Experienced Forum User, Published Author, Player
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Joined: 5/5/2023
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A new discovery has been made. It seems that when you swap what skin you are using the player is placed at where they were a short time ago after the level reloads. Presumably to allow players to change skins mid level. Oh, it seems you need to hold jump or some other action to trigger it. I will need to look into this more. But if you change skins shortly after transitioning levels it takes your position from the previous stage. Allowing you to warp to roughly the last levels exit's relative position in the new stage. This allows for massive time save in some stages but would probably require the tas to start from Save RAM (Although it might be faster to go out of your way to unlock it just to use in later levels). If I can get libtas to work again I might look into this. Although I would probably submit it under a separate category. `Any% (No Skin Warp)` probably.
Here is a showcase.
Link to video
Experienced Forum User, Published Author, Player
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Joined: 5/5/2023
Posts: 10
I was requested to share this here. I was helping route out Min Score for Metaknightmare 100% and so here it is. It doesn't include the final boss and one of the last levels is not activly optimized because fuck the block room. Here is a link to the encode and the .tasproj.
Link to videoUser movie #https://tasvideos.org/UserFiles/Info/638666846685095415
Experienced Forum User, Published Author, Player
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Joined: 5/5/2023
Posts: 10
There is a slight chance of desync at the title screen, there is a seemingly random chance of 1 or 2 frames for it to fully load. I use the mouse to select title screen and level select buttons. Which is dependent on window size. I think I had it on Native in libtas resolution setting. Also I have QT scale set to 1.5 iirc.
Because my monitor is 4K the windows are tiny without the 1.5 upscale
The game is also Unity, so you need the `-g gl` or whatever the command line options for that engine are. I can't recall.
Experienced Forum User, Published Author, Player
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Joined: 5/5/2023
Posts: 10
In the final stage I can confirm it's possible to get the missiles to hit a frame earlier, in the second phase at least, Although I do not know if tweaking with this could save time due to ending input early. Although it's worth looking into but I am going to sleepy bye time now.
Experienced Forum User, Published Author, Player
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Joined: 5/5/2023
Posts: 10
The tas moves to the left wall and lights his candles with the fire spray. I wonder if it would be faster to move along the right wall and shoot a fire ball around the corner.