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Hey everyone, I was thinking of doing some individual level speed runs for Sonic, but was wondering if it would be allowed to do them on the Wii's Virtual Console. They are emulated, but they are perfect emulation, official, and do not have any type of speed or save state hacks.
Thread title:  
Uh, why not, people speedrun OoT on NGC!
Thanks, also, I forget what the best way is to submit a speed run. Would the best way be to contact radix on AIM? I believe that's what I've done in the past.
Edit history:
BlueGlass: 2006-11-30 09:03:05 pm
Yep yep yep!
You should probably wait for confirmation from Radix that your runs will be accepted before doing them, just in case.  A while ago, nate was saying that VC runs might not be accepted.

And as far as submitting runs, there have been changes to the submission page recently.  You might want to check it out.
Edit history:
Hitaro: 2006-11-30 09:02:46 pm
From the Rules.

Quote:
Emulators: We will NOT accept demos recorded on emulators (ZSNES, VBA, etc). This is not because we think you are cheating; it's just that we can't prove that you're not. Tricks such as slowing games down undetectably on emulators are widely known, so in the interest of fairness, they won't be allowed to count as records. Also many emulators have a lot of bugs and slowdown, even if they are set to automatically adjust the framerate. Note that an exception is made for official emulators such as Nintendo's NES emulator that comes with some GameCube games.


Why. Doesn't. Anybody. Read. The. RULES??

Edit: GET YOUR ANSWERS YOURSELF >: (
Yep yep yep!
Quote:
Why. Doesn't. Anybody. Read. The. RULES??

As recent events have proven, the rules aren't always as clear as they ought to be.
Edit history:
Hitaro: 2006-11-30 09:37:41 pm
Quote:
As recent events have proven, the rules aren't always as clear as they ought to be.

As far as I can tell, the rejection was reasonable (though pisses me off), but it's not like everything has to be redone or anything. Some, not much, especially since Fluffy finished the run in only a month.

And as for the rules in question, they are written clearly on the site. The soft 7 hour and Out of Bounds rules might be discussed, but this is obvious. There's a whole freakin' page about submitting runs, and the emulator thing is easy to find if you read the rules' page.
Edit history:
nate: 2006-11-30 09:38:20 pm
in principle, yes. however, if nintendo has raped the games, of course we aren't going to accept that. it also might end up in a separate category.

overall, too early to say atm.
Quote:
From the Rules.


Why. Doesn't. Anybody. Read. The. RULES??

Edit: GET YOUR ANSWERS YOURSELF >: (


Yea, read them, and if you notice it says an exception is made for official emulators. Virtual Console is an official emulator by Nintendo made for the Wii to play NES, SNES, N64, Genesis, and TG-16 games. Its so official you can't use rom files, and must download them from Nintendo for a fee.

BlueGlass- I already have 2 levels done, I just did them for the heck of it anyway, whether I can submit them or not.
Quote:

Yea, read them, and if you notice it says an exception is made for official emulators. Virtual Console is an official emulator by Nintendo made for the Wii to play NES, SNES, N64, Genesis, and TG-16 games. Its so official you can't use rom files, and must download them from Nintendo for a fee.

So you asked beacause...?

If you haven't noticed, I bolded the exeption part.
Out of curiosity, I presume that runs on Sonic Genesis, for the GBA, even in Classic mode would be in a seperate catagory to Sonic 1 on the Genisis, even though it is, if I understand correctly, just the same game emulated on to the Game Boy Advance.

Just due to the horrible results of said emulation.
of course.
SEGA Junkie
Quote:
BlueGlass- I already have 2 levels done, I just did them for the heck of it anyway, whether I can submit them or not.


What kind of times were you getting? I've got a SS lined up (thanks to Sonic Mega Collection), I might do some quick comparisons.
He's back!
Do BLJs still work in SM64?
Yoshi's eggs are at my mercy!
Quote:
Do BLJs still work in SM64?


Yes. It's a direct, unaltered port of the original Super Mario 64.
I have downloaded Wii Virtual Games myself, and I fail to see any flaws in the ports over to the Wii emulations. However, many have noted for Super Mario 64, there are camera issues, and other emulation problems. For our gamer satisfactions, Virtual Console games should be allowed for SpeedRuns, especially since these games no longer are in production, and how a new generation of gamers can attempt records at these games. Of course they will be a separate category, with the rigged function of Rapid Fire buttons 1 and 2, by holding A or B, and possible porting issues.
Yeah, I said it.
Quote:

Yes. It's a direct, unaltered port of the original Super Mario 64.


Ach so?

It would appear the MIPS glitch has been fixed.
Long live SF64!
I believe I noticed another very minor difference in the wii version of SM64 when playing at a friend's house.  The teleportin Bomb-Omb Battlefield seemed to be more of a perfect fade-out and fade-in where in the original cartridge it was what I would call a dissolve-out and dissolve-in... by dissolve I mean that you could see the pixel looking chunks disappearing where with the fade in the new version it's much smoother.  I'm sorry that I have no means of demonstrating this with a video at this time.  Sorry if I'm mistaken... it was at a friend's house...

...even a minor cosmetic difference like this means that the game has been tampered with and isn't totally unaltered.  I'm sure folks have begun to examine what glitches are or aren't possible on the wii version... I'm too lazy to hunt around at GameFAQs or Nsider right now, though.
100% runs=great to watch
The only issue I can think of that'd create some differing situations thus far is the whole built in auto save officially....could be used to do some segmented runs where it was impossible beforehand.
i'm extremely interested to hear about the framerate, especially if there are any n64 zelda games available yet on the vc. the reason is that it now seems to be true that while the zelda games (oot and mm) on the n64 were f2 (~30 fps in ntsc), they were mutilated to be < f3 (~20 fps in ntsc) on the gamecube. of course, f2 is bad enough already, and f3 is just pathetic, especially when the game wasn't meant to refresh that slowly in the first place.
8((.)7(.))3
No wii here yet, but someone pointed out there is less lag underwater in sm46. I havn't played the game so I have to beleve others.
Edit history:
nate: 2006-12-02 07:59:39 pm
looked like solid f2 to me. i wonder if by 'lag' they mean time lag or framerate dipping. (like i said i've never played this game for more than five minutes so i don't know it very well.)
Long live SF64!
I went hunting through Nsider looking for a techy thread about the improved Virtual Console graphics and this is what I've found so far...

http://forums.nintendo.com/nintendo/board/message?board.id=vc&message.id=9280&page=1

Only 1 post mentioned framerate and that poster said, "It's so nice I can have all my classics running insmooth 480p at 60fps."  I quoted him and asked the community for confirmation on the framerate of VC games... (I'm Psonar there as well - green Star Fox avatar)

Also, in that thread the lack of pixelization on Mario during teleportation and the invisibility cap is mentioned as I posted about above... it's now a smooth fade effect... apparently we have better "anti-aliasing" to thank for much less jaggies on the edges of objects and overall the native resolution seems to be 4 times the original... I'm a noob in such matters, so just see the Nsider thread I linked for Mario 64 screenshot comparisons and technical whatnot...

Hope this helps answer some questions nate... I'll post over there asking whatever you want to know...
wow. if that's all correct then they've done some serious work. i look forward to downloading mario 64 and playing it for the first time on my wii.