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EnglandDrakodan7 years ago

If you're looking at running SADX, you'll benefit greatly from joining the Sonic Speedrunning Discord Server:

https://discord.gg/0SjxovrK6kh3rlfe

Blinkdor 喜欢这个
EnglandDrakodan7 years ago

In early March we'll be playing the very first Hero Story tournament that is to be hosted by Speedgaming! Register at the link below, the deadline is going to be a few days before the event starts, so you have as late as the end of February, but please do it now if you can! More details can be found on the tournament page.

http://challonge.com/sa2b2018

EnglandDrakodan7 years ago

We're putting together a Hero Story tournament to take place on SpeedGaming, please feel free to sign up if you're at all interested. Slated to take place early March, more details to come soon.

http://challonge.com/sa2b2018

EnglandDrakodan7 years ago

This would need some level of player demand to even be considered as a category, and as far as I know nobody is currently running these. They've been done in the past and are tracked over at The Sonic Center, like the rest of the ILs.

主题: Undertale
EnglandDrakodan7 years ago

When asking for a new category, one of the primary questions one should ask themselves is "What does this category offer?"

You're asking for a category that completes all 3 main endings, which already exists in the form of Soulless Pacifist, but you then claim that's not what you want, you want 3 separate playthroughs: One of Genocide, one of Neutral, and one more of True Pacifist.

So I direct that question to you: What does that category idea offer?? It's literally just Soulless TPE with another Neutral playthrough stapled onto it for no particular reason other than just 'because'.

This has no reason to exist.

Bain8renn, H3xon, Hydro 喜欢这个
主题: Speedrunning
EnglandDrakodan7 years ago

Either time is sorted by Ascending, or it's an RTA/IGT discrepancy where one run was better by RTA, the other by IGT.

EnglandDrakodan7 years ago

Here you can find a Discord server for all of the Rocket Knight games:

https://discord.gg/kZg9ers

EnglandDrakodan7 years ago

Here you can find a Discord server for all of the Rocket Knight games:

https://discord.gg/kZg9ers

EnglandDrakodan7 years ago

Here you can find a Discord server for all of the Rocket Knight games:

https://discord.gg/kZg9ers

EnglandDrakodan7 years ago

Here you can find a Discord server for all of the Rocket Knight games:

https://discord.gg/dNnCVTT

EnglandDrakodan7 years ago

Here you can find a Discord server for all of the Rocket Knight games:

https://discord.gg/kZg9ers

EnglandDrakodan7 years ago

Indeed there is! I'll post it here and also update the forum pages for each game with the link, thanks for bringing this up.

https://discord.gg/kZg9ers

主题: Speedrunning
EnglandDrakodan7 years ago

There is far too much focus on WR culture in speedrunning.

EmeraldAly, coolestto 5 其他 喜欢这个
主题: The Site
EnglandDrakodan7 years ago

The general rule of thumb with video footage is that video integrity trumps video quality. By that I mean, as long as the framerate and resolution are CONSISTENT, that is generally viewed as being more important than the video quality itself.

Most moderators I know would much rather verify a webcam recording at 240p 30FPS as long as that was constant and still looked legible than a 1080p capture that drops a lot of frames and has footage missing.

TDT, Slevanas, Aureus_Lunae 喜欢这个
主题: Speedrunning
EnglandDrakodan7 years ago

I shouldn't even be dignifying this with a response since you made your account specifically to make that post, but you're aware that the very beginnings of runs are typically the most likely to be extremely optimised since it's the section of the game the runner has the most attempts in, right?

I just looked at the run in question, and nothing about the very start of it looks inhuman to me. It's very clean, yes, but that doesn't make it inhuman. 'Inhuman' inputs in FPS-style games like that are characterised by extremely quick, pinpoint direction changes with absolutely no deviance in the angle they end at (ie they never 'overshoot' the angle and have to re-adjust) and that's not really what I'm seeing here. I've seen tool-assisted/scripted FPS movement before, and this is not it.

What would a runner even gain from scripting 'the very beginning' of their run, anyway?

Aureus_Lunae, DarQ 6 其他 喜欢这个
主题: Speedrunning
EnglandDrakodan7 years ago

As long as it can be demonstrated that the ROM that's actually being loaded by the system is the original it should be fine.

主题: The Site
EnglandDrakodan7 years ago

If that's a worry, then he can just be reinstated as a Verifier. Verifiers cannot change any game settings or parameters.

YUMmy_Bacon5, Hako, blueYOSHI 喜欢这个
EnglandDrakodan7 years ago

I did see that Los did a TAS, but I have no idea what emulator it was performed on and thus how accurate it is.

The timing discrepancies between our two TASes are 2 seconds by TAS timing, 1 second by RTA timing, so there's a big difference somewhere.

Lag is a nightmare to work with in this game, and this is basically the result of a couple of hours of work; this was done more for the sake of calculating which RTA strats would be faster, but I may start over with lag reduction in mind. I wasn't aware of the movement speed however, so that's something else I'll keep an eye out for next time.

EnglandDrakodan7 years ago

Before you get excited, it's not notable. Adjusting for RTA timing, the TAS gets 4:22, and a high one at that. Just like my original run.

It has brought into question whether 4:21 is possible, though. I've learned some things about this game whilst creating this TAS:

  1. Jumping, in and of itself, is faster.
  2. Falling is slower.
  3. Some parts of the current RTA route are actually slower, by frames.

There is one element to this game that ties all 3 of these points together, and is not detectable in a run: Lag reduction.

I had a NIGHTMARE fixing desyncs due to the way lag works in this game. For practical purposes, it's random. The frame that you perform specific actions will influence how many lag frames you get thereafter. Even an action such as jumping up to a platform will give variable results depending on when you jump.

The most surprising thing this taught me was that taking the third turtle in Stage 3 is SLOWER. How is this possible? It's because the speed the turtle moves is only marginally faster than taking the bottom path, but the lag generated by the higher path, including being forced to collect the heart up there, generates so much lag that it actually loses more frames than it saves.

I think if I went back and completely redid this TAS from the beginning with lag reduction in mind, it could be a 4:21 equivalent, but it's a lot of frames to save. About 50 of them. Will there ever be an RTA 4:21? Don't hold your breath. Will record and upload soon.

主题: The Site
EnglandDrakodan7 years ago

@Klashik I'm afraid that's also not true. I just tested that hypothesis on a run, adding and subtracting a second to the runtime, and:

https://i.imgur.com/YP7bg4x.png

https://i.imgur.com/TDW2csN.png

Clearly the verification details have not changed. I do recall seeing the phenomenon you're referring to happening, but I don't know what triggers it, as generic changes to time don't seem to. It's irrelevant in this case as Buju straight up said he just didn't verify it for months.

YUMmy_Bacon5 喜欢这个
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