This thread will be in HP2 as well, HP2 strats can go there.
For clarity, abusable physics include:
- Clipping through ledges due to increased dropspeed from an angled jump (e.g. in the lava-cave before the Puffskeins, you can jump from a high ledge down to the first ledge where the lava is and clip through)
- Using models at the edge of ledges to proxy with (see Stand Where I Point skip in HP2)
- Using acute angles between models and/or walls to move into a wall (see below)
- Extra speed from stair banisters (e.g. at the beginning of the game, where you jump across banisters for a fast jump)
So far, HP1's useful physics strats include a useful acute angle strat which is here: https://www.youtube.com/watch?v=a8O-bOeKk as well as the stair banister strat mentioned above.
There have been finds for the physics that are not (yet) useful:
- The lavaledge clip mentioned above can lead to an OoB if you stop moving before you clip, then you'll fall until you hit what seems to be a reloaded map with no textures. If you hit certain 'walls' in the reloaded map, you'll zip straight up to where that wall is in the original map.
- If you go to the Verdimillious room before 4-Eyes before you've learnt Verdimillious, there'll be a girl near the doorway who says she ought to go to Defence class. You can grab the ledge where she's standing by jumping near it, and her model can push you (proxy) off the ledge, giving you a boost in your jump, or, to steal terms from HP1PC, a superjump. I've almost made it to the ledge on the left where there are secrets, which could help lead to 4-Eyes as there is a jump to the further ledge, but the jump to the left-hand ledge is either really precise or impossible. If this is possible, this could save up to 7 minutes, and might be its own category (or just variable).
Post anything you've found here! TriHard
The no-loads timer is at a stage where it's ready to use and submit times with, so we can start moving times over to loadless to make the leaderboards more accurate. Noloads timer: https://github.com/Dalet/LiveSplit.HP2/raw/master/Components/LiveSplit.HP2.dll To implement the timer, place the .dll file into the Components folder for LiveSplit, then go to Edit Layout... in LiveSplit, click the + button, go to Control, and add Harry Potter II. Change the settings so that autostart is off. From what I know, two runners have turned it off and the timer works fine, and another runner had it on and it didn't work. Then change your timer to run in Game Time by going to the Timer settings and changing "Current Timing Method" to "Game Time". To look at loads time, at the end of the run, right-click LiveSplit, go to Compare Against, and then click Real Time.
I play acoustic guitar whenever I can, but currently my guitar needs new strings (I was tuning 3rd string down to D for DGDDAD, and it snapped).
I learnt a lot from The Icarus Account, thanks to some of their tutorials for their songs.
I've also recorded an original song, but recording had terribad quality and my singing voice was real quiet so it ain't going anywhere OpieOP
Background is from a unintended thing in HP2 PS1.
I just continue to see if I can bestseg later splits OpieOP
Interruptions happen all the time; as long as the game hasn't been continuing (for a cutscene, for example) when your timer is paused, your run should still be valid.
I've been wondering if there's some kind of calculation that could be used to get a rough estimate of what a PAL time could be if it was played on NTSC, and vice versa.
I was thinking for PAL to NTSC, it'd be: time/6¤5 And then NTSC to PAL: time/5¤6 In that way it'd be looking at the other region's framerate and making it the timed region's (for PAL to NTSC, it's be like dividing 30fps for NTSC by 6 to get 5fps then multiply by 5 to get 25fps for PAL).
I tested the calculations out between my PAL and NTSC PBs for HP2PS1 100%, where the in-game time differences help consider what I'm aiming for, as my PAL PB is 30 seconds ahead of NTSC according to the game's file timer. If I tied the in-game time of my PAL PB with my NTSC PB, my NTSC PB in RTA would be 2:37:50, or my PAL PB would be 3:00:13. When doing my PAL to NTSC conversion, I should have seen 2:37:50, but my calculations got 2:36:09. Considering my PAL's use of FDS with NTSC on emu, as well as lag on console, that's not actually far off. Whereas my NTSC to PAL conversion was a lot further off: should have seen 3:00:13, actually got 3:07:28.
I realise it's dumb to try to compare PAL and NTSC this way, as there's no easy way to know if it's accurate, but it's worth a shot if it's almost accurate at least.
Guides now save, thanks for that, and there's only a minor issue now (I wouldn't call it much of an issue, though) which is they save as a new guide instead of overwriting the old one.
I was editing a guide, and when I clicked 'Save', I ended up here http://www.speedrun.com/guide.php?game=hp2ps1&id=crpbq&action=edit and nothing had saved.
And on another note, some games have their code in the text when searching: . They link to the right pages, but that's what the text looks like.
I think you want /ssb64/editgame first (there doesn't seem to be a game with ssb as its abbreviation), and then to change rules go down to where full-game categories are and click (or maybe double-click) on 'No rules have been defined' next to each category.
I added any% NG+ as a category. The advantages of an NG+ file means it should definitely be separate to any% NG. And as us series moderators don't know much about this game, I've added you as a game moderator so you can properly sort out rules.
I added the category and your run, and I also made you a moderator. It'll be easier because us series mods know little about the game.
Had a bit of dirtier latency recently, I remember it being around 15ms when it was upgraded, but it's not that bad I s'pose
I think we can work something out, but before we can, I should ask, are there any possible individual levels?
If not, then my solution is a compromise, because the community have had a couple of heated discussions on the layout of the series page, due to the load of HP1 and HP2 leaderboards, and so instead of making a whole new leaderboard, I was thinking of putting the three versions into the Level Leaderboards layout, as they can then be separate, but in one 'page' so as not to add more unnecessary things to the series page. There can be more than one category with the Level Leaderboard, but they'd be shared across the versions, but that hopefully shouldn't matter.
Oh, and, tbh, because all the other versions (PS1, PC, GBA, GBC) are all completely different in terms of mechanics and pretty much everything else but audio tracks and base of the storyline (they go about the storyline differently in some details), we just assumed, as these three versions had the same mechanics, gameplay, visuals, storyline, etc., that they would just be in the same leaderboards. A reason which is also why the PS2 version shouldn't deserve its own page, but the differences it still has means it at least deserves separation by using the Level Leaderboard format.
For the Harry Potter 2 PC leaderboard, people have been having trouble recently (problems started about 10 hours ago, I'd guess) trying to submit new times. I tested it out 'submitting' Respirte's new WR and this is the result.
Well, I think this settles it. Although a way to use the superjumps could be cool...
http://www.twitch.tv/purplesunderyl/c/5713796 This video briefly shows how to get onto the doorframe.
If you have the game, please try to help find something that makes this useful. I know that you can superjump with certain positions on and in the wall with certain camera positions and direction of movement, and I know you can almost clip behind the door. Just mess around with ledge-grabs, walking into the wall, etc.