Holding [Jump] is how you swaphop. This buffers a jump during the frame of standing during the exploit. Autofire, macros, and similar input aids are strictly banned.
I understand how to accomplish the dupe. The issue is mechanically finding a way to consistently do it that is close to the layout on actual hardware. I could completely remap the controller to accomplish it, but that wouldn't help much if I were looking to do marathon submissions.
So after a quick look into Bizhawk, It would appear item duplication is frame perfect; you must release B at the exact frame you press R. A minor breakdown for posterity.
Throwing Frame 0: B is released Frame 2: Spin circle disappears Frame 3: Item is thrown
Item Wheel Frame 1: R pressed Frame 2: Slot swapped
I tried mixing up the timing between presses and checked if R could maybe be pressed with B depressed for 1 frame since the throw animation is longer. No luck.
Main purpose is to ask for footage of people's hands doing multiple dupes (like 10) on their controllers. I have tried about 3 different ideas for how to hold a controller to no success. Looking for ideas here.
VBA-M is the only banned GBA emu listed on SRL. VBA is recommended on the same rules page. VBA is also the emulator packed in with Bizhawk, a multi-emulator designed to be as accurate as possible for TASing.
I would also suggest segmenting this content into easily digestible chunks. If you are doing videos, aim for no longer than 15 mins for each one. This makes it much easier to find what you need to refresh on. It also makes it much easier to re-record if something crazy is found.
One of the biggest reasons people hate watching/reading tutorials/guides is, quite frankly, most are terrible. Most video tutorials are just the person playing the game and giving commentary in the moment rather than discussing the game at large; teach the person to think about what is available.
As someone who has busted their ass to create a comprehensive tutorial, I would advise you to not bite off too much. As a person who has done many 12 hour challenges, I can say one of the most lacking tools available to new runners is basic information and route.
There are tons of things that more experienced runners do without even thinking about it. It is just so ingrained or "obvious" that they go unmentioned. Things like input cheats, general rationalization of when to do what, fastest movement forms under circumstances, etc.
I would think a good initial goal would be to accomplish 3 things.
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Discuss basic movement and combat techniques. Explain how to do the techniques and when they should be adjusted on a fundamental level.
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Discuss the main objectives to accomplish in each level and show the current route. Can things be altered? Are there comparable routing strategies?
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Provide more specific techniques/quirks and give them context. Examples would be not causing slowdown using the Flare Gun in the original Alan Wake.
Lack of an input. IIRC, letting go of forward (possibly down as well) during a slide off a ledge preserves more momentum. The whip extends the duration of the momentum I think.
The main problem with any game removing loading times is how will you do it? Autosplitters can work for PCs if they are correctly and accurately made, but making the boundaries of where loading begins and ends for console is a fair bit harder. This is especially true if the loading is hidden, such as loading in enemy spawns during a playable cutscene.
I do not directly know what the differences in versions would be. The first thing to check would be in 360 runs at 60 FPS. Another note is that the PC version is widely and cheaply available. Lastly, I have always felt that good runners will know what a good run is regardless of medium used to play.
Not an Alan Wake runner. I can say that length of time you can sprint and time taken to fully regen stamina are modified. AWAN allows you to sprint for far longer than vanilla. Also, you gain back all stamina very fast, perhaps even around 3-5 secs. It seemed like you had to jump about 7 times in vanilla before stamina was fully recharged.
Even without encounters, comparing lines kind of sucks since you could end the fights in different places. Still probably the best comparison I think.
Do you have any footage comparing left and right tunnels without the encounters? The encounters are easily in left tunnel's favor, but I would like to see the lines you compared for Left vs Right. Dreamboum's run lines in his PB are not great.
I do think in the event of a re-encounter left has an edge. Something minor to consider would be experience gained on each path. While rare, it does increase the chances of missing Liberate on time depending on Museum encounters.
After some light discussion, I decided there was enough interest in comparing in game times between runners that I added it as a parameter that can be sorted by. RTA is still the default method of sorting for now. Note that IGT is empty on NG+ Good Ending due to no final save.
I also added a Single Segment parameter to the New Game category. A run should be marked as Single Segment if it does not load a save. Saves may be made throughout the run, but they may not be loaded from. This will help clarify inaccuracies between in game time and RTA on the boards.
I have added a quick outline to the route in the "Guides" section. It links to a Googledoc since the Guide function on SR.com is rather poor. The route is based off my viewing of Zorkiy's 39:28 run, with some small notes on extra safety items.
Place suggestions for how to make it more clear, corrections to make, etc. here. I hope to add a section at the beginning talking about general thought processes and mechanics like my Parasite Eve guide, but for now, this will do I guess.
I recently modified the rules set for Parasite Eve in order to make rules more transparent and comprehensive. This was only done unilaterally because I think I'm the only active moderator and the rules were sorely lacking.
Case in point, I recently had to reject Pekoran's run due to the use of the Turbo function, which is common among the Japanese community. However, I did want to post it here for posterity and to show at least some good faith towards Pekoran.
Parasite Eve RTA (3:20:24)
Might be old tech but I figured I would post this. I would have listed it earlier, but I honestly didn't know there was a board for this on srcom.
It was mentioned that this could be the result of a knee jerk reaction. Perhaps a more formal poll regarding 10 Star could be readdressed in the near future (a few months)? I do think the informal poll showed that there was an interest in banning, but not to the point that it was a clear decision. This could have been due to the ability to vote for multiple solutions or any other number of things.
I would suggest looking back into this at some point just to get a more definitive answer on what is wanted.
Dchaps, blaming you for making a useful tool that people exploit is like saying Alexander Graham Bell is responsible for The Jerky Boys. There was nothing innately wrong with the tool in principle. The response for the IGT mod has been extremely positive from what I have seen.
It seems to me like the new rules regarding emulators was to remove a percieved imbalance between console and emulator. There are still a variety of accepted emulators. The point of allowing emulation is to promote a more unified board. It also allows more people to participate. It is important to draw a line between accessibility and fairness, and this change seems to be an okay adjustment, especially since the boards are dictated by IGT (performance of the PC shouldn't be a major issue most of the time). I support the new rules at this time.
I don't think the differences between console and emulator are so great that they merit separate boards given what I understand about the game and that IGT is used. People will inevitably find ways to view memory on newer emulators. I do concede that limiting to newer versions is a band aid fix, but it is appropriate as a starting point.
A pretty common stipulation that people ignore in SRL rules racing via emulation is that the entire emulation window must be shown. Since many things can be pulled off the window and put elsewhere, A bandaid to this would be requiring running with the whole desktop visible, though this still is an issue due to multiple monitors.
These aren't blanket solutions, but things to consider. You also need to think about how much trust is just needed in a community. People using illegal tactics will always find a way to attempt to use them. They can see the rules and guess what will be checked, mods can't. So a balance clearly needs to be found.
I will say that I agree to some degree with Samuca. Rules for any game should attempt to be as transparent and inclusive as possible. I also agree with Punchy that is is not possible to account for new information, and that should be addressed by multiple mods swiftly (say within 2 weeks or less). I do not think that any change should be done unilaterally, but that doesn't seem like the case here. I also feel that any conversation regarding rules for SRcom should be public on this site, not on an external discord where it can be buried. If someone is for a change, they can spend 20 secs making a post agreeing.
On a side note, as a viewer and novice runner of the series, this has been extremely off putting to watch this debacle turn into what feels like a shitslinging match. Some decorum please.