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Cumbria, EnglandpetaQ5 years ago

To streamline the board and avoid confusion I have created a Variable to show the romset/track layout that runs were done on. Sitdown/Upright is the default, to view Limited Edition/Mini Ride-On you can use the Filter. By doing this we can group all runs across arcade and modern console conversions in the same place without overcomplication. Please do not worry about selecting the right option in your submissions, I will always double check everything.

Limited Edition/Mini Ride-On is the same track layouts that are present on the Genesis version. LE is generally considered the easier option as it has a longer time limit and tends to have less traffic of AI riders. Sitdown/upright has a more challenging beginner's course and tends to be more ubiquitous and popular. The console ports for PS, Xbox, and Wii all have the option to use either set of track layouts, and you are not restricted in what you choose! The Asia course is the same in all layouts, personally I think it's the best one as it's short enough that you can push hard without having to play a long tactical game or avoid risk. Or am I just saying that cos I stink at weaving in traffic 😂

On timing: Super Hang-On has a bug in the In-Game timer, present in: -Genesis (Rev 00 and 01) -Arcade (all versions) -PS3 -Xbox -WiiVC

across both real and emulated runs.

The second part shows a comparison on the Arcade version with a slower sector 1 against a faster. Both runs follow precisely the same path with speed locked, yet end up with different sector 2 times. I have also verified this bug by syncing playback of different runs' sectors where IGT says run A will reach checkpoint first, but the real time and visual evidence show run B reached it first.

Here are a couple of quick clips of the PS3 and Xbox versions. The timer goes from 31.9 to 32.88 in one frame.

The timer goes from 1:26.29 to 1:26.55 in one frame.

When a checkpoint is passed, the clock is zeroed and that time is written to memory. But then the timer starts counting from whatever fraction of a second was left over.

Due to this, all runs' times have been corrected. It's very simple to work that out: just remove the fractions of a second from each sector time that shows up, except the last sector of a race which doesn't show anyways. Add these up, and subtract them from the IGT. Then you have your True Time. I will always double check these. You may in future wish to complete any run which is close to your PB or a WR: typically an IGT is off by 2-3 seconds in Africa, increasing to 7-8 seconds in Europe.

Here's an example of how to do this from a race in Africa:

S1 35.93 S2 33.1 S3 34.8 S4 31.93 S5 35.8 (S6 time not shown on screen)

IGT showed 3'29"59. 0.93 + 0.1 + 0.8 +0.93 +0.8 = 3.56 3:29.59 - 3.56 = 3:26.03

Thanks very much for reading!

主题: The Site
Cumbria, EnglandpetaQ5 years ago

Requesting moderator for Super Hang-On Arcade: https://www.speedrun.com/sho The active moderator Jesse_Lee has asked me to help him run the SHO boards. As a Super he granted me Moderator of SHO Genesis, but he lacks this ability on SHO Arcade. PinkPanther01 (mod) and Kusanagi765 (Super Mod) have been inactive on SRC for 1 year, and 7 months, respectively. Earlier this year I spoke to Kusanagi on Twitter who told me he has effectively nuked his account here and been too busy to do any mod work.

Cumbria, EnglandpetaQ5 years ago

Super Hang-On has a bug in the In-Game timer, present in both Rev 00 and Rev 01, in both console and emulator.

The first part of the video shows a playthrough of identical runs at 265 km/h (Left) and 263 km/h (Right). Notice the sector times look alright at first, but then start to make no sense, as the slower run gets faster splits and a faster IGT overall.

When a checkpoint is passed, the clock is zeroed and that time is written to memory. But then the timer starts counting from whatever fraction of a second was left over. For example, sectors in the first 265km/h run start from 00.80 each time, accounting for the mess.

I have now edited all runs current and obsolete on the leaderboard to show the true times. Only a couple of minor places have changed hands and all times are now totally accurate. One item of note is that Mc166's Expert run was never actually the WR, but since it spurred Dev to pull out a bonkers fast time, I don't think he will mind ;) Also let me just congratulate Seymour whose Beginner run was 3.5 seconds faster than it appeared, giving him a corrected and well-deserved 8th place!

So, how do you work out your actual time from a race? It's not so hard.

Write down the fractions of a second that show when you passed each sector, except the last sector of a race which doesn't show anyways. Add these up, and subtract them from the IGT. Then you have your True Time. I will always double check these. You may in future wish to complete any run which is close to your PB or a WR: typically an IGT is off by 2-3 seconds in Africa, increasing to 7-8 seconds in Europe.

Here's an example of how to do this from a race in Africa:

S1 35.93 S2 33.1 S3 34.8 S4 31.93 S5 35.8 (S6 time not shown on screen)

IGT showed 3'29"59. 0.93 + 0.1 + 0.8 +0.93 +0.8 = 3.56 3:29.59 - 3.56 = 3:26.03

Thanks for reading!

主题: James Pond 2
Cumbria, EnglandpetaQ5 years ago

Because it's very different it would probably merit its own leaderboard - the SNES version does this. I tweeted this game's mod so he will come and reply at some point to settle. :)

cheekychunk 喜欢这个
主题: James Pond 2
Cumbria, EnglandpetaQ5 years ago

Oh no I just mean Nintendo are a joke because that is the same as the PS version aka dreck :)

主题: James Pond 2
Cumbria, EnglandpetaQ5 years ago

Lol that's just the PS1 version, that's a joke.

Cumbria, EnglandpetaQ5 years ago

I did my last any% run with a mega drive controller, wanted to check whether runs need to be done like this as opposed to mapping controls to a keyboard. Don't know whether all leaderboard runs were controller and I'm not pushing for keyboard to be allowed - I feel like it'd be an unfair advantage actually since I would be way faster on it. Thanks

主题: Speedrunning
Cumbria, EnglandpetaQ5 years ago

Pfft, slow time. Next pb will be better.

Oxknifer 喜欢这个
主题: James Pond 2
Cumbria, EnglandpetaQ5 years ago

As you all likely know c.h.e.a.t is not the only hidden thing in Robocod: in the sports level you can spell l.i.v.e.s after the first spike pit to get, well, infinite lives.

I have absolutely no idea whether that might be useful for WR level in an Any% run, it will take a long time to work out though there may well be a good use of it in order to get lots of damage boosts through areas. I'm already finding it useful because of the star at the left pole giving me enough health to do 2 damage boosts in teddy land.

Do you think this should be permitted? I feel like it should - it's legitimately part of the game's intended play. It may well speed things up or at the very least it will make the horrible hitboxes a bit better ;)

Cumbria, EnglandpetaQ5 years ago

It's nice that we both feel the same about that, though I would welcome (and encourage) discussion of this and comments from NES and other version runners too, since logically if we allow its use here then use on other platforms is inferred. I submitted a slightly sloppy run but which succeeded in the frame marking aim. I certainly don't intend to gazump other platforms' runners in this, though my buddy CoKami might be slightly miffed that I nicked his nascent WR :p

主题: James Pond 2
Cumbria, EnglandpetaQ5 years ago

I lucked into finding out how this works in a recent run.

To get 0 jumps every time, you must DUCK while going into the barber pole to end a level. That places Pond in the crouch animation. Then holding right and jump on exit will let you jump straight away.

VeniVidiRici 喜欢这个
Cumbria, EnglandpetaQ5 years ago

Important question: RNG for the GB casino games seems to be entirely frame based. I typically keep the frame counter on my emulator. I found the entire distribution of the Cleo/Caesar wheel and I'm going to actually hand produce the results for each frame to try to find a good clump for betting on.

So would you feel like using frame counter during an actual run would count as tool assistance since it is not information a casual player would have? Or would you feel like it is difficult enough to hit specific frames consistently anyways. I feel like frame count should be okay simply because otherwise one could spend a million tries never getting the combination of spins you want.

Cumbria, EnglandpetaQ5 years ago

Here's the TAS! The best possible time seems to be 1.021 seconds.

So I press START on frame 621, 628 and 638. The cashier comes up starting the timer at 645 and I immediately press A, then again 3 frames later. 9 frames after that I re-enter the cashier. You may notice that the cursor is initially positioned outside of the YES/NO area - so you wouldn't gain any time by holding left beforehand. 8 frames later I start moving left, after 26 frames I press A. 3 frames later A again, then after 2 frames as the final input. The taxi appears and ends the timer at frame 706.

Legs baldnate 喜欢这个
Cumbria, EnglandpetaQ5 years ago

Well thankyou so much! :) I hope my initial question didn't come across as boastful or crass, I realised after asking it that it might. I'll do a TAS of this tonight, and get back to you with the results. And i_o_l, thankyou for the info on the GB divisor! EDIT: is there a way I can record that will reproduce at 60fps?

Legs 喜欢这个
Cumbria, EnglandpetaQ5 years ago

Just wanted to check something - Legs's run has him exit cashier then move the cursor before going back in. I'm using Bizhawk and I don't have to move that cursor at all to get back in to the cashier, is there a requirement to do so or is that just free time to improve the record? EDIT: When timing a run do I divide frames by 60 or by 59.73 or what? :)

主题: Speedrunning
Cumbria, EnglandpetaQ5 years ago

Mercs Genesis, Original Mode https://www.speedrun.com/Mercs_Genesis#Original

Top-down run and gun game from the golden age of Sega and Capcom. Original takes the stages from Arcade (which is the simpler mode to get into for newcomers, for sure) and remixes them/lengthens the game, incorporating strategy elements with pickups and routing which has been fully optimised by me and Fletchr. Boss fights after each mission have technical difficulty in their execution, and the game's RNG places a premium on movement skill/reaction. This mode gives you 5 mercs to use but we stick with Rifle as the fastest, breaking out Laser for a couple of bosses. I created a Discord group for the game and I'm currently compiling a tutorial including safe strats/routes for beginners, so it's reasonably accessible.

ShadowFlare7799 IcKY 喜欢这个
主题: Mercs
Cumbria, EnglandpetaQ5 years ago

I've set up a Discord for tutorial/guide/general discussion about Mercs Genesis, so if any of you guys want to join us in playing that you'd be most welcome! Fletchr is the expert at Arcade but Original is great fun too. The link is https:/​/​discord.​gg/​756aUuT

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