![]() ![]() I tried to do the same thing on duckstation for the JP version by loading different saves (with different elapsed game times), and playing around with cheat engine's increase/decrease scan, but did not have any luck at all narrowing down the correct memory locations, which honestly makes me all that more impressed that you managed to do it for 3 different versions of ePSXe. ![]() ![]() I saw your code for the ePSXe autosplitters and noticed that the game time is separated into frames (named milisseconds in the code), minutes and multiples of 256 minutes. When we check for 100% at the end of the game, the IGT is 60-70% of the RTA, and I always wondered what my actual IGT would be, even if the game doesn't show it to the player, and if it actually stops as soon as we beat eve. The difference between RTA and IGT is pretty brutal. using cheat engine) so load times are no longer a problem and people had more freedom to choose the emulator without worrying about these things. Just a random thought regarding the issue: It would be really cool if we could find where the IGT is stored (e.g. So are runs in other emulators no longer accepted moving forward? No problem at all for me to run using duckstation from now (I agree it shouldn't be pay to win) but it is still true that ePSXe is the fastest way to run the game right? (considering we use RTA as measurement) so people might still be interested in it, especially for 100% runs where the time difference will be pretty noticeable with so many door loads (and javelin glitches which are also slower on duckstation) and definitely more noticeable for the player himself (i.e. ![]()
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