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Canadajunkyard_dave5 years ago

Hey, curious what's going on, as a run is missing or not categorized properly. It's somewhere in the top 10 as Kat and I have recently set quite a few PBs and snuck under (or so we thought) top 10 in co-op. xD

If you check the leader board itself, it says we're in 9th place.

https://www.speedrun.com/user/junkyard_dave https://www.speedrun.com/user/Kat_kunoichi

If you check our profile though, it says we're 10th.

Other people are also wrong:

https://www.speedrun.com/user/SuperHandi (8th on board, shows 9th).

People before like Titanish and 5th are working properly, and people lower on the leader boards also work properly.

I am curious in who has a hidden run here. xD Someone is not displaying properly because likely (I assume from other boards I moderate on) variables were probably updated at some point on these boards and no one adjusted that one run manually, so it doesn't display on the board itself, but it still counts in terms of rank.

Or anyone else know what's going on or missing?

I did ask Bbforky, too.

Canadajunkyard_dave5 years ago

This is somewhat of an issue on a lot of retro boards I have runs submitted on.

A lot of people are added to boards, which are notable people within a game's community, but on SRC they're basically non-existent as a moderator and their duties. This ends up dispersing the workload onto one person, and if that one person isn't around, submissions hang.

We had this problem on Batman (NES) boards a long time ago. I literally got rid of myself (and asked the site) to remove like 7 people who never approved anything but held a moderator position anyway, but were added to that board, and I appointed new people who were both knowledgeable about the run but more importantly ACTIVE on SRC.

Seems a lot of boards I'm aware of with or without runs are like this and it's sort of an annoying trend.

To maybe clarify: I'm not looking for any kind of immediate resolution or anything to something specific, but I'm curious at what point should it be addressed or brought up. A lot of boards I'm talking about have probably if you check the verified runs, one dude working crazy hard at verifying and staying on top of things and a bunch of dormant moderators.

At what point does this become an issue that should be addressed?

Novawolf, HopeTrash 8 其他 喜欢这个
Canadajunkyard_dave5 years ago

Congrats on all the new submissions as well!

11+ runs submitted in the last day is pretty nutty.

A general reminder:

Feel free to join the Discord as well.

https://discordapp.com/invite/sRSXQGg

Canadajunkyard_dave5 years ago

Figured I'd post it here, was practicing this for the Big 20.

It's triggered on the subway stage, and pretty sure it's triggered by the dog somehow. If you happen to hop into the last subway car on the same frame (?) a dog tries to jump and attack you, then ride the subway into the slums, it seems you actually wind up with partially infinite health. Fire and the hobos don't hurt you, but the spikeballs and boss still do in the slum stage.

Maybe getting hit (provided it was triggered this way) as you transition into the next screen could serve useful in other sections if this wasn't known to begin with. I can upload a video of it later and probably will.

Hope it helps someone.

Canadajunkyard_dave5 years ago

Hey all.

Krikkz updated MM5 support yesterday so Everdrive officially supports SimCity now.

You can download the updated mapper, here:

https://twitter.com/krikzz/status/1153273232839061505

Canadajunkyard_dave5 years ago

Hey all.

I added a category as well today which has already seen some submissions which is time attack (boss rush). Unfortunately, it's a Nintendo Switch exclusive mode for now, but it's also probably one of the coolest for this type of game. Straight up boss rush with minimal resources.

3/4 characters have runs posted for them, Doris in particular being quite optimized. I really look forward to seeing how pushed down each of the characters and their individual strategies grow.

Canadajunkyard_dave6 years ago

Hi.

Maybe some people heard some news about Duck Tales 2 runs yesterday being removed because someone was using a frontend (emulator) known as Retroarch.

The original post can be found here:

https://www.speedrun.com/dt2/thread/fx85w/1#pjbav

The thing is, Retroarch itself does nothing as it's just a frontend people can use like MAME to have access to multiple emulators ("cores") without having to download all the standalone variants individually. It's basically a frontend where if you want to use the same program to emulate Game Boy games and then play PS1 right after, you can. As I posted in the original thread, by Garadas, who even tested himself, there's no difference timing-wise between using FCEUX (as a core, via Retroarch) and FCEUX through another emulator that offers it as a core (like Bizhawk) or just simply using FCEUX as a standalone emulator. Provided all the cores reference the same release version, timing will always be the same between all versions.

In other words, if you download Retroarch, don't touch any settings, and load the same core, you'll have the exact same experience again as downloading FCEUX as a standalone emulator (provided again the versions are the same). The problem isn't with Retroach emulation per se, but the fact what you can do with Retroarch externally as a program by itself. Retroarch AS A FRONTEND has lots of different options and settings you can mess with to eliminate/reduce things like lag in-game by adding extra sprites, changing the frame rate and such across the various cores it supports.

Banning Retroarch as some kind of universal solution is nonsensical because the only way you could "cheat" with Retroarch is if by default you change those various settings within the program to begin with. The only way someone would be able to discernibly tell a difference between someone using FCEUX as a core via Retroarch and FCEUX by itself as a standalone emulator, is literally if they start to cheat (or alter those various settings) and lag inconsistencies arise like they did in Duck Tales 2 that can't be replicated on a real console / even between other emulators. There's literally no other way to tell someone is using FCEUX via Retroarch or just FCEUX by itself.

So, from this point forward the moderators accepting emulator runs on this board will check for things like in-game lag where it's known to lag to ensure no one is messing with any frontend program that can change those settings to minimize or reduce it, instead of senselessly banning something with no knowledge behind how it actually functions as a whole. My advice to other moderators on other boards is to treat this recent revelation on a game by game basis as well.

On a personal note: I used to use Retroarch to run TMNT2 sometimes before I had an original setup. Now, I have a real brick console, RetroUSB AVS and sometimes back then used Retroarch anyway (with the same FCEUX core) to run TMNT2. My only reasoning was the brick controller sucked, I have man hands and TMNT2 bothered them until I got used to it switching over to a real setup. In TMNT2, lag frames that existed on fat brick console, which also existed on AVS, also existed on Retroarch (via FCEUX). There's no way lag frames "accidentally" disappear with Retroarch unless you're intentionally altering those settings to make them disappear to begin with.

Feel free to post any thoughts or questions.

Zimond 喜欢这个
Canadajunkyard_dave6 years ago

Hey all.

I'm posting this in a more open place as a while ago both made a community Discord server for both Wild Guns: Reloaded and the SNES version. I also requested the boards for Reloaded. From the Reloaded since of things, a decent amount of people have joined, so SNES folk, know it's here in general if there's any interest to you:

https://discord.gg/sRSXQGg :)

JanomanX, Skunky48, Bakuman84 喜欢这个
Canadajunkyard_dave6 years ago

Yo. :)

This game has seen some new runners recently and the times have been pushed down appropriately. In the time this board was created, there was multiplayer categories for 2P, 3P and 4P that have gone totally unused. I removed these categories (for now) to prevent there from being tons of categories where no one is running anything. Sadly, and very SADLY, this game lacks online co-op, so local co-op between 2P - 4P is probably going to be quite rare. I'll add probably a co-op category again and just place them under miscellaneous for now until runs are submitted.

The old category ("Any%") saw some evolutionary growth which was cool to see from the run standpoint. A few players started noticing the potential within Doris in particular, and quite frankly, Doris is a monster truck. xD What she can currently do is unparalleled compared to all the other characters, and the current record video (20:25 by ArcTheLadder) shows her potential. I wondered at the time about making this board if characters should be separated instead of grouped together, but yeah, reaffirmation was there to separate after the run that was submitted today.

I think over time as people optimize character-specific routes or strategies it'll be impossible if they're all grouped within the same category to remain competitive for the characters themselves. It's quite possible (let's pretend this Doris run was perfect, for example) at 20:XX, that Annie having an equally perfect run might clock in at 22:XX at best. So, to encourage individual character routes, individual character growth and individual character strategies, I separated the characters into their own separate categories today in hopes that it allows other character use and growth and avoids people being forced into just using Doris when running this game. Hopefully over time as people continue to use certain characters, the individual routes continue to become optimized.

As an addendum, some rule revisions were added:

  • No changing characters throughout the run, obviously. You can't Doris through a run then switch to Annie at the very end and submit the run under Annie's category.
  • "Beginner Mode" is banned on the Switch version. Beginner Mode grants the player infinite lives.

Community Discord for both Reloaded and the SNES versions can be found here: https://discord.gg/fJMrrQP

SNES boards: https://www.speedrun.com/Wild_Guns

(I'd encourage anyone on Reloaded to try out the SNES OG.) :)

Thanks for reading. =)

Any questions or feedback let me know.

And on a last foot note: I manually adjusted everyone's runs into the proper categories to reflect the above changes. I SHOULDN'T have broken anything, but if you notice something is wrong with your own run (filed under the wrong difficulty or something), please also let me know.

Bakuman84 喜欢这个
Canadajunkyard_dave6 years ago

Whenever I submit for a board on Speedrun, I always try to setup a community Discord server to make it easy to talk about resources. I made one today: https://discord.gg/NY4WjMb

I actually expect probably no one to join as this game is extremely obscure, though I'm glad a few people have added it as an interest/followed game. I REALLY enjoy this run. I hope more people who randomly stumble upon the run pick it up and try it out. :)

Welcome in advance to anyone. =)

Canadajunkyard_dave6 years ago

My girlfriend and I recently started running this, and really enjoy the co-op run. It's spawned a few questions though.

  • Max's skip, she goes for it and does it every time, but what's the technical reason this works (and how does it work) only with Max and not Goofy?

  • Is fruit entirely RNG or tied to the RNG seed itself?

  • Are the RNG seeds known before entering Pete? Seems like in the practice ROM shooting the cannon changes the RNG seed/Pete's pattern before entering.

Or, maybe better worded, is there known good RNG seeds? Or is RNG like totally volatile that he has endless patterns?

And last, that platform thing with arrows.

HOW?

Can it be controlled or manipulated somehow? xD

Thanks.

baldnate 喜欢这个
Canadajunkyard_dave6 years ago

Hey, welcome to anyone interested in running this game.

One general note I should probably post here, is at least on Everdrive (with the current firmware) this game doesn't run properly. Unfortunately until Krikkz updates it, the emulator FCEUX runs it as it was intended to be run. The prototype otherwise is broken on real hardware.

Information about that:

http://krikzz.com/forum/index.php?topic=7811.msg65562#msg65562

So before anyone rips their hair out trying to figure it out, this is why at least. :)

NerdyNester 喜欢这个
Canadajunkyard_dave6 years ago

Figured I'd post this here for people that don't have me on Twitter and stuff:

I always make frame by frame comparisons on videos to understand where people are saving time on me, but top 4 in hard are now separated by about 20 seconds. It's pretty damn cool to see, since 1st and 2nd use an alternate route and 3rd and 4th use the old route. 1st and 2nd use Annie, 3rd and 4th use Clint. xD

Anyway, neat watch if you like this run.

Canadajunkyard_dave6 years ago

Hey. :)

I'll add categories (proper labels/variables) to this board to better sort it aesthetically and visually. I'll back up everyone's run and edit it manually, so if you see the times on the leaderboard freak out and disappear, that's what's going on. It'll take some minutes to do, but it'll be nicer to look at. Once it's done, I'll post again in this thread saying so. All this means that in the future, there will be one more little box to fill out submitting a run to select: "Easy, Normal and Hard".

Also, I'll adjust the rules on all the categories as everyone already does it anyway, that you must show the difficulty of your run before you start a run. It just makes life simpler and removes confusion between easy/normal, but literally, everyone does this anyway, and I appreciate it heavily.

Also, the PC version was approved. :)

If you guys have it, feel free to submit runs there:

https://www.speedrun.com/Wild_Guns_Reloaded

matthewreality 喜欢这个
Canadajunkyard_dave6 years ago

Just to clarify and bring it up in a more transparent way to the Batman community: the old rules here under the pacifist category were generically written and didn't mention enemies couldn't be hit stunned while running that category.

Dxtr's current pacifist run, Baize's now-deleted pacifist run and my old pacifist run all never hurt an enemy (but the runner enemies were also allowed to kill themselves in the electricity fields, mainly because some do so in an unavoidable way). Anyone familiar with the game who has practiced the category (as there have been a few runners who tried) all did so without ever hurting an enemy. This was always the standard and exactly what made that run category challenging.

Moving forward, the rules now reflect the same:

  • No hit stunning enemies.
  • No sub-weapon use at all during stages (e.g - you can't batarang the ceiling machine into hit stun in 2-3).
  • The running enemies (as long as you don't hurt them) can be harvested for ammo drops for the use on bosses.

So, why is hit stun not allowed?

Because every single enemy can survive a single punch in this game and it changes the intended route and challenge drastically. There's absolutely no way the actual intended route (which is much harder to avoid enemies or take strategic damage boosts and deaths) would remain competitive with the new route exploiting hit stun. If hit stun were allowed, you could literally punch through the entire game as the only enemy that can die in one punch are the dropper enemies that fall from the ceiling. Plus pacifist infers no violence anyway, so literally punching the head of every enemy is pretty silly.

A mistake was made from the rule standpoint which made the rules unclear, and now it was corrected so the precedent in what pacifist actually entails moving forward can be better established.

Thanks for reading.

Canadajunkyard_dave6 years ago

Hey anyone interested.

I've never really made a meme category before, but I thought this was a silly way to end an otherwise endless game.

Some general notes about my run:

  • It's terrible, and was just submitted to create the leaderboard here. I plan to try to optimize this.
  • I don't know anything about crops, space, positioning, literally anything. The amount this can be optimized will be neat with the amount of customization you have in-game.

I'll make a full game category if someone is interested in playing the game in a more normal and non-lunatic way (maybe first to $500000 or $1000000 or something.)

CritRocket, Chimp 2 其他 喜欢这个
Canadajunkyard_dave6 years ago

Hey all.

What's the best way to practice this game? I'm interested in trying out the run. I assume just doing individual screens and intentionally dying?

Is there any mods available that allow you to practice certain sections without intentionally having to die at the very end of the screen?

Thanks in advance.

Canadajunkyard_dave6 years ago

In terms of the speedrun - I see the route is built around collecting them, but what is their exact function?

Thanks for any answers. :)

Oranges_Love 喜欢这个
Canadajunkyard_dave6 years ago

Hey all. :)

I looked at some stuff for Skunky (and myself) in TAS the other day, and it's possible you can manipulate the technodrome from power on/reset. Here's a video demonstrating it:

Let the game power on and go into demo mode (reset works as well). As Leonardo slashes his sword upward, push select to exit out of demo mode and then start very quickly after. The window to do this is either 2 frames, or frame perfect, but it makes me believe there's 2 frames on console (maybe frame perfect on emulator due to latency).

Why it makes me believe so is this picture, here:

https://imgur.com/a/hfFZscy

Whenever I hit it on emulator, the health spawns on the overworld like that (pictured below). On console, it's slightly different (pictured above), but it's possible there's a couple frames (as I didn't test frame data exactly) BUT you can use the health to determine whether or not you probably got the good spawn. 3/4 spawns block it out more toward the beginning of the bar.

I don't play this game at all, and can't run it, so hopefully some people can maybe help, but in terms of PB videos (red recently set a PB using this method) please check the health at the beginning of the game to see where the squares line up. I did check the enemy midbosses (like the toad/chainsaw guy you fight in the sewer) but they seem to be random and not related at all to the technodrome spawn location. If the health bar thing isn't a good visual/too random between players, maybe there's some other visual you can tell ahead of time before getting to the actual technodrome to see whether or not it's there.

[edit]: To better clarify, on emulator when I hit this the frame the turtle can move the 6th/7th health block is missing.

On console (I use an RetroUSB AVS so timing might be different) the 5th/6th health block is missing on the same frame I can move. I can repeat this on emulator/console and would be interested in how the health looks like to other runners who hit the technodrome spawn using this method.

More testing is needed there, though.

Burb, whitman_price_ 2 其他 喜欢这个
Canadajunkyard_dave6 years ago

Super curious and I've been meaning to ask forever, as I've never really seen such a unique combination before. What's the mentality behind power on and waiting until the credits?

Thanks in advance for any answers. :)

matthewreality 喜欢这个
junkyard_dave的介绍
I love my girlfriend, speedrunning and tacos. 🌮
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