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User movie #52821885141911372

#52821885141911372 - Celeste any% improvement
Celeste_any.ltm (38.4kB ltm movie [Linux])
Uploaded 2019-01-26 19:57:07 by keylie (103 files)
In 27:04.43 [97466 frames], 47 rerecords)
2381 views, 150 downloads

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_frames0; pp++)
             if (pause_framespp == (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.

Added prologue skip, some frames saved here and there, and update to v1.2.6.1
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