ABCDEFGHIJKLMNOPQRSTUVWXYZ
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DAYOTOASTERJOHN
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Comparing loads and gameplay from XandoToaster's ps1 run: https://www.youtube.com/watch?v=aAeC-13wEyA
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To Dayo's ps2 run: https://www.youtube.com/watch?v=pJ5KkN5WBgU
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To John's duckstation run: https://www.youtube.com/watch?v=jpXcisqO-3Y
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Toaster's run has music turned on
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John's run has music turned off
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Times written in frames at 60fps, to be summed at the end
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After doing the any% comparison, it seemed that the gameplay differences in dragon times were negligable. They were not considered here.
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As a result, this comparison isn't perfect, but it is close, and it simplifies the work needed significantly.
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Load order is written following Toaster's route
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Loads into levels start when the hud / sparx disappear
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Loads into levels end when the background starts to move
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Loads leaving levels through a menu start when the menu disappears
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Loads leaving levels through a vortex start when the text appears at the top of the screen
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Loads leaving levels end when the homeworld begins to appear again
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An exception was made for Dark Hollow: Toaster left through the vortex, so john and dayo's loads leaving the level began when the text appeared at the top of the screen
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Dragon loads start when the dragon pedastal lights up (which is the same frame the hud disappears)
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Dragon loads end when the black bar at the top begins to recede
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Dragon loads when done properly should be broken into the intro and outro, but past experience has shown that gameplay differences in dragon touch and cutscene skipping generally only make a difference of a couple frames per dragon. Any egregious differences in gameplay should have a note next to them.
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That said, most but not all examples of sds beating fds on a dragon load are due to these very minor gameplay differences
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Credits skip timing starts when Spyro's shadow appears on the final ledge in the Gnasty chase
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Credits skip timing ends when Gnorc Gnexus begins to appear again
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Death abuse timing starts when the hud disappears
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Death abuse timing ends when the level begins to appear again
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Note from Toaster: This appears to confirm a suspicion I've had that turning off the music makes death abuses marginally faster. John's deaths were consistently faster than dayo's despite not using fds.
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IMPORTANT NOTE: Individual consoles can have their loads vary greatly. This spreadsheet should not be used as a final say on how much time fds saves. This is only a little bit of data in a much larger set we should be building.
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Nestor139514251418
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Sunny Flight Enter429487448
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Sunny Flight Exit561618592
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Delbin344401374
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Dark Hollow Enter432466440
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Oswin343387344
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Alban343390350
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Darius339351350
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Dark Hollow Exit430522460
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Argus342335340
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Toasty Enter428487436
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Nevin340396362
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Toasty Exit430518462
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Stone Hill Enter426521468
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Gildas342390372
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Astor341391366
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Lindar340381366
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Gavin340363370
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Stone Hill Exit559617590
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Tomas339393364
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Town Square Enter426501458
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Nils351367364
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Devlin339355336
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Thor338373342
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Alvar344390360
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Town Square Exit560624590
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Marco93710531032
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Titan340345344
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Night Flight Enter432447436
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Night Flight Exit563616592
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Gunnar338353338
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Dry Canyon Enter428490434
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Conan340350354
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Boris338355378
NOTE: John hit Boris pretty far from the optimal spot here, which should account for most of this timeloss
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Maximos341379370
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Ivor340374360
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Dry Canyon Exit563615586
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Cliff Town Enter429504452
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Enzo334354354
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Marco337358352
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Halvor342373356
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Cliff Town Exit561624584
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Dr Shemp Enter426490440
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Trondo342389372
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Dr Shemp Exit562621589
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Ice Cavern Enter426495440
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Ulric363368374
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Todor344405348
NOTE: Toaster managed to hid Todor from the opposite side, losing ~1 second
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Ragnar340354352
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Asher345338356
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Andor360351346
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Ice Cavern Exit561622588
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Magnus348337352
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Gosnold93710851050
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Cosmos334363342
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Alpine Ridge Enter431546476
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Zane339350360
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Eldrid343354352
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Zander334345350
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Kelvin337357346
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Alpine Ridge Exit561624596
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High Caves Enter430512458
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Cyrus377346390
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Ajax360386350
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Cedric338363340
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High Caves Exit561642594
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Zantor338363344
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Wizard Peak Enter428530464