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TAS chooses the Japanese version for one reason, which we will get to in a moment, the game is running v1.3.1 thanks to the community who submitted this old version for speedruns because it is faster than the newer ones from v1.3.2+
I would like to mention that this is my first attempts at doing TAS so some things may be a bit inaccurate
There are 8 endings in this game of which one is True End, in this TAS I choose the second ending and pass in the shortest time possible

From start to finish

Garden

Garden is the kind of Tutorial where the game tells you how to control, interact with something, collect objects etc..., we just keep going straight and skip the tutorials, the second one shows how to interact so we open the door and keep going straight, the third one shows how to interact with objects, you don't have to pick a flower but it's quicker, we move on and the fourth tutorial shows how to use objects, there are two choices on how to finish Garden, we can take the flowers out of the vase and interact with the door or put the flower in the vase, putting the flower in the vase is quicker which saves time

Texts

We're going to talk about the lyrics because it's important to tell, there's a bit of a long scene where we have to skip the lyrics, a quicker way is to hold X for auto-skip and mash because it's much faster to scroll through the lyrics than just hold X or mash, we're getting closer to the Occult club and it's the "YOU'RE MAKING TOO MUCH NOICE" dialogue that you have to wait for to scroll to the end, the Japanese version does it faster by over 0.66X while in English it scrolls by 3.35X, it saves over 2 seconds in TAS, then I scroll the rest of the texts

Dead End

After all the texts, we choose from the Inventory Ritual Notes, the reason I choose is because you can't leave the Occult Club if you don't look at them, we leave the Occult Club, go straight down to the stairs, interact with them 2 times and choose the first option and we scroll to the end of the dialogues and we have the 2nd ending

Something about the game

You're not prepared to deal with the truth...are you?
A mysterious golden letter is sent to a select number of people... Its contents are unknown.
Project Kat is a story-based puzzle game created by Leef6010, where each puzzle has multiple solutions and outcomes! There is always another way. The game is playable in about 45 minutes and contains multiple endings depending on your actions.
This is the prologue to Paper Lily, the full game, but it is also a standalone story that can be enjoyed on its own.

feos: Claiming for judging.
feos: People in the submission thread said that this run is unoptimized, and I wanted to see for myself, which brought me to a rabbit hole and taught me that tasing this game is a nightmare.
CasualPokePlayer got it to sync, but I never did. libTAS setting cited as helpful is "Recycle threads", though the game kept crashing under some unclear circumstances. Spikestuff posted a quicker movie and I never got it to sync either. But I tried to resync it with "Runtime > Time Tracking > clock_gettime() monotonic" which makes the game a tiny bit more consistent, and it just kept crashing so I couldn't do much. Savestates crash too.
It was mentioned that interim builds of libTAS work better, and in theory we can do unofficial releases of emulators for specific submissions, so there's a build they sync on. I tried to switch to interim libTAS to try this game, and during the process of creating a .deb package for it my VM died.
I didn't want to reject this movie without some kind of a resolution on how to do it properly, because with libTAS 1.4.4 it's nearly impossible to TAS this game. But further testing is going to take some time now.
In principle, this branch could to to Playground even though it doesn't reach the credits, and an "all endings" branch sounds perfectly acceptable as a full completion category, alongside a true ending branch that just completes the game the fastest.
Older game version is technically not a big deal even though the community has to host it on its own (since it's free anyway), while itch.io version gets regularly updated and doesn't host older builds (and the Steam version which may have older builds available is Windows only). It's not uncommon for us to ask game developers to add older versions to downloads though, so it might be a good idea in this case.
Overall this is a cool game and I'd like to provide a bit of tech help with TASing it, though this particular attempt is not up to par just yet, even though it's still a bit faster than the current human record.


TASVideoAgent
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Spikestuff
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So first I'm going to congratulate you. Why? Well in making my own version just to verify things this bastard of a title is crash heavy (and this personally explained a bit of things to me). Now this is specifically for v1.4.4 and not the current dev builds of libTAS (pointed out by Casual in private). But unfortunately your TAS is suboptimal. Now ignoring that the TAS isn't truncated proper something the author brings up on Discord. We're going to say (eyeballing the encode) this TAS finishes at Frame 6780 and not 6864. I have a file that is 160ish frames faster than what you provided (when it syncs). What you have provided is again exceptional because of the hardship you have to deal with in making it as it is very temperamental. I'll tell you what my input has, whilst providing it (also not properly truncated cause I gave up after the amount of desyncs whilst writing this post). It heavily switches between Z and Space every frame for advancing text and actions throughout the entire duration of the TAS, so my timing is never wrong. I'm also holding the X key for auto-skip and only releasing and pressing when I need to enter inventory. Obviously using the Escape key also works but I didn't notice any difference than a release and press at the right time (and because I was at the limit with how temperamental it was being). But there's another issue, when running libTAS in a terminal it will request this:
[libTAS f:1] Thread 12870 (main) WARNING! many calls to function clock_gettime(CLOCK_MONOTONIC), you may need to enable time-tracking.
This TAS (and mine for direct comparison) isn't made with time tracking which is located in Runtime > Time Tracking > clock_gettime() monotonic. This will correctly present the game, and possibly has a better time with consistent syncing. Welcome Tegron to TASVideos. You did create something with issues, but I seriously have to congratulate you for pushing through and getting something out there with the chaos that the tools provided.
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Thank you for your comment, and yes, when creating a video file libTAS could sometimes crash the game at my place and the only way to create was to exit and fire up libTAS again, texts also for speed I had to skip and that was manually mashing without Turbo because I had to mash and hold X at the same time, entering the inventory to look through the notes because I mentioned that you can't leave the club until you look through them, pressing X at the right moment is harder to do because it requires frame perfect letting go and pressing X after the Kat dialogues, the time I wanted to get was from the speedrun rule, from selecting New Game to Dead End K2 text, the frame time of the beginning I got was 186, when checking Dead End K2 text I got in 6782, TAS was also not easy because I had to mash manually without TURBO and from having 5 FPS it gave very good skip text.
rythin
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I can personally second what Spike has said about the game being very crash heavy, that said, from what the author has said and looking at the input file it appears the movie was simply made by playing the game in real time (well, as real time as libTAS will allow anyway) and as such is quite subopitmal. I understand dealing with a crash prone (and allegedly desync prone though I haven't played around with it enough to confirm myself) game is really frustrating but it seems to me that Tegron doesn't quite understand the TASing process. Luckily there are guides that go over just that, which I personally would recommend reading or watching the ones on youtube. Of course they don't apply to the libTAS workflow exactly, but they should still give a good idea of how the process should look like. As for the goal choice, I understand starting out with the shortest possible ending, though I hope to see a more "full" run if the TASing conditions can be improved. Voting No for poor optimization, but would love to see you have another go at it!
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I can't get this movie to replay without crashing at the very beginning of gameplay.
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