if you need help with converting all the times just tell us.
Edit: Mishu, I just noticed there was a mistake on the chart. I hope you haven't started timing the runs yet :(. DS runs are unaffected, but you will have to redo VC and emu times if you have started already. I'm really sorry :(.
How will submitting a run work? Just put the IGT in the comment?
Not sure yet. I guess let's just wait until the IGT column is up or something?
https://docs.google.com/spreadsheets/d/19lJG_DfaEEtT9G-sS5hP9sAiwsen1s6CDj1h3ZrlQL8/edit?usp=sharing I think this should finally settle the issue with loading times. Seems like the best solution.
If you have any questions/think I should change something, please reply here.
Hopefully today I'll be able to finish the guide for calculating in game time.
Never actually could figure out what caused it, anyone else know?
It does run at 60 fps. I'm not sure if there are any frame perfect tricks used in the run. Double jumping with the shell is a pretty small window, but it doesn't feel that small. Maybe 2-3 frames. Wall jumps with mini-mario are 1 frame I'm pretty sure.
I agree with ewaller that we shouldn't modify the actual times- I think having two columns would be the best. Subtracting total load times (1:50.8, 1:12.2, 1:05.3) would be inaccurate for a different number of loading zones (dying, going to a toad house, etc) but I can make a guide/spreadsheet for the loading times.
ewaller, if you're worrying about the accuracy, which is a valid concern and I'm glad you brought it up, I can time a second run for each console to try to find any errors.
The box on the right needs to go left twice. Not sure if it will be rta-viable to get that manipulation, but we can try.
Totally agree. Most games like that cut out loading times or make some change in the timing have one row next to the names that its sorted by, then next to that is real time. Something like:
Rank: Player: Adjusted Time: Time: Platform: Date:
There's probably a better name for the adjusted time.
https://docs.google.com/spreadsheets/d/1KoN_0OmwC8PkuEnl2x1niu9zDQcaoObrHGlrbM1TAZE/edit?usp=sharing
FINAL RESULTS: VC loading time advantage: 45.5 seconds emu(Desmume) loading time advantage: 38.7 seconds
I wasn't sure about this either, so when I did the timings I timed world 1 for 4 videos (2 VC, 2 DS) and compared them. For those 14 loading zones, the times seemed consistent for each console so I went back to timing 2 videos for the rest of the run. Seems like loading times aren't random, can't be completely sure though.
Rayman Legends uses an autosplitter, so it's not a good example of taking out loading times. Please correct me if I'm wrong, but the only games I know of that the runners manually cut out loads either have many fewer loads, or have much longer loads. What I mean by the second one is it's easy to cut out 5 second loading screens, but most loads in this game are less than half a second, which is almost impossible to time accurately without going frame-by-frame like I did. If we can find an easy, accurate way to count loading times, cutting them out would be the best way to time, without question. But for right now, an approximation is the most accurate thing we have.
If you want the safe strat for the boswer jr fights, you can see it at 11:10 in here:
loses 2.5-3 seconds
I'll just time whatever emulator the TASes use and assume that either that is the most popular emulator or that the loading times will be close enough. If I finish the timing tonight, I'll update the spreadsheet with my new data/conclusion, and post it below. After I finish this, I think all the issues will be sorted out and we can update the rules/timings unless people disagree and want to discuss more.
You're right about it being faster, but it's too rare for us to use it RTA. Even with the new RNG manipulation I don't think it would be consistent enough.
The toad house strat, if anyone wants to know: -Hold run and right -when mario is on the darker brick in the middle, hold left and jump You may have to work on the timing a bit, but I can't even remember the last time I didnt get the shell. Super easy and super consistent.
For the final bowser fight, I run to the right and do a medium jump when I'm just to the left of the window in the background. Then try to hit the right side of bowser jr. You can see it at 2 minutes in this video:
Something I want to note to anyone who is intimidated from running any% because of RNG and this new RNG manipulation:
The other way of getting the blue shell, getting it from the red toad house, is 100% consistent at getting the shell and only loses 10-15 seconds. So unless you're going for a really good time, there's no reason the reset if you don't get the RNG, or even worry about getting it at all.