Well cutscene skip by hard resetting
5 years ago
Netherlands

I was playing around with some 1-M stuff and was looking at ways to skip the 1-6 credits cutscene. Then I found that you could hard reset during the cutscene while still skipping your progress. This also works on the well cutscene after every stage which seems to save around 4 seconds. See the video I made for comparison

Wanted to put this up for discussion before using it in runs since reset times are a bit variable between platforms. What would be your opinion about using this in runs? (It would also seem to affect the first 4 stages run)

WolfMerrik and jal_ like this
Canada

Hello!

Nice find! This is something Petracide and I had noticed recently as well and were discussing.

The hard reset saves time on all tested hardware; however, Super Game Boy 2 and Game Boy Player all have longer boot times than an emulator. This would give an immediate (And on 'all levels 1 quests', a significant) advantage over hardware runners. Given, I am the only hardware runner at the moment.

If the game had it, a soft reset would put us all on the same level, but a hard reset offers an edge to Emu players over any hardware (Except maybe DMG/GBC/GBA; but its rare for people to record them). The 2 common hardware standards for GB spreedrunning would be at a disadvantage over Emu if we allowed for hard resets.

These were the things making me hesitant to incorporate it into our runs. With enough interest, we could add a (hard reset) variant for the categories. But in the interest of a fair playfield, I believe we should add 'No hard resetting' to our category rules.

Just my two cents!

Edited by the author 5 years ago
WolfMerrik and petracide like this
Netherlands

out of interest, would gambatte r614 resolve the issue? This is the version where they added a fadeout upon hard reset similar to gameboy player which would make it a more even playing field between emu and at least GBP (I don't know about SGB2). I don't know how the hard resets work on the common hardware standards so I can't form my opinion on if it's comparable enough. I did make a new comparison video with the gambatte r614 hard reset fadeout to show the difference

Legs likes this
Canada

I will download those tonight and pair them against the SGB2 reset times, out of curiousity! Thanks for the work assembling these; but I still have a few questions and reservations.

"would make it a more even playing field between emu and at least GBP" Do you know how much closer to accurate this is? How many ms it is off between GBP and r614 ?

And are you testing with GBP or GBi(Which is more commonly used in GB speedrunning)

My main concern is that I know GBP and SGB2 have different boot times; so this would still leave a disparity between platforms. As well as limiting people 2 a single emu (I know some people have to use bgb because of issues with gambatte reading all of the controller inputs of some controllers)

Netherlands

I have no option to test with GBP or gbi (don't have the equipment for it unfortunately). The hard reset for gambatte r614 is gbp accurate as far as I know. This is the reason why the pokemon community have allowed it as the only emulator for runs.

I am not opposed to banning the cutscene skips by hard resetting if there is a difference between sgb2 and gbp. I can't test this out myself so i don't know how it behaves there.

Thanks in advance for even considering this!

Legs likes this
Canada

Oh that's the Pokemon build of Gambatte! I've been meaning to check that out; that just might work even if it's comparable to the DMG I would be happy with that. If we find that we can put hardware and the emu on the same page then I'd be fine with a misc category.

I was only uncomfortable with the idea of an emu being able to use it's tools or quirks for a time advantage. I'll update my with my tests later tonight but I don't see why we couldn't have a misc category limited to that emu either way. :)

WolfMerrik likes this
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