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#52821896824952159 - Celeste any% improved with epilogue

Celeste_any_postcredit_new.ltm
In 30:09.60 (108576 frames), 47 rerecords
Game: Celeste ( Linux, see all files )
587 downloads
Uploaded 1/26/2019 7:57 PM by keylie (see all 118)

Annotations

! Version info: 

libTAS version: 1.3.2

! Annotation info: 

{{Game: Celeste, v1.2.6.1, drm-free version (available at https://mattmakesgames.itch.io/celeste), 64-bit binary.

OS: Ubuntu 18.04 amd64 with Linux kernel 4.13.0-36-generic, libTAS v1.3.2. Game executable is `/path/to/game/Celeste.bin.x86_64`.

libTAS must be configurated with `Runtime > Recycle threads` unchecked. In `File > Executable options`, library path must be set to `/path/to/game/lib64`.

Like with SteamWorld Dig 2 movie, there is an issue in this game regarding sync and loading times. The movie must be paused for a short amount of time at specific frames to let the game load stages. This is especially true for the game startup which features a lot of thread spawning. To make the movie to sync, the beginning should be run with frame advance until the main menu appear (from frame 1 to 94). At frame 64, the game should print a bunch of "LOAD MAP DATA: XXX" on the terminal, and at frame 70 the game should print "LOADED : 1150ms". After that, the game should be paused at specific frames before and after each level. To help that, here is the code that I added in file "src/linTAS/GameLoop.cpp" in line 196 before "emit startFrameBoundary();" which contains all the frames to pause. Finally, there's another little section that must be frame advanced because we couldn't find the exact frame when loading occurs, between frame 69528 and 69590.

        int pause_frames[] = {414, 2005, 2054, 2061, 2664, 6071, 6073, 6466, 6473, 7077, 13136, 13138, 13531, 13538, 14142, 27686, 27688, 28081, 28088, 28741, 36554, 36556, 36949, 36956, 37560, 41662, 41711, 41718, 42075, 49564, 49566, 49959, 49966, 50482, 54160, 54209, 54216, 54573, 68934, 68936, 69329, 69336, 69528, 69590, 97103, 97105, 97498, 108325};
        for (int pp = 0; pp < (sizeof(pause_frames)/sizeof(pause_frames[0])); pp++)
            if (pause_frames[pp] == (context->framecount))
                sleep(1);

It should be noted that because this movie aims for fastest in-game time, and all loadings occur outside levels (where the in-game time is paused), it is not critical to simulate accurate loading times.

Before launching the TAS, one specific setting must be set in the game: the speedrun clock must be set to "File". It is mandatory because, starting from v1.2.6.0, the game has shorter animations in the hub after a level has been completed (berry collection, B-side/heart unlocking) with this particular setting. For encoding purpose, there are a few other settings that can be changed in the game menu before playing back the movie, which does not affect sync. The screen size can be changed. Also, we recommend to disable the screen shake and turn on photosensitive mode, it makes the video more pleasant to watch.
}}

#52821885141911372 - Celeste any% improvement

Celeste_any.ltm
In 27:04.43 (97466 frames), 47 rerecords
Game: Celeste ( Linux, see all files )
557 downloads
Uploaded 1/26/2019 7:57 PM by keylie (see all 118)
Added prologue skip, some frames saved here and there, and update to v1.2.6.1

Annotations

! Version info: 

libTAS version: 1.3.2

! Annotation info: 

{{Game: Celeste, v1.2.6.1, drm-free version (available at https://mattmakesgames.itch.io/celeste), 64-bit binary.

OS: Ubuntu 18.04 amd64 with Linux kernel 4.13.0-36-generic, libTAS v1.3.2. Game executable is `/path/to/game/Celeste.bin.x86_64`.

libTAS must be configurated with `Runtime > Recycle threads` unchecked. In `File > Executable options`, library path must be set to `/path/to/game/lib64`.

Like with SteamWorld Dig 2 movie, there is an issue in this game regarding sync and loading times. The movie must be paused for a short amount of time at specific frames to let the game load stages. This is especially true for the game startup which features a lot of thread spawning. To make the movie to sync, the beginning should be run with frame advance until the main menu appear (from frame 1 to 94). At frame 64, the game should print a bunch of "LOAD MAP DATA: XXX" on the terminal, and at frame 70 the game should print "LOADED : 1150ms". After that, the game should be paused at specific frames before and after each level. To help that, here is the code that I added in file "src/linTAS/GameLoop.cpp" in line 196 before "emit startFrameBoundary();" which contains all the frames to pause. Finally, there's another little section that must be frame advanced because we couldn't find the exact frame when loading occurs, between frame 69528 and 69590.

        int pause_frames[] = {414, 2005, 2054, 2061, 2664, 6071, 6073, 6466, 6473, 7077, 13136, 13138, 13531, 13538, 14142, 27686, 27688, 28081, 28088, 28741, 36554, 36556, 36949, 36956, 37560, 41662, 41711, 41718, 42075, 49564, 49566, 49959, 49966, 50482, 54160, 54209, 54216, 54573, 68934, 68936, 69329, 69336, 69528, 69590, 97103, 97105};
        for (int pp = 0; pp < (sizeof(pause_frames)/sizeof(pause_frames[0])); pp++)
            if (pause_frames[pp] == (context->framecount))
                sleep(1);

It should be noted that because this movie aims for fastest in-game time, and all loadings occur outside levels (where the in-game time is paused), it is not critical to simulate accurate loading times.

Before launching the TAS, one specific setting must be set in the game: the speedrun clock must be set to "File". It is mandatory because, starting from v1.2.6.0, the game has shorter animations in the hub after a level has been completed (berry collection, B-side/heart unlocking) with this particular setting. For encoding purpose, there are a few other settings that can be changed in the game menu before playing back the movie, which does not affect sync. The screen size can be changed. Also, we recommend to disable the screen shake and turn on photosensitive mode, it makes the video more pleasant to watch.
}}

#52376912538365399 - Celeste any% with epilogue

Celeste_any_postcredits.ltm
In 30:35.68 (110141 frames), 24 rerecords
Game: Celeste ( Linux, see all files )
581 downloads
Uploaded 1/6/2019 7:00 PM by keylie (see all 118)
Movie that does the epilogue (just entering the house and skipping the cutscene). There are loadings that must be frame advanced: before the credits and after the credits.

Annotations

! Version info: 

libTAS version: 1.3.2

! Annotation info: 

{{Game: Celeste, v1.2.5.3, drm-free version (available at https://mattmakesgames.itch.io/celeste), 64-bit binary.

OS: Ubuntu 18.04 amd64 with Linux kernel 4.13.0-36-generic, libTAS v1.3.2. Game executable is `/path/to/game/Celeste.bin.x86_64`.

libTAS must be configurated with `Runtime > Recycle threads` unchecked. In `File > Executable options`, library path must be set to `/path/to/game/lib64`.

Like with SteamWorld Dig 2 movie, there is an issue in this game regarding sync and loading times. The movie must be paused for a short amount of time at specific frames to let the game load stages. This is especially true for the game startup which features a lot of thread spawning. To make the movie to sync, the beginning should be run with frame advance until the main menu appear (from frame 1 to 94). At frame 64, the game should print a bunch of "LOAD MAP DATA: XXX" on the terminal, and at frame 70 the game should print "LOADED : 1150ms". After that, the game should be paused at specific frames before and after each level. To help that, here is the code that I added in file "src/linTAS/GameLoop.cpp" in line 196 before "emit startFrameBoundary();" which contains all the frames to pause. Finally, there's another little section that must be frame advanced because we couldn't find the exact frame when loading occurs, between frame 71093 and 71120.

        int pause_frames[] = {414, 2857, 2859, 2908, 2915, 3518, 6925, 6927, 6951, 7320, 7327, 7930, 13989, 13991, 14384, 14391, 14994, 28539, 28541, 28934, 28941, 29623, 37441, 37443, 37836, 37843, 38446, 42556, 42606, 42612, 43199, 50688, 50690, 51083, 51090, 51709, 55391, 55439, 55446, 56033, 70394, 70396, 70789, 70796, 71092, 71093, 71120, 71121, 71155};
        for (int pp = 0; pp < (sizeof(pause_frames)/sizeof(pause_frames[0])); pp++)
            if (pause_frames[pp] == (context->framecount))
                sleep(1);

It should be noted that because this movie aims for fastest in-game time, and all loadings occur outside levels (where the in-game time is paused), it is not critical to simulate accurate loading times.

For encoding purpose, there are a few settings that can be changed in the game menu before playing back the movie, which does not affect sync. The screen size can be changed, the speedrun clock can be set to "File" to show the in-game time of the entire run. Also, we recommend to disable the screen shake, it makes the video much more pleasant to watch.
}}

#52168517062145338 - Celeste any

Celeste_any_new.ltm
In 27:31.15 (99069 frames), 228 rerecords
Game: Celeste ( Linux, see all files )
582 downloads
Uploaded 12/28/2018 9:45 AM by keylie (see all 118)
Just a backup for now until the annotations and submission text are being worked on.

Annotations

! Version info: 

libTAS version: 1.3.2

! Annotation info: 

{{        int pause_frames[] = {413, 2856, 2858, 2907, 2914, 3517, 6924, 6926, 6950, 7319, 7326, 7929, 13988, 13990, 14383, 14390, 14993, 28538, 28540, 28933, 28940, 29622, 37440, 37442, 37835, 37842, 38445, 42555, 42605, 42611, 43198, 50687, 50689, 51082, 51089, 51708, 55390, 55438, 55445, 56032, 70393, 70395, 70788, 70795, 71092, 71120, 71152};
        for (int pp = 0; pp < (sizeof(pause_frames)/sizeof(pause_frames[0])); pp++)
            if (pause_frames[pp] == (context->framecount))
                sleep(1);
}}

#51267556986333788 - Axiom Verge any%

AxiomVerge_final.ltm
In 27:44.38 (199726 frames), 5935 rerecords
Game: Axiom Verge ( Linux, see all files )
559 downloads
Uploaded 11/17/2018 7:57 PM by keylie (see all 118)
Redone the final boss to optimize TAS timing while keeping the same in-game final time.

Annotations

! Version info: 

libTAS version: 1.3.1

#50311165439367036 - Specter Knight any% to The End

ShovelKnight_Specter_any_theend.ltm
In 39:08.37 (140902 frames), 26842 rerecords
Game: Shovel Knight ( Linux, see all files )
739 downloads
Uploaded 10/5/2018 6:14 PM by keylie (see all 118)
Movie was prolonged to get to The End screen.

Annotations

! Version info: 

libTAS version: 1.3.1

! Annotation info: 

{{Shovel Knight v3.3 DRM-free version (taken from Humble Store), 64-bit binary. Steam version is not supported by libTAS v1.3.1, sorry.
The game ships with all needed libraries

Tested on Debian 10 (Buster) 64-bit and libTAS v1.3.1. Game executable is "/path/to/game/64/ShovelKnight"
You must open "File > Executable Options..." and set "Library path" to directory "/path/to/game/64/lib"

The game can be launched natively first to set video resolution for encoding purpose. It does not affect sync.

Commentaries are also provided as a srt subtitle file inside the movie archive (rename with tar.gz extension and decompress it to access this file)}}

#50079635142076334 - Axiom Verge any%

AxiomVerge_end2.ltm
In 27:47.79 (200135 frames), 5673 rerecords
Game: Axiom Verge ( Linux, see all files )
640 downloads
Uploaded 9/25/2018 7:59 AM by keylie (see all 118)

Annotations

! Version info: 

libTAS version: 1.3.1

#49970788659983989 - TowerFall 48 trials with cheat code

towerfall_48_trials.ltm
In 03:26.75 (206753 frames), 6275 rerecords
643 downloads
Uploaded 9/20/2018 10:21 AM by keylie (see all 118)
There's a cheat code to unlock everything. I added it at the beginning of the movie

Annotations

! Version info: 

libTAS version: 1.3.1

! Annotation info: 

{{Game: Towerfall Ascension + Dark World Expansion v1.3.2.0 DRM-free x86_64 version (taken from Humble Store: https://www.humblebundle.com/store/towerfall-ascension and https://www.humblebundle.com/store/towerfall-dark-world-expansion . Dark World Expansion DRM-free version is noted as Windows only, but works for all systems because it is just an archive of data files to be placed inside the game directory).

OS: Ubuntu 18.04 amd64 with Linux kernel 4.13.0-36-generic, libTAS v1.3.1.

Before the movie can be played, the game must be launched natively and fullscreen mode must be turned off in the options. This is needed because libTAS enforces a windowed mode, and some games like Towerfall does not display correctly if configured in fullscreen mode.

Inside libTAS, fill the Game executable to "/path/to/game/TowerFall.bin.x86_64", then open "File > Executable Options..." and set "Library path" to "/path/to/game/lib64".}}

#42376647177146847 - Zook Man ZX4 - s13 resynced

ZM_s12_resynced.bk2
In 20:31.41 (73549 frames), 86657 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
925 downloads
Uploaded 10/13/2017 10:14 AM by keylie (see all 118)
Removed the ammo tank, saving 6 frames at the beginning of s14

#42165986758199592 - Zook Man ZX4 - end at 73670

ZM_ENDin73670.bk2
In 20:33.44 (73670 frames), 75434 rerecords
Game: Zook Man ZX4 ( GBA, see all files )
943 downloads
Uploaded 10/3/2017 10:33 PM by keylie (see all 118)
Saved 4 frames at s15 (faster ammo drop for laser, still waiting a bit). Also saved time on s16 beginning, but did not save time in the end except for one less lag frame
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