cool thank you guys
I've only done a handful of mgs3 runs on MC PC but I'll throw in my two cents
- Do you agree with the Game Split for SRDC?
yes
- Do you agree or disagree with the HD Emulator board removal?
If it's already there, I see no harm in keeping it since it's already separated. But I haven't ran emu or have any interest in it.....so take that with a grain of salt
- Do you have suggestions towards the new category setups?
I do think that the MC Console and HD Other board could be merged, since HD other is mostly ran on newer xbox's due to backwards compatibility, it's probably on par with running MC. PS3 should still be on its own imo with how much of a disadvantage it has due to load times, with the MC PS3 runs will likely become obsolete anyway so it likely won't matter much. I don't see a reason to bury those runs in with current console runs. But PC MC obviously needs to be separated. Easiest way imo would be to leave the boards as is and just have a new MC category as planned(?). But I don't see a reason to merge ps3 and other unless it's just to clean up the board a little. Either way, that's just a suggestion
- Which timing method do you prefer specifically for MGS3 MC PC - Loadless IGT or RTA?
I'm fine with either method. But if I had to choose, I'd prefer loadless IGT so livesplit and the score screen match. Although I understand any concern one would have with actually affecting the game data itself to do so. As long as it's loadless I'm cool with it
Today I completed an All Ghost Photos VE run after seeing that it was a category extension for the original and thought it would be a fun run to do
Considering this category doesn't exist, and being that I highly doubt anyone else is interested in doing it
I ran this on Dolphin 5.0-20240 instead of 5.0 so I could disable "Store XFB Copies to Texture Only" in the graphics hacks settings (this also fixes the blue codec screen in newer versions). I understand that this change to the settings falls outside of the Leaderboard rules. At the end of the run, I explained and showed an example of why I did this, as in 5.0 the photos are solid green, although the ghost is still visible. While I could have done this run on 5.0, I chose to do it on a newer version with this setting changed out of pure preference, as anyone else interested would be able to see the photos as they "should" look in game.
Here is the link to the run:
The main reason for this thread would be the discussion of the settings change
The run is possible (as shown at the end of the video) in 5.0 with default settings, and while 5.0-20240 is much slower, the settings change as I understand it is against the rules. So if it's decided not to allow this run I can understand that. At the same time, it's just a silly category extension run so I honestly don't see any harm in it.
My intention was to do this run on console to avoid this issue entirely, but I think my Gamecube is dying and while practicing, wasn't able to finish a run. This was the next best option for me personally, as this was just a one off run for fun. I just thought it might be nice to add to the CE's
Thank you, Suave Beardson
This has been talked about quite a bit over on the Unravel Speedrunning Discord but it should be posted here as well
There is a technique some of us PC runners use we've called "Uprunning"
On a keyboard (as seen is DonDoli's WR Run) Yarny will gain extra speed by holding the Up Arrow Key in addition to the Right or Left Arrow Keys
This makes a lot of more difficult jumps easier, as well as other jumps and various things possible that aren't possible otherwise
I also run on PC using a PS5 controller, this is also possible by mapping the Up Arrow Key of the Keyboard to the R1 Button (any button you choose will work, I just chose R1)
Here is how to set this up for a controller on PC
Open Controller Layout
Click Edit Layout
Click whatever button you wish to use as the Up Arrow of a keyboard, in my Case R1 (or RB for Xbox)
Lastly Click Keyboard and Select the Up Arrow Key
The R1/RB button is now mapped to the Up Arrow key of the Keyboard
This will allow you to use the analog stick for normal movement and use the R1/RB (Up Arrow) as a type of speed boost
As for Console Runners
I'm not sure if there is a way to remap buttons on an Xbox but I did some testing of my own on my PS4 and while there is button remapping options, there isn't a way to map the up movement like this.
It seems holding the analog stick at an upward angle may give Yarny a speed boost sometimes but it's a very precise angle, I could not get it consistent, and I personally wouldn't depend on it
This does give PC runners a very distinct and large advantage imo
So as a result of doing this the playing field is fairly lopsided
I am still looking for ways to do this or something similar on Console but haven't found a way to do it yet
I definitely see your point and agree with it to a certain extent
I feel like as it sits doing a loadless real time would level the playing field to a certain degree
But I believe pc has at least one more advantage than just load times With a keyboard if you hold the up arrow key while running yarny actually runs faster, giving you extra momentum in jumps and things like that. In my run (3rd place currently) I mapped the up arrow key of the keyboard to the R1 button of my controller (as shown at the beginning of the run)
I did a little bit of testing and it looks like holding the analog stick on an angle could accomplish the same thing, but found it awkward to do personally so I didn't test it very long to see if certain jumps were possible that way
I would personally be in favor of separating console and pc to seperate boards as most games seem to do However due to the lack of popularity this game seems to have with speedrunning I feel like it would just thin the board out to much
Long story short, I do agree that pc players likely have an advantage over console players
I just wonder due to the lack of popularity and inactivity this game has had, if any such changes would even be worth it, but I'm not against the idea
First step though is discussion So you've got that ball rolling
Right As others have already stated I don't see any major advantages but there also isn't a NEED for it like others in the series
I'm okay with keeping the status quo, but a clarification in the game rules would be helpful imo, considering other mgs games do allow it, one could potentially make the wrong assumption
And i don't see any large scale turbo specific testing being done anytime soon
looks like so far 2 in favor 2 not in favor myself and hau5 seem neither for or against
I used it on a few practice runs recently for cutscene skipping and just found it to be a little more relaxing But I suppose the nature of a speedrun isn't relaxing in general lol
I'm fine with or without Just wanted proper confirmation and or discussion before using in actual runs
Any specifics or just yes across the board for any purpose?
I know the rules don't say one way or the other on turbo function(s) and correct me if I'm wrong but I'm pretty sure most MGS games allow it in some form
I'm just getting kinda tired of mashing through the cutscenes and was thinking about assigning a turbo button for cutscene skipping
I'm not sure if there would be any actual gameplay advantages for turbo but before using it in a run I figured an actual discussion of the topic should be had
I see in the rules you have to use the 1964 emulator are runs with project64 allowed? I've been having issues with 1946 crashing and project64 runs better for me