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'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.
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.
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.
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.
It's quite difficult to be able to say outright that PS1 and PC should be separate, but there are some differences that can argue for the separation.
For one, due to less constraints for PCs, the PC version has a lot more traffic, and therefore it is harder to manoeuvre through levels without crashing into cars. On an added note to this, the damage boost in 'The Getaway' is much harder to pull off, as there is less space to drive through the traffic jam. Another thing about traffic is that, with more traffic, it becomes easier to evade police because police AI is pretty crazy and so will crash into cars more frequently.
I also believe the physics are a little different. Looking at TheUltimateGamer95's PC run, jumping and landing seems to be quite different to PS1 in that cars don't bobble around as much on PC.
Also, models and collision are much tighter and more refined on PC, so PC can't drive 'through' a corner or a thin post, unlike PS1.
In Home Free, you can't take the hill shortcut at the spaghetti section, as the models don't let the bus get up, and also, boulders are smashed as opposed to hit across on PS1, which makes hitting them not as bad, as they're out of the way.
If I can find more examples, I will post them.
S'pose I ought to put this here as a lot of what's done in the TAS WIPs can be done RTA (I've managed to do the quick Dittany from the first WIP myself).