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Speedrunning options

Tirlititi edited this page Jul 3, 2023 · 2 revisions

Speedrunners can discuss this topic in this Github or in the speedrun.com topic.

Auto-splitter

An auto-splitter feature for LiveSplit can be used with the Memoria-modded version of the game. To enable auto-split, you must:

  • Use LiveSplit.
  • Configure the splits in a text file defining these splits. An example of such file can be downloaded here.
  • Enable the option in Memoria.ini in the section [Speedrun] by specifying the path to that file:
[Speedrun]
Enabled = 1
SplitSettingsPath = C:/{path}/MemoriaSplits.txt

The format for that file must consist of lines Split {Name of the split} followed by one or multiple lines coding the triggering conditions. Triggering conditions can be of the following formats:

Code line Description
Trigger BATTLE_WIN {Battle ID} Trigger when the enemies are defeated (on the frame that disables the UI). The list of battles and their IDs can be found here.
Trigger BATTLE_STOP {Battle ID} Trigger when the battle gets interrupted (on the frame that disables the UI), which is what happens to many boss battles when the boss doesn't really get killed.
Trigger BATTLE_END {Battle ID} Trigger when the battle ends in any way (during the transition screen).
Trigger FIELD_TRANSITION {Origin} {Destination} Trigger when moving from a field to another. The list of fields and their IDs can be found here.

For each of these, an additional parameter, {Scenario counter}, can be added after the other parameters. In that case, the trigger only works if the Scenario counter's current value (at the time of the battle event or field transition) matches the specified value.

Todo-list

  • Have a specific Memoria version that locks out most configurable files, with a couple of different presets ("HD experience with the additional QoL changes" / "PSX experience" / "Cutscene remover")
  • The ability to checksum the version/database used
  • Have items per page modifiable in Shop UI / Ability UI / etc (to match the number of items per page of the PSX version)
  • Make Reflect damage formula fit the behaviour of the PSX version: for the reflected damage, the "multi-target damage penalty" is not applied