Loading time differences between DS and VC
8 years ago
Italy

Yes, that's the main problem

btw nice one :^)

North Carolina, USA

Just want to note 2 things about my estimate: -it's only comparing VC and DS, I haven't tested anything with emu. -this is for 73 loading zones. Going to the red toad house in world 1 adds 2 loading zones, not doing the 8-F2 autoscroller skip takes away 2 loading zones, and deaths add 2 loading zones each.

I guess I should say how I did the timing, if anyone wants to do it on their own or see if there is an error in how I did it.

I could think of four things that affect the final time: execution, overworld RNG, the flagpole, and loading times.

For execution, I used the ingame timer and estimated to the tenth of an in-game second. For example, landing on the flagpole right when it switches from 451 to 450 would count as 450.9. I found the total difference for all the levels and multiplied by .75 to get it in seconds.

RNG was difficult to get exact because hb/box are often off-screen, so I had to estimate based on the number of wing flaps/footsteps.

The flagpole was easy; each time you land backwards it saves 1/3 of a second, so I added those up.

The you can use those numbers and the total time difference to find the loading time advantage.

The most accurate way to find it would be to go through all 73 loading zones a count the number of frames each one takes, but that's not really feasible going off just youtube videos.

If you spot an error in my procedure/think of a better way, please tell me.

Virginia, USA

Honestly I think the best idea is to simply come up with a new way to time things. I will be beating my PB sometime soon probably so I don't really mind what is said about my PB for now- it is obvious your run is cleaner than mine walrus.

North Carolina, USA

You're probably right, do you have any ideas about a new way to time things?

Victoria, Australia

Ok I have started learning to run this game and I have a couple of stuff to say. Firstly, is there a timer that lets you pause it for a few seconds, to make up for loading times? I think something like that would work great, and after the run, you can alter the pause times. Is this a possibility/already a thing? Secondly: What are the approximate timings for the 3ds? I imagine just under wii u/emulator?

Italy

I don't really know about autosplitter, but I guess your 3DS should be linked to your PC somehow. Also, as far as I know, 3DS have the same loading times as DSi and DS, but I may be wrong.

Virginia, USA

I feel we don't want to overcomplicate the loading time thing. If we try to start and stop the timer 73 times we're pretty much begging for an inaccurate timing. The best thing to do would be to test compared to ewaller's PB to see of the loading times still match the 43 seconds that were calculated. We alreadu have a contradiction from the first experiment that was done. If, and only if, the results are equivalent then a time deduction can be simply taken from Wii U and/or emulator. If the results do not correspond there really is no sufficient solution. We would either have to use IGT, keep things the same, or use a questionable timing system that is very prone to human error. I believe Donkey Kong 64 had the same issue when the game was released to VC but it looks like nothing was really changed.

Italy

Mh, is there a way to set specific loading times with EMU?

North Carolina, USA

I don't know if you can set loading times in emu, but I know emu would be the easiest to go through frame by frame and count up the loading times. Also, I'm not sure if the different emus all have the same loading time.

I'll try using ewaller's run and my run, going through and counting up all the frames of the transitions, to get an accurate time, but please can other people try comparing some runs with the procedure I describe here: http://www.speedrun.com/nsmbds/thread/t82dg/3#u2v1y

Multiple people have said that we should time more runs to get an accurate number, but so far no one else has actually done it or suggested a better way.

Victoria, Australia

Yeah, that's why I suggested where you could alter the pause times afterwards to be frame perfect. Or you could manually just remove the frames from the run afterwards

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