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[jak1] Don't update cell/orb/fly autosplit counters during blackout - #3996

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xTVaser merged 1 commit into
open-goal:masterfrom
dallmeyer:patch-11
Aug 16, 2025
Merged

xTVaser merged 1 commit into
open-goal:masterfrom
dallmeyer:patch-11

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@dallmeyer

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Similar issue to the orbs-per-level counts, while loading a save (in blackout) these values are reset to 0 briefly. This can cause extra autosplits (see open-goal/speedrunning#25)

@Zedb0T

Zedb0T commented Aug 13, 2025 •

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Is there anytime we would want to update the autosplit struct during a blackout? If it was a legitimate reset/whatever, then surely the 0's would persist after the blackout.

(>= (-> *game-info* blackout-time) (current-time)
I wonder if just removing the blackout check here, and adding it where we call update-autosplit-info-jak1 would just prevent this ever happening again and being more future proof.

Either way I like the change, just trying to think if we can future proof it even more. I guess at this point the current implementation has been tested pretty thoroughly out in the field and if its not broken don't go out of your way to fix/improve it bc you could introduce new bugs.

@xTVaser
xTVaser merged commit 796a1f1 into open-goal:master Aug 16, 2025
@dallmeyer

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Is there anytime we would want to update the autosplit struct during a blackout?

I think the task ones we should keep as-is. They might get changed during blackout before/after a cutscene

dallmeyer added a commit to open-goal/speedrunning that referenced this pull request Aug 19, 2025
#25)

Figured this was an easy way to make autosplitter work with custom
levels, without each one requiring an updated autosplit script.

Doesn't /need/ the change in
open-goal/jak-project#3996 but works better with
it. Otherwise loading a save with cells will do extra autosplits, since
the value blips to 0 and back briefly
@Zedb0T

Zedb0T commented Aug 19, 2025

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👍

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3 participants