so there's that rather new trick where you can warp up in the air, if you know what I mean.
Is it frame precise or how does it work?
And does it not work with hover nozzle?
I took it upon myself to go check what is the margin of difference between transition lag and no transition lag. I followed Ryu's route.
VBA-rr v24 = 141 lag frames (no transition lag) Bizhawk 1.11.3 mgba core = 2348 lag frames (with transition lag)
In a playthrough that follows the route of Ryu's current run, 141 lagframes are accumulated on emulators that don't emulate the transition lag, and 2348 lagframes are accumulated on emulators that do emulate it.
The difference between both is 2207.
2207 / 59.7275005696058 (GBA native framerate) = 36.95 sec difference.
If you apply that time span as a penalty on all current emulator runs (all of which don't emulate transitions lag) on the leaderboard, then the leaderboard changes as seen below. There is a margin of error because some runners may take different routes, pause the game more or less frequently, etc. so this is assuming everyone took Ryu's route.
Current leaderboard:
#1 24:04 RyuLetsPlay (emu) #2 24:19 ultraubernes (emu) #3 25:06 Khead161 (emu) #4 25:22 oeji (emu) #5 25:55 lil_duke_duke #6 26:01 enermaster123 #7 30:03 FanaticDreamer (emu) #8 34:17 Daniel (emu) #9 42:24 n0vafrost (emu)
37 sec penalty:
#1 24:41 RyuLetsPlay (emu) #2 24:56 ultraubernes (emu) #3 25:43 Khead161 (emu) #4 25:55 lil_duke_duke #5 25:59 oeji (emu) #6 26:01 enermaster123 #7 30:40 FanaticDreamer (emu) #8 34:54 Daniel (emu) #9 43:01 n0vafrost (emu)
I'm asking you to use an emulator that emulates the screen transition lag correctly.
Emus that don't (like in this run http://www.speedrun.com/run/7z07r24y ) should not be allowed in the future.
well, it would probably work like this, though I'm not sure the leaderboards support a system like this:
- A run can obsolete another run based on score. So even if the new run is slower, it will obsolete the faster run, if its score is higher.
- If the score of two runs is even, then it's based on time (which one is faster).
This would be similar to how low% works in some games - where a 2 hour run that collects 21 items can obsolete a 1 hour run that collects 22 items. If you get the idea..
But here is a problem, how do we deal with death abuse? Do we only count each killable object once (so we dont use the ingame score but we count the score ourselves?) or do we allow death abuse?
I don't know off the top of my head if 1-ups can respawn or not. Because if they can, then death abuse must be banned or else you can get infinite score.
sounds like a bad idea, but you go ahead and feel free to pursue it
how about max points, though?
The script now has a page where you can see all the download links, and instructions how to use it. http://tasvideos.org/Mugg/MLSSLuaScript.html
I'll release v0.6 later this week.
@Atobe, I will work on it but it will be done at a later time, because I want to work on stuff that I have information on already. Unfortunately I don't have any info on in-battle memory addresses and I don't look forward to investigating it... that's not to say I won't do it, but that it will take a while. ^_^
just do it. It's a legitimate console and has been used for a lot of runs of other games too.
If anyone wanted to run the gameboy port, I have some splits. Unfortunately I lost the twitch vod. I played on gameboy player.
0:11.5 Act 1 1:11.0 Act 2 1:41.1 Act 3 2:16.2 Act 4 2:37.9 Snake 3:22.2 Act 5 4:04.2 Act 6 5:03.5 Act 7 5:53.7 Act 8 6:22.8 Act 9 6:52.9 Dragon 7:42.4 Act 10 8:09.8 Act 11 9:05.8 Act 12 9:33.8 done
Chumlum has a speedrun in 9:20 on BGB
On English:
(Normal ¤ 0x33 + Super ¤ 0x33 + Ultra ¤ 0x40 + Max ¤ 0x4C) / 0x100
Normal: 51/256 Super: 51/256 Ultra: 64/256 Max: 76/256
On Japanese:
(Normal ¤ 0x14 + Super ¤ 0x19 + Ultra ¤ 0x1E + Max ¤ 0x33) / 0x100 ?
Normal: 20/256 ? Super: 25/256 ? Ultra: 30/256 ? Max: 51/256 ?
What's with ? is not confirmed yet.
If you go emulator, I think you should use Bizhawk with the mGBA core as it's accurate to the real console.
VBA v24 or Bizhawk VBA-Next both don't emulate the action command glitch correctly. The same action command can be different compared between VBA and mGBA/Console.
The problem is that Bizhawk may or may not be too laggy. Try it out for yourself (vlacksr also uses it)
I don't know what people want the script do, so I'll just do whatever I think is good.
I'm going to make a new script. I know some speedrunners will be interested to use it for planning/routing. What do you think the script should be capable of doing?
Looks like health bug does work on GB but it is different... and messes up the game severely...
Needs investigation
I think pokeroy's information is erroneous. As far as I have tested with emulator, the game's background doesn't just toggle back and forth depending what system you use.
I'm really confused though...