So essentially I propose this:
- Arcade Any% (the current one) --> IGT, glitched banned
- Arcade glitched% --> Loadless & IGT, loadless timing starts at the beginning of Hiro 1
- The Final --> Loadless
- The Final glitched --> Loadless
(My presence on the internet might be spotty for this weekend, but I'll be sure to read everything by the end of Sunday)
I thought for a while about this and this is my proposal:
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Arcade Any% stays as it is, with IGT as its main timing method. As I previously said, the main point is the route keeps into consideration the fact you can collect the fruits to reduce the game timer.
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Arcade glitched% should be considered in both IGT and RTA/Loadless. My main issue here is that the Hiro skip essentially skips 1/10th of the run before the IGT even starts ticking... and it's debatable whether you'd call it a skip as you need to do the entire Hiro anyway first. Which is exactly why a different timing method should ALSO be included alongside IGT. My idea here, however, is that Loadless should be its main timing method.
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The Final can be measured with IGT, but the issue is the game doesn't show it clearly (you'd need to use the autosplitter or read the PS1 memory, so that needlessly overcomplicates things). Which is why I propose simply timing it as Loadless.
Keep in mind Loadless timing is fairly easy to do with the autosplitter, and keeps into consideration the fact load times are dependent on the emulator you're playing on (loads, for the most part, don't depend on your PC hardware). If you play without livesplit, or if you play on official hardware, runs would need to be retimed manually, which is not a great thing to do for glitched% but basically free on the other categories.
The run is accepted for now in the new category I created for it. For the time being, I think it's best to state both IGT and RTA for glitched categories.
The IGT calculated by the autosplitter matches the one displayed at the end of the game only if you don't perform those glitches. And that was fine before those glitches were considered.
I am looking at the submission I received and I'm kinda conflicted, because the internal game timer, as you correctly said, doesn't consider all those saves and reloads. Worse, it doesn't consider the fact people need do the entire Hiro normally before even "starting" the run. The point is doing all those glitches artificially lowers the game time, but RTA the run is considerably longer than the standard Any% for this reason.
Using the timer as displayed by the autosplitter can be fine (it supports every PS1 emulator) but excludes people who play on real hardware. Which is an issue simply because the current WR is still done on real hardware.
I need time to think about this. Pretty sure though glitched runs would probably be part of a separate category.
Please do keep in mind the load remover, for consistency purposes with the original trilogy, behaves similarly, pausing the timer during loads and during pre-rendered cutscenes. If you have improvements to propose (like, autosplitting), feel free to ask me here or on discord. Thanks.
The moderator kinda disappeared and hasn't logged up in a month. Try contacting him on some social media or ask in the global forum to get added ad a mod yourself
Ok autosplitter has been updated to the new game version. Enjoy.
So the game was updated today with 4 new tracks and a new GP How are we going to settle this on the leaderboard?
Oh, I just noticed the game has been updated on steam. I'm on my way on updating the autosplitter to add support for the new version of the game.
EDIT: support for new steam patch added. That was easy enough.
The autosplitter has been updated. Now it supports all the 3 main versions of the game (PAL, NTSC and NTSC-J). Supported emulators are ePSXe from version 1.6.0 up and retroarch (both 32bit and 64bit) using Beetle PSX, Beetle PSX HW, PCSX_rearmed or Duckstation cores.
Hello everyone. I just completed setting up an autosplitter for the game which includes automatic in-game timer.
Download here: https://raw.githubusercontent.com/Jujstme/Autosplitters/master/Kula%20World%20-%20Roll%20Away/RollAway.asl
For now only the US version of the game is supported. Supported emulators are ePSXe from version 1.9.25 up and retroarch (64bit version only) using Beetle psx or PCSX_rearmed cores.
I will add support for 32bit retroarch and for more ePSXe versions in the upcoming days. I might add support for the PAL version of the game, too, but I'm still thinking about it.
If people are interested in running The Final, this autosplitter should already support it. Let me know if you want The Final added as a game category on the leaderboards.
Ok, so apparently I became the new mod for the game lol. I actually wrote a working autosplitter with IGT calculation for retroarch using beetle_psx and I'm planning on testing it soon (I also need so severely de-rust this game huh). Will update you all soon.
Ok so the autosplitter is up and running. You can select it directly in LiveSplit. Of course it works only on the PC version, for obvious reasons.
Ok so I quickly checked the game and it basically uses the same memory management system used by Team Sonic Racing (aother game from Sumo Digital). I'll probably be able to write an autosplitter with automatic IGT calculation in the next few days ^_^
I'm planning of running this game. I might write an autoplitter for the pc version.
As Nim said, you need to edit your submission in order to put a valid link to the video of your run (if you're linking twitch, make sure it's not a past broadcast that gets automatically deleted after 21 days).
It would be easy enough to write one anyway. Which emulator should we consider?
A category can be made if there's enough people willing to run such categories. For the same reason we never made, for example, a story mode 100% category. It's tedious, unnecessarily long and, as far as I know, only 1 person attemped a run of it.