Комментарии
Cumbria, EnglandpetaQ3 years ago

Fantastic work Cecil, thanks very much for this!

Cumbria, EnglandpetaQ3 years ago

I will be make a guide/tutorial to the game to encourage new runners in the next few days. The game looks complex at first but isn't that bad and is quite short.

Cumbria, EnglandpetaQ3 years ago

(Record kept here since I cannot now find Activity Log) I edited the rule defining timing start which was inaccurate and ambiguous, to reflect gain of control. petaQ 27/10/21

yelsraek и ShesChardcore нравится это
Cumbria, EnglandpetaQ3 years ago

Hooray, my cpu has a U after its number, useless ftw :D I agree Rev 01 is a far safer bet, thanks for the advice. @Cecil, you should use Rev 01 for Original Mode since its frame rate is constant. That will make things far easier at least.

Original Mode rules updated 27/10/21

Cumbria, EnglandpetaQ3 years ago

As I understand it no emulator runs Rev 00 correctly. Just don't use Fusion. Idealy Bizhawk because it has a native frame counter and is a more known quantity (at least for me). Tako or other observers can you help me confirm an understanding here?

When I've modded other emu-primary leaderboards with Bizhawk runs I've done (frame count) / vsync (59.92274) - is that a sufficient equivalent to console RTA or does it fail to account for lag properly regardless?

I'm not sure what memory variables you'd like - but I have access to the money area, parts levels, and win/losses, things like that. An autosplitter would simply need to take account of the change of opponent after each series of races, so it could flick depending on opponent memory value.

For now I'll say that emulator runs would be branched off from console, but depending on responses we may be able to bodge it.

Cumbria, EnglandpetaQ3 years ago

Cecil, can you confirm whether you wanted to run Original Mode on emulator or console?

Cumbria, EnglandpetaQ3 years ago

Shime, what do you mean by apply the same thing? ^^ The plan is to use RTA for Original Mode, to be clear.

Cumbria, EnglandpetaQ3 years ago

Yeah one thing I could easily do in the next few days is auto-test a number of things by doing a hack where I fix track position and remove collision, and race the same course at the same speed each time but changing different parts to see what works best. My thinking with early crash upgrades is that the sooner we get top accel, handling and speed, the advantage multiplies through every other race we do in the run. I would be very interested to see you submit some Arcade times! There's a bounty on Africa right now so just submitting any runs before new year could win you $30 up to $100. If you'd like to add me on Discord feel free, I'll start tinkering in the next few days and we can post significant results here to encourage competition.

Cumbria, EnglandpetaQ3 years ago

Hey! Welcome in. <3 I started a tutorial a while ago, I would love your feedback on what is good and bad about it.

The Rom with Rev A is showing up as Rev 01 when I load it. The two versions handle differently and have some cosmetic changes. Rev 00 is the one with Morobare/Bridalstone signs; Rev 01 has Soroban/Genesis signs instead. Almost all top runners prefer Rev 00 for the way it handles: its frame rate is uncapped meaning there is speedup/slowdown depending on traffic, which effectively gives you a bit more reaction time in difficult areas. Rev 00 also has more responsive steering. The two feel very very different, but both are permissible for runs. In fact emulators have a really hard time with Super Hang-On and a console tends to run slower, though again most top players have found using emulator has sharpened their skills.

There is no autosplitter because the in-game timer is what we use, and it's bugged: subseconds carry over between sectors so currently we have to manually retime runs. Because of problems with emulator timing accuracy, nobody has yet done a speedrun of Original Mode. It would have to be done on console therefore. It would be a giant, giant pain to route and would likely take hours, but if you want to do such a run I would welcome it.

You can also find a tutorial on Original Mode mechanics here: https://gamefaqs.gamespot.com/genesis/586503-super-hang-on/faqs/15481

If you are set on running that mode let me know and we can work on routing together. I imagine there will be pinch points where we want to repeatedly abuse the break bike/retire function to get lots of money and do massive upgrades.

Any further questions please ask away!

тема: Marble Madness
Cumbria, EnglandpetaQ3 years ago

I was requested by SRC to ask for the addition of GBC Marbles manually through you guys in the series. The initial run is linked here:

Cumbria, EnglandpetaQ3 years ago

As of 29/8 ShimeGabriel has taken first place in the new run bounty with a 3'19"26!

Cumbria, EnglandpetaQ3 years ago

As of 23/8/28 the new run bounty has Gustavo_Kennedy in first place, and Shime in second at 3'21"960. Nobody has a third place run yet!

Cumbria, EnglandpetaQ3 years ago

Hi, welcome in! The difficulty level affects how much time you're given, but because we're holding 2 all the way through, it's literally only one frame per level per diffculty step. So to go from 0 to 1 saves 6 frames, etc.

тема: The Site
Cumbria, EnglandpetaQ3 years ago

Messages are not loading in the main pane for me.

Cumbria, EnglandpetaQ3 years ago

We are in the process of retiming all runs past and present for leaderboard consistency and to include milliseconds owing to the shortness of the game and tightness of the board. Please bear with us while we do this as there are some complications due to different video frame rates. When you submit runs in future please show frame counter if using an emulator. If you have any questions or issues with retiming just let us know, since we want this to be transparent and a one-time edit so that everything is clear for future runs.

Cumbria, EnglandpetaQ3 years ago

I appear to have found a reason for the negative split inconsistency: if I repeatedly press pause on the route select screen it speeds the game loading up. So for clarity's sake we can advise the use of -5.51 still but always time from the first frame the screen fades in. This should not be the first frame Batman moves as it is common for players to deliberately wait until they see/hear the screen for timing purposes. Similarly, any movement or weapon use after killing Penguin can lag the game. So it makes sense to keep the final frame as being loss of control. Since you haven't retimed any runs I propose we use the true vsync so that console runners are not disadvantaged. That is, an emulator run's limits are now defined as: (First frame of screen fade in to Loss of control) / 59.922751013551. For this to work we will need to specify that captures should be 60fps raw where possible. Other communities I am in have at times requested raw video files to be emailed to a mod for this same reason- Youtube outputs only at 30fps so retiming runs from there as the source will be a tad inaccurate and should be avoided in the future, though I propose we retime all existing and obsolete runs to this precision now to be consistent. I'd be happy to do that with your approval. I'm lucky I've encountered precisely this sort of stuff before.

This post was edited to remove faulty information

Cumbria, EnglandpetaQ4 years ago

(Edited to remove faulty info and add new info) We don't have to be super specific as long as we do something consistent. So I'll add in milliseconds for all past runs. Taking Marble Madness as a precedent, some runners lower down choose to add the ms in but most are just marked by a second barrier. It's only in the 2:55- category that all runs are retimed.

Radioactive_Man, when you retime SMS runs for boards you mod, are you just using a video frame counter such as yua, or do you take emu frame count and divide? I've been using n/60 for a long time in games I run, whereas I find info that the SMS frame rate is 59.922751013551. That's a small difference but I would be curious to hear what your experience is so I know whether I should look at migrating to a more correct use. I know many NES and GB communities use absolutely different divisors so this is more a curiosity than anything.

NB on millisecond runs: when you fill in an MS column you must fill it in to 3 decimal places or the site will mistakenly add a 0 in the leading column. I believe then that Sacrieon's run should be filled in as '120' in ms as it currently shows as '012'.

I just looked at the negative split also. I read that timing starts from the frame batman is loaded. When I pressed 1 on frame 1000, Batman appeared at frame 1325 though, and that would correspond to 5.43/4 seconds. Do you have the original source info for the use of 5.51? I figure if we're taking care of the board we can wrap this up all in one go and avoid any future confusion. I also timed out the final hit from penguin (marking the first frame where explosion animation appears on ducky) to loss of control as 223 frames in case this helps anyone for future.

Cumbria, EnglandpetaQ4 years ago

Thanks! I'd be glad to be a mod if you'd like someone to help run the board 👍

Cumbria, EnglandpetaQ4 years ago

Sacrieon and I are both grinding for WR level now, and I feel it's an appropriate time to ask that milliseconds be added to times - the top runs seem to be second-unique anyways but adding in the MS will make it easier for new runners to track progress.

AntBlueR нравится это
Cumbria, EnglandpetaQ4 years ago

This post will be updated as time goes by to show the current standings of the leaderboard for this bounty.

As of 12/7/21 the new run bounty has one leader:

Gustavo_Kennedy 3'20"260

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