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#67380396436953341 - Braid new any% TAS WIPv1

Braid.wipv1ok.ltm
In 20:06.08 (72365 frames), 10808 rerecords
Game: Braid ( Linux, see all files )
312 downloads
Uploaded 11/12/2020 11:28 AM by keylie (see all 116)

Annotations

! Version info: 

libTAS version: 1.4.0

#63781167767135487 - FTL

FTL_fuel.ltm
In 03:11.25 (11475 frames), 991 rerecords
4 comments, 382 downloads
Uploaded 6/3/2020 9:15 AM by keylie (see all 116)
Version 1.5.13

Annotations

! Version info: 

libTAS version: 1.3.5

#62825238843061865 - Shovel Knight: King of Cards any% with credits

kk3_credits.ltm
In 27:45.00 (99900 frames), 11037 rerecords
Game: Shovel Knight ( Linux, see all files )
516 downloads
Uploaded 4/21/2020 8:03 AM by keylie (see all 116)
Version with fast-forwarded credits and inputs until the end

Annotations

! Version info: 

libTAS version: 1.3.5

! Annotation info: 

{{Shovel Knight v4.1 DRM-free version (taken from Humble Store), 64-bit binary.

Tested on Debian 10 (Buster) 64-bit and libTAS v1.3.5. 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. Also, in the game options, Game > Show Feats were disabled.

The game data is loaded on frame 2, so the movie should be frame advanced from startup to frame 3, to prevent a desync.

Version with credits fast-forwarded and inputs to the end.}}

#58685662034132868 - Seiken Densetsu 3 - seed 0

seiken3_geg_done_seed0_done.lsmv
In 10:54.47 (39333 frames), 7544 rerecords
Game: Trials of Mana ( SNES, see all files )
559 downloads
Uploaded 10/17/2019 9:47 PM by keylie (see all 116)
Redid the TAS with RTC 0 for seeding the RAM, and improved it a bit.

#56305028996170174 - Axiom Verge any% v2 - Vision

AxiomVerge_new_kur.ltm
In 29:19.10 (211092 frames), 15994 rerecords
Game: Axiom Verge ( Linux, see all files )
579 downloads
Uploaded 7/2/2019 4:41 PM by keylie (see all 116)

Annotations

! Version info: 

libTAS version: 1.3.4

! Annotation info: 

{{Game: Axiom Verge, version 1.43, Steam, 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/AxiomVerge.bin.x86_64`.

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

For encoding purpose, the resolution of the game can be changed in-game in the options, it does not affect sync. The options must be set by launching the game from libTAS with `Runtime > Backup savefiles in memory` unchecked, so that the options are saved on disk. Then, `Runtime > Backup savefiles in memory` is checked again and the TAS can be played back.}}

#53573283055462513 - Minit any%

runner.ltm
In 07:14.88 (26093 frames), 3086 rerecords
Game: Minit ( Linux, see all files )
514 downloads
Uploaded 3/1/2019 4:05 PM by keylie (see all 116)

Annotations

! Version info: 

libTAS version: 1.3.3

#53242999794389332 - 1001 spikes any% Ukampa

1001spikes_59fps_reseed.ltm
In 16:42.24 (58955 frames), 3544 rerecords
Game: 1001 Spikes ( Linux, see all files )
533 downloads
Uploaded 2/14/2019 7:06 PM by keylie (see all 116)
Half of the game, I'm currently lazy to do Antartica

Annotations

! Version info: 

libTAS version: 1.3.3

#52822833749122841 - Escape Goat 2 any%

EscapeGoat2.114_any.ltm
In 15:52.77 (57166 frames), 102 rerecords
Game: Escape Goat ( Linux, see all files )
499 downloads
Uploaded 1/26/2019 8:58 PM by keylie (see all 116)
I did not make this TAS, it was done by (at least) Stinger, WorseThanYou, Chunkatuff, Yagamoth, Vulajin, Ortho and Elipsys.
It was performed using a game-specific TASing framework, and I converted inputs to libTAS. Original inputs are public, so I think it is fine to store the movie here. If the authors want to submit this TAS one day, the movie file is ready.

Annotations

! Version info: 

libTAS version: 1.3.2

! Annotation info: 

{{Game: Escape Goat 2, v1.1.4, Steam, 64-bit binary. This version is not the latest, this TAS was made in a previous version before some physics stuff was changed. To obtain this version, open the Steam console (by opening steam://open/console in a browser) and enter "download_depot 255340 255342 4228679490049036074". It will download the game with the correct version inside your Steam directory.

OS: Ubuntu 18.04 amd64 with Linux kernel 4.13.0-36-generic, libTAS v1.3.2. Game executable is `/path/to/game/EscapeGoat2.bin.x86_64`.

libTAS must be configurated with `Runtime > Virtual Steam client` checked. In `File > Executable options`, library path must be set to `/path/to/game/lib64`.

For encoding purpose, graphical settings can be modified before playing back the movie, which does not affect sync.}}

#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 )
586 downloads
Uploaded 1/26/2019 7:57 PM by keylie (see all 116)

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 )
556 downloads
Uploaded 1/26/2019 7:57 PM by keylie (see all 116)
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.
}}
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