I'm currently working on a maximum score TAS of Sayonara Wild Hearts. During an specific level, I ran into issues attempting to recreate an specific source of points the RTA runners obtain.
I was able to produce a frame-by-frame replica of a video by an RTA runner demonstrating the trick, and despite matching inputs as closely as possible, TAS does not get the points:
https://youtu.be/mAxT4yj5JRQ
SWH has to be TASed from a Linux user-port of the Mac App Store build, which is not available on Steam. This had to be done since the Windows build requires Direct3D to run, which blocks it from being user portable. The official Steam Windows port released two months after the Mac, iOS and console ports. As such, there's a chance they could contain different code.
Would the fact that TAS cannot obtain this source of points hurt its judging due to suboptimality? Is the fact that the trick has been done on the Switch version going to hurt the argument for potential version differences?
Furthermore, since SWH is an unity game, reverse engineering the code is reasonably easy. Are there any issues with me using reverse-engineered code to potentially prove this discrepancy in behavior between versions? Would it be required to argue that the suboptimality comes from version differences?