Posts for EnderOnryo

Post subject: Metaknightmare 100% Min Score LOTAD
Experienced Forum User, Published Author, Player (79)
Joined: 5/5/2023
Posts: 9
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 video User movie #https://tasvideos.org/UserFiles/Info/638666846685095415
Experienced Forum User, Published Author, Player (79)
Joined: 5/5/2023
Posts: 9
EZGames69 wrote:
I've been unable to get the game to run the movie past the title screen. When I launch the game, the game window takes up my whole screen but then once it advances to frame 2, it changes it's resolution to a square or 4:3 aspect ratio (don't know which one). Neither time was I able to get it pas the title screen. This happens regardless of if I select native resolution vs custom resolution, in fact I have a feeling the game might be ignoring the resolution settings provided by libTAS.
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.
Post subject: Added annotations to the movie file.
Experienced Forum User, Published Author, Player (79)
Joined: 5/5/2023
Posts: 9
Post subject: QT_SCALE_FACTOR is important apparently.
Experienced Forum User, Published Author, Player (79)
Joined: 5/5/2023
Posts: 9
I was informed that QT_SCALE_FACTOR can effect mouse sync, so fwiw my few mouse inputs assume a QT_SCALE_FACTOR of 1.5.
Post subject: Potential Timesave
Experienced Forum User, Published Author, Player (79)
Joined: 5/5/2023
Posts: 9
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.
Post subject: Time Save Update
Experienced Forum User, Published Author, Player (79)
Joined: 5/5/2023
Posts: 9
Just under a second saved in Level 39. `Very Carefully`. https://tasvideos.org/UserFiles/Info/638361318693881516
Post subject: Faster Shivers idea
Experienced Forum User, Published Author, Player (79)
Joined: 5/5/2023
Posts: 9
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.
Post subject: Hollow Knight TAScord Link
Experienced Forum User, Published Author, Player (79)
Joined: 5/5/2023
Posts: 9
I was told to post this here by Feos so I am doing that. https://discord.gg/AZjaQaJ49R
Experienced Forum User, Published Author, Player (79)
Joined: 5/5/2023
Posts: 9
CoolHandMike wrote:
Yes vote. An improvement over the existing one https://tasvideos.org/5226M. This really is a very inventive smw hack. My only criticism is that I liked Darkman425's ending better where Mario runs off the ledge over just waiting for something to come and hit Mario like this one. Tasvideos has that last input for timing, and considering the different endings how much of an improvement is this one?
Excluding the time saved due to ending input early, the new TAS saves 806 frames over the old one. ~13.4333... seconds.