Real Time to be used for all Pokemon speedruns on leaderboards

Keep up with the latest news from the Pokémon Speedruns community.
Post Reply
User avatar
werster
Site Admin
Posts: 110
Joined: Thu Apr 24, 2014 4:38 am

Real Time to be used for all Pokemon speedruns on leaderboards

Post by werster » Mon Aug 15, 2016 11:05 pm

The news many of you have been waiting for has arrived. As of this post, all Pokemon runs on leaderboards are to be timed with Real Time. This is obviously a big change as previously glitchless runs have used the In Game Timer, but this will no longer be the case.

Why? Well, a number of reasons have contributed to this change. But recently we've had some open community discussions, and this is the result of them. The large majority of people have wanted this change, and so this is coming into effect in the interest of having fun doing speedruns and people being happy, amongst other things.

All runs currently on the leaderboards will be retimed. We have a team working on this, and it will be done as quickly as humanly possible. All instances where runners blantantly did not care about real time (Best example: Watching credits after Lance in Johto games), will be adjusted accordingly, and have that time removed from their run. This is so no runs are outright penalised for this change.

Now, the rule changes. First and foremost, because of this change Saving and Resetting is now allowed in all runs. This will allow some runners to play safe, and allow some alternate strats even in glitchless runs that were previously not available.

Additionally, all runs for the GBA titles will now also have emulator hidden by default. This is because VBA and all other options are not accurate for real time when it comes to emulating speed. They will still be accepted, like the DS titles, but will be totally hidden from view (and highly discouraged). Like the DS titles, this may change in the future if any actually accurate GBA/DS emulator is made, but this is currently not the case and doesn't seem likely in the near future.

We are also introducing a new rule for -all- runs done on emulator at this point. Every run submitted after this change will have to adhere to this, otherwise it will not be accepted:
All runs using emulators must capture the entire screen of the emulator used, including the window border, and the game must be visibly reset before a run. Any use of a savestate or speedup after said reset invalidates the run. Here is an example of what this looks like, showing the entire border of the emulator: http://i.imgur.com/H7Wa1SJ.png
Like the new timing, runs that previously didn't adhere to this specific rule will still be fine, however these Mercy Rules will stop being applied to new runs when this timing change is fully completed, which will be at the end of this month (August)

Timing: This is going to be as unified as it can be while still making sense across the series. For absolute specifics of each generation and game, see the spoiler post below:

[spoiler="Timing for all games"]Gen 1: R/B/Y:
Starting Point: First input on "New Game"
Ending Point: First full white frame fading into credits (this matches exact glitched timing, so those runs will not need to change)
Mercy rule: Runs that sat on IGT screen before white frame fading will have their time adjusted so it doesn't lose time.

Gen 2: G/S/C
Starting Point: First input on "New Game"
Ending Point: Clear "..." textbox in overworld after defeating Red (this matches exact glitched timing, so those runs will not need to change)
Mercy rule: Runs that watched credits will have their time adjusted so that it doesn't lose time

Gen 3: R/S/E/FR/LG
Starting Point: First input on "New Game"
Ending Point: First full black frame fading into credits (this does not match current ruleset for Emerald Any%, the runs there will be adjusted)
Mercy rule: Runs that waited on naming screen will have their time adjusted so that it doesn't lose time.
Mercy Rule: Runs that watched credits in FRLG Round 2 will have their time adjusted so that it doesn't lose time

Gen 4: D/P/Pt:
Starting Point: First fully white frame after Soft Reset or game bootup
Ending Point: First full black frame after IGT screen in HoF (this matches exact glitched timing, so those runs will not need to change)
Mercy rule: Runs that sat on IGT screen will have their time adjusted so it doesn't lose time.

Gen 4: HG/SS same as Any%:
Starting Point: First fully white frame after Soft Reset or game bootup
Ending Point: First full black frame that leads to game saving after Red disappears from overworld (this matches exact glitched timing, so those runs will not need to change)
Mercy rule: Runs that watched credits will have their time adjusted so that it doesn't lose time.
Exception: Runs that reset at a specific time during the credits (For manipulation further into the run, trash cans); will not have time used on credits deducted.

Gen5: B/W:
Starting Point: First fully white frame after Soft Reset or game bootup
Ending Point: First full black frame after clearing of N's last textbox before credits ("Farewell")
Mercy rule: Runs that waited on New Game screen will have their time adjusted so that it doesn't lose time.

Gen 5: B2/W2:
Starting Point: First fully white frame after Soft Reset or game bootup
Ending Point: First full black frame after IGT display in HoF
Mercy rule: Runs that waited on New Game screen will have their time adjusted so that it doesn't lose time.

Gen 6: X/Y:
Starting Point: First input on "Begin Game"
Ending Point: First full black frame after the fight with AZ ends

Gen 6: OR/AS
Starting Point: First input on "Begin Game"
Ending Point: First full black frame after the fight with Rival ends after credits

Side Games:
Pokemon Colosseum:
Starting Point: First input on confirming New Game
Ending Point: First full black frame before the credits roll
Mercy rule: Runs that waited on naming screen will have their time adjusted so that it doesn't lose time.

Pokemon XD: Gale of Darkness:
Starting Point: First input on confirming New Game
Ending Point: First full black frame after last textbox before outro/save (Eldes: "I will look forward to it")
Mercy rule: Runs that waited on naming screen will have their time adjusted so that it doesn't lose time.

Pokemon Battle Revolution:
Starting Point: First input choosing your save file from new game
Ending Point: First full black frame after final Anna cutscene directly before your IGT is displayed
Mercy rule: Runs that waited on naming screen will have their time adjusted so that it doesn't lose time.

Pokepark Wii:
Starting Point: First input on "Play in Pokepark"
Ending Point: First full black frame after clearing of last textbox of Mew before credits; "The power of the friendships you've helped rebuild will hold it together!"[/spoiler]
For exact details about how the transition will operate, check the next post. As previously mentioned, it will entirely finish at the end of this month (August 31st), where runs will have to be submitted to these rules.

Keizaron
Site Admin
Posts: 272
Joined: Wed Jul 16, 2014 6:13 pm
Location: Spokane, WA
Contact:

Re: Real Time to be used for all Pokemon speedruns on leaderboards

Post by Keizaron » Mon Aug 15, 2016 11:06 pm

This is going to be a hectic, exciting, and time-consuming process, so with that in mind I'd like to lay down some FYIs for this transition.

0) To start this process off, I will be adding a rule on each of the leaderboards stating that we are going through with this transition, and that changes will be completed by the end of August.
1) The queue on speedrun.com will be quite full for a while, while we work through the re-timing process.
2) The leaderboards in general will be in a state of flux until everything is completed. No times will be changed until the entirety of the game has been re-timed, then they will all be edited at once.
3) If you would like to submit to the leaderboard during this time, feel free to. It may take a while to get to it, but we will definitely get to it when we can. If you are unsure of the timing method, proceed as normal for the time being and we will adjust accordingly.
4) We will have teams prepared, but expect the newer generations to be fixed up before the older generations due to sheer volume of runs.
5) Re-timing these runs will most likely lead to some obsoleted times appearing on the leaderboards. We will be removing these runs for simplicity's sake, BUT you are more than welcome to re-time and re-submit your obsoleted run if you want an accurate SRC history.
6) If you have a place you're more comfortable starting the timer at (example being Emerald starter manip), you are absolutely welcome to do that, just be sure to re-time your run afterwards to follow the official timing rules (to compensate for the unaccounted time).
7) Remember that this process will be completed by the end of this calendar month at the latest. By September 1st, there will be no IGT measured runs, so prepare yourselves for RTA submissions.
8) All emulator runs that do not show the entire window starting September 1st will be rejected.

If there are any questions, feel free to ask them. In the meantime, we appreciate your patience during this transition!

Post Reply

Return to “News and Announcements”

Who is online

Users browsing this forum: No registered users and 0 guests