(Link to video)
Iji is an action-packed strategic platform shooter with a detailed story, large levels with multiple paths, powerful bosses and lots of secrets. There are alternate gameplay events, dialogues and scenes depending on what you do, a wealth of extras and bonus features, and seven stats to upgrade through a leveling system. Iji herself has superhuman strength and abilities, and can crack Nanotechnology, use her enemies' most devastating weapons against them, and be a pacifist or a killer - the story adapts to how you play.
This TAS was made in Hourglass r81 on Windows XP (which I emulated using Virtualbox). The reason I ran Iji 1.6 is because 1.7 does not work with Houglass (or at least savestates don’t work).
The aim of this TAS was to complete the game as fast as possible. For this reason I used the easiest difficulty ‘normal’. On other difficulties you need more nano (basically exp in this game) per level, which would make the shortcut in sector 5 and the massive skip in sector X impossible. I use extensive RNG manipulation in most sectors to get the optimal damage boost form enemies / good crack RNG. Most of the run is fairly standard, the only real glitch is at Proxima (I still don’t exactly know what causes it to skip an attack after it gets hit by lightning).

Tricks and Sector-by-sector analasys

General info: The run is done on Normal because this allows you to use all of the shortcuts (more on this later). The difficulty changes the level limit per sector and the amount of Nano you need per level.

Some mechanics that I use throughout the run:

  • Animation canceling:
  1. When you crack(Iji extends her arm) something like a terminal, a long animation plays. The crack happens after 5 frames. After this Iji normally stands still for 7 frames, but if you jump or duck on this second part of the animation you cancel it, saving a few frames. Note that when landing you lose 1 frame and the minimum duck time is 5 frames.
  2. Hardfall animation cancelling: If you fall for long enough, Iji will play an 11 frame animation where she recovers from the fall. This can be interrupted by jumping as soon as she hits the ground.
  3. _Ledge grab_ animation cancelling: When getting out of a ledge grab animation it is possible to jump at a certain point in the animation, saving up to 3 frames. I do this for every ledge grab.
  • Nanofield reboot: This allows you to reset your skill points and is used in sectors 4 and X. It is done by pressing the Use key 4 times and the kick key once while ducking.
  • Enemy / RNG manipulation: this is a huge part of the TAS as enemy patterns are ‘random’. The patterns can change if you fire a weapon or alter the height of your jump, so if you see me firing my weapon at nothing or doing weird jumps it’s to manipulate enemies.
  • Damage boosting: the knockback of the MPFB (blue projectiles, weapon 4) is insane and so it is better to get hit or hit yourself with it than just walking, assuming that you don’t get slowed down by anything. This is only true for the MPFB and getting hit by any other projectile (rocket/splitershock) is slower than walking because the getting up animation is really long. Getting punched by the Tasen Commander is also faster than walking. Note that holding the arrow key in the direction you are flying makes you go faster and further and holding the arrow key opposite the flying direction will slow you down.
  • _Teching_: Teching is done by pressing the Use key immediately before taking damage, and Iji will not stagger from pain, fly shorter and land on her feet when sent flying. Yellow circles shoot out of her when you tech successfully. This is useful when taking armor damage as Iji normally plays an animation and on Tor because it gives you longer invincibility.
  • Pre-jumping: When you need to fall down from a ledge it is fastest to jump before doing so because Iji starts falling sooner. I do this for every fall where it is possible.
  • Text/cutscene skipping: Some dialog cannot be skipped and you must go through it box by box. I skip all of the dialog (mostly at the start of the sector/Dan talking mid sector) and all of the cutscenes that can be skipped.
  • Breaking doors with the Resonance detonator (weapon 5) because the kick animation is long but the Resonance detonator doesn’t delay you.

Sector by sector analysis:

Sector 1

There is not much to say about sector 1. Getting all of the Nano (light blue orbs, basically exp in this game) that I do in these sectors is required, I will explain why later on.

Sector 2

Here I kill the Tasen Soldier with explosives. This does not count as a kill and should be done if possible because this route requires all of the Nano you can get. After going up the platforms after the teleporter I level up Crack. I animation cancel every levelup and move left between levelups. I activate the checkpoint, which allows me to kill myself to save backtracing. I tech the turret damage to save time. Crack 3 is needed later on in the sector for the shortcut where you crack the level 3 security door.

Sector 3

In this sector I accept the truce because this skips the Krotera boss fight and makes the Tasen troops not attack you. You can’t fire your Nanoweapon in a room with a Tasen in it or touch them because this breaks the truce. Accepting the truce adds 10 minutes onto the ingame timer but since this TAS is timed with real time, skipping the boss saves around 12 seconds (you would want to get the Buster gun and enough ammo to fight the boss and this would take extra time on top of the 9 second boss fight)

Sector 4

I get 6 Strength in order to break the door in the beginning and one after riding the Shredder. Killing an enemy with the Shredder counts as a kill so be careful if running pacifist. Since you have a high strength level you can use the Resonance detonator to kill the green Tasen Scouts. This can be done after falling down the long drop and in the long room and near the end of the sector to get some extra Nano for no extra time. In the long room I manipulate enemies to get boosted a lot. Right before the end I use a Nanofield reboot to get 5 Crack and 2 HP, which will be used in the next sector.

Sector 5

I get 10 Tasen for a shortcut later on. You need to get Nano from the troops that are fighting. Afterward you can switch to the Rocket launcher to get some extra Nano by killing Tasen troops. You need to crack Spread rockets (combination of the shotgun and Rocket launcher) in order to blast away the cracked floor. After this you need to switch to the MPFB as soon as you get it and blast yourself over the wall. This skips over half of sector 5. You need to be level 18 to get the Nuke to instakill Asha. This can be done by firing the nuke on the first frame of the fight. It is best to also hold left so that you get knocked back to the right towards the Supercharge which gives you 1 skill point.

Sector 6

I activate the checkpoint to respawn here. It is important to take 2 damage before jumping up to the teleporter. After cracking the terminal you can position yourself close to the turret to get knocked back over the gap and not fall down, saving about half a second. Switch to the Resonance detonator after respawning to break both the doors. Make sure to collect the MPFB ammo in the room with the terminal. MPFB boost yourself where I do in the video and afterwards switch to the Resonance detonator.

Sector 7

I select the Rocket launcher to destroy the wall near the beginning. The Beast (4 legged thing) is almost always in your way so it is best to tech its damage. After going up the elevator and cracking the terminal make sure to activate the checkpoint. Boost yourself where I do and immediately switch to the Rocket launcher and shoot the beast with a rocket. Make sure to pick up the health and boost yourself again. In the room with the terminal you need to kill yourself. Make sure to only use rockets to do this as you need MPFB ammo later on. After knocking yourself over the gap with the Nuke it is time to fight Proxima. I get 2 Attack but this is technically not required but eliminates some RNG from the Proxima fight. For whatever reason if you nuke Proxima when it is in the correct position you can knock it downwards instead of upwards. If you shoot it at precise times and precise positions it will skip some attacks and the terminal will be operational instantly. I manipulate Proxima so that it is close to the electricity after I activate the second terminal. You need keep 1 MPFB round for the start of the next sector.

Sector 8

I MPFB boost myself after the drop. You can make it on top of the pile of boxes but this is difficulty and unreliable because the annihilator needs to move right all the time. After coming up the elevator it is optimal to get hit with an MPFB form the Tasen Elite, because you need all of the MPFB ammo for the next part. In the next room I pick up all of the MPFB ammo and try to nuke in a way that puts me close to the door. Once the door opens I switch to the Resonance detonator and blast the door. At the end I MPFB boost myself to the end cutscene.

Sector 9

After jumping off of the Shredder I shoot a rocket at the Beast to the left. The boost off of the Berserker is difficult because you have to hold left for some time to not hit the ceiling. I select the Rocket launcher before going up the elevator and shoot the wall and afterwards switch to the Resonance detonator. Later I MPFB boost myself not only because it is faster but also because I need to take damage for the death warp at the end of the Shredder part. After boosting myself and falling down and get 10 Crack, Tasen and Komato. Since I manipulated enemies to drop Nano I do not need to reboot my nanofield.
Iosa part 1 is beaten by shooting her with Rockets and Splintershocks because they don’t waste any time and also MPFB where they don’t waste time. Mid fight I use Retribution – you need all 8 basic weapons, at least 1 ammo for each, and 5 or less HP currently left. Just after being knocked to the ground, rise while holding the Use key. If performed while Iji is still flashing from taking the damage that knocked her down, the skill will activate. This deals massive damage if you are on top of her. Iosa part 2 is just RNG. You need her to do the attack where you duck to dodge it and then kick her or hit her with the Resonance detonator. It is fastest to shoot her after the fight and not to spare her.

Sector X

After boosting myself, I select the Resonance detonator and then the Velocithor V2-10 to destroy the core. This skips more than half of sector X and is the reason why you need 10 crack, Tasen and Komato. After dropping down and destroying the turret with the Resonance detonator, I crack the door which saves 20 seconds over going around it (this is not viable to do in real time because cracking would take too long and you would get hit). For the next part it is best to select the Rocket launcher and kill the Beast. In the final room before Tor I reboot my Nanofield for the last time, getting 10 Tasen and Attack, 3 assimilate and some HP. The HP level needed is at least 4 but more is recommended in case you don’t get the absolutely optimal pattern. And finally Tor. You need 26 MPFB ammo and 5 rockets. I shoot 5 MPFB shots per round (6 in one of the rounds), reflect the Chargeball, and fire a rocket before he flies away. I make sure to shoot the first shot before Tor lands otherwise I might not be able to get 5 shots off. The missile attack delays Tor’s next attack by about 20 frames and I manipulate him to only do it once (when I want to get the 6th MPFB shot). Also from all of the “transition attacks” (Mega missile (shoots balls), Death hail (shoots something from above) and Eruption (fast red wave)), Eruption is the fastest so you can save a few seconds if you get good RNG. This is the only transition attack he uses in this TAS (except for the very first one, which is always a Death hail).
I would like to say that this route is almost completely the same as Daniel Remar’s route for Iji 1.6. All I can say is that he really figured out how to speedrun his own game. I did make a few minor improvements to the route and used extensive RNG manipulation to get a faster time.

feos: Judging...
feos: Clearing the branch since non-pacifist is a common option and doesn't need to be called out.
feos: Replacing with a file that ends on the last hit to the final boss. After that point all that needs to be done is skipping a couple cutscenes, which this movie does, so it could be used for encoding.
feos: After having finally resolved the bookkeeping, I can accept this movie. The setup that needs to be done to make it sync is usual, just tweaking a few in-game options, so it's allowed. The quality of the run, and most importantly the overall feel and look, are quite good. Accepting to Moons.
fsvgm777: Processing.
feos: To document the solution that fixes audio dumping for this game in Hourglass:
  • Multithreading and Wait Sync dialog checkbox -> Wrap
  • Runtime menu -> Multithreading Mode -> Allow known threads only

TASVideoAgent
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This topic is for the purpose of discussing #6298: Matslo123's Windows Iji in 27:41.87
Post subject: Re: #6298: Matslo123's Windows Iji 1.6 "Non-Pacifist" in 28:16.5
Player (26)
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Here's a TAS in 26:19, and a ten-year-old speedrun in 27:18. This run doesn't appear to beat existing records. Aside from that, I wonder how optimized this really is. Enemies can be luck-manipulated to slam you forward rapidly (e.g. at 2:52) or hit you with a missile for the same effect. This run barely uses that, and on several occasions boosts max HP (e.g. 2:54, 16:22) without using this extra health. It uses the same routing as the two-year-old speedrun.com record. As the author notes, it is "fairly standard" and doesn't appear to consider TAS-only strategies. Finally, the stated reason for picking the easiest difficulty is incorrect, in that the skips in sector 5 and sector X are possible on Extreme difficulty. This was also pointed out in the last thread, where several people give their preference for higher difficulty. The easy mode used here has fewer enemies; slower enemies; easier boss patterns; and double HP pickups, and makes gameplay not very challenging. This strikes me as a case where the movie guidelines suggest highest difficulty. This game is from the author of [2529] Windows Hyper Princess Pitch "Reallyjoel's Mom difficulty, best ending" by Tseralith in 15:40.48, and is where Reallyjoel's Dad comes from. He makes very interesting high difficulty levels; so I'd like to see those in a TAS. This gets a 'no' for entertainment from me.
Patashu wrote:
Unless playing on a higher difficulty is particularly boring, the highest difficulty should be used.
£e Nécroyeur wrote:
Radiant wrote:
It strikes me that faster enemies, less health powerups, and very difficult bosses could make for a more exciting run.
Agreed.
Post subject: Re: #6298: Matslo123's Windows Iji 1.6 "Non-Pacifist" in 28:16.5
Player (103)
Joined: 3/10/2019
Posts: 73
Radiant wrote:
Here's a TAS in 26:19, and a ten-year-old speedrun in 27:18. This run doesn't appear to beat existing records. Aside from that, I wonder how optimized this really is. Enemies can be luck-manipulated to slam you forward rapidly (e.g. at 2:52) or hit you with a missile for the same effect. This run barely uses that, and on several occasions boosts max HP (e.g. 2:54, 16:22) without using this extra health. It uses the same routing as the two-year-old speedrun.com record. As the author notes, it is "fairly standard" and doesn't appear to consider TAS-only strategies. Finally, the stated reason for picking the easiest difficulty is incorrect, in that the skips in sector 5 and sector X are possible on Extreme difficulty. This was also pointed out in the last thread, where several people give their preference for higher difficulty. The easy mode used here has fewer enemies; slower enemies; easier boss patterns; and double HP pickups, and makes gameplay not very challenging. This strikes me as a case where the movie guidelines suggest highest difficulty. This game is from the author of [2529] Windows Hyper Princess Pitch "Reallyjoel's Mom difficulty, best ending" by Tseralith in 15:40.48, and is where Reallyjoel's Dad comes from. He makes very interesting high difficulty levels; so I'd like to see those in a TAS. This gets a 'no' for entertainment from me.
Patashu wrote:
Unless playing on a higher difficulty is particularly boring, the highest difficulty should be used.
£e Nécroyeur wrote:
Radiant wrote:
It strikes me that faster enemies, less health powerups, and very difficult bosses could make for a more exciting run.
Agreed.
Firstly regarding the time. I chose to optimize the time for real time, not for ingame time. Because of this didn't interrupt the truce, which adds on 10 minutes of ingame time, my time seems much slower. This skips the bossfight with Krotera which takes 8 seconds (evident from the TAS you linked https://youtu.be/eiYmJJUmzpI?t=342 at this timestamp). If the only thing I changed was that i cheesed Krotera like he did, then my ingame time would be 25:25. If you were comparing by gametime, this is what you would have to consider. But since the speedruning community has decided to use real time instead of gametime, that is what I opted for. You can see the current WR for this category also does this https://www.speedrun.com/iji/run/jy9rwgvy . Regarding the health levelups. I do use the health levelup at 2:45 in sector 4 when I take 2 damage to boost myself. It does not matter where you level it up so I just chose to do it in sector 2. The health levelup at the end of sector 4 was used in the shortcut in secror 5. Regarding the route. I use the same route simply because it has been optimized. There is nothing that I do in the TAS that does not have a purpose. I would like to know what you mean by 'TAS only strats'. I do use a TAS only strat in sector X where I crack the lvl 6 security door. Regarding damage boosts. I do use them as much as I can. Note that getting hit by the rocket ISN'T faster than just walking. This is why i don't use it in the run. Regarding the difficulty. Changing the difficulty changes the amount of nano you need for each level. So for example you need the same amount of nano to get level 5 on normal as you do to get level 3 on expert. This would mean that getting level 14 in sector 5 would be very time consuming as you would need to either waste a lot of time killing enemies for nano or collecting the nano that spawns. It would probably be better just to not use the shortcut. You also could not get a nuke for asha for the same reason and therefore you would be one skill point down. And the shortcut in sector X reqires level 27 which saves at least two and a half minutes. Regarding the faster enemies. This would not matter as I would just manipulate RNG to get them to do what I want. The bosses would take longer to kill but that’s about it. So overall again as I said I used this difficulty to get the fastest time possible, using expert would not make sense as it isn't even the highest difficulty. I will do a 2 hp ultimortal TAS as a challange. In conclusion make sure that you know the rules of the category and know enough about the game before making these claims. Saying "why didn't you play on a higher difficulty" or "why didn't you save Dan" is like saying "why don't you just beat the game in the way any% does" to a player running 100%. P.S In Iji 1.6 only the first sector can be done on reallyjoel's dad difficulty. After that there is a barrier blocking the way. I have TASed the first sector https://www.youtube.com/watch?v=NCGjinbDSL0
Post subject: Re: #6298: Matslo123's Windows Iji 1.6 "Non-Pacifist" in 28:16.5
Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
Radiant wrote:
This game is from the author of [2529] Windows Hyper Princess Pitch "Reallyjoel's Mom difficulty, best ending" by Tseralith in 15:40.48, and is where Reallyjoel's Dad comes from. He makes very interesting high difficulty levels; so I'd like to see those in a TAS. This gets a 'no' for entertainment from me.
The very highest difficulty level of this game is a joke, and believed to be impossible even with TAS. (Someone investigated it using cheats to make it through the first level, and IIRC discovered that the author hadn't bothered programming the second, because the first was literally impossible.) The highest non-joke difficulty level would likely be worth seeing, though.
Post subject: Re: #6298: Matslo123's Windows Iji 1.6 "Non-Pacifist" in 28:16.5
Editor, Player (44)
Joined: 7/11/2010
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Matslo123 wrote:
P.S In Iji 1.6 only the first sector can be done on reallyjoel's dad difficulty. After that there is a barrier blocking the way. I have TASed the first sector https://www.youtube.com/watch?v=NCGjinbDSL0
Isn't there some rule in the description of the difficulty that says you're supposed to kill every enemy to take the barrier down? (IIRC that isn't actually implemented because the developer knew it was impossible, but I'd expect a TAS to at least try.) You can see the same message on the screen, "100% kills required", when you reach the barrier.
Post subject: Re: #6298: Matslo123's Windows Iji 1.6 "Non-Pacifist" in 28:16.5
Player (103)
Joined: 3/10/2019
Posts: 73
ais523 wrote:
Matslo123 wrote:
P.S In Iji 1.6 only the first sector can be done on reallyjoel's dad difficulty. After that there is a barrier blocking the way. I have TASed the first sector https://www.youtube.com/watch?v=NCGjinbDSL0
Isn't there some rule in the description of the difficulty that says you're supposed to kill every enemy to take the barrier down? (IIRC that isn't actually implemented because the developer knew it was impossible, but I'd expect a TAS to at least try.) You can see the same message on the screen, "100% kills required", when you reach the barrier.
Even walking to all of the areas of sector 1, let alone killing the enemies would take more than 2 minutes. You only have 2 minutes to do it so doing a legit TAS would be impossible. I don't see a point in only killing like the first 10 enemies and then dying to the time limit.
Joined: 9/27/2011
Posts: 207
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Right, so having seen several runs before (probably the previous TAS or TASes too), I can't immediately see any obvious fault with this, like some kind of trick completely missing. It seems clear the author is up to date on what is deemed the best strats for the game. I believe the game was programmed in a rather solid way (e.g. you can't move while on elevators to prevent getting stuck anywhere, or whatever the reason) and I don't think I ever saw anything like OOB tricks. That having been said, there's a lot to think about in ammo routing and the AI manipulation can probably always be a bit better, as evidenced by a few moments here and there where a shot needed to be ducked or something of that kind. But yeah, I'm seeing Iji pre-jumping before every fall and generally things look deliberated and so this kinds of 'i's have seemingly been dotted. And yeah I think that while the pace is a bit languid in the early levels, things get hectic enough later on especially during the few non-trivial boss encounters. The soundtrack doesn't hurt bringing on this impression. :D So it's going to be a yes vote from me. If you're going for a challenge run later, are you considering doing a "low %" where you neither take any damage nor kill anyone? I don't know what's the most entertaining, I just know that was really tough to do when I once tried just casually.
Player (103)
Joined: 3/10/2019
Posts: 73
Svimmer wrote:
Right, so having seen several runs before (probably the previous TAS or TASes too), I can't immediately see any obvious fault with this, like some kind of trick completely missing. It seems clear the author is up to date on what is deemed the best strats for the game. I believe the game was programmed in a rather solid way (e.g. you can't move while on elevators to prevent getting stuck anywhere, or whatever the reason) and I don't think I ever saw anything like OOB tricks. That having been said, there's a lot to think about in ammo routing and the AI manipulation can probably always be a bit better, as evidenced by a few moments here and there where a shot needed to be ducked or something of that kind. But yeah, I'm seeing Iji pre-jumping before every fall and generally things look deliberated and so this kinds of 'i's have seemingly been dotted. And yeah I think that while the pace is a bit languid in the early levels, things get hectic enough later on especially during the few non-trivial boss encounters. The soundtrack doesn't hurt bringing on this impression. :D So it's going to be a yes vote from me. If you're going for a challenge run later, are you considering doing a "low %" where you neither take any damage nor kill anyone? I don't know what's the most entertaining, I just know that was really tough to do when I once tried just casually.
Finally someone that can actully appreciate the little optimization details. I do agree that s few frames could have been saved here or there but trust me I tried to get better RNG for a long time before I decided to just jump over a missile or whatever. This doesn't always lose a frame but if you do it a few times it does. The game is suprisngly glitch-free. The only glitch that I know of is the Proxima one, so that's why the run may not seem as impresive. There simply aren't faster ways of moving than the ones showcased in the TAS. And yes I am going for an ultimortal pacifist-ish run (note that you cannot be a pacifist on ultimortal because you have to kill Asha in sector X) where I don't go out of my way to kill anyone but also don't go out of my way to avoid killing anyone if you know what I mean. I will also do Krotera as I think it could be quite entertaining. I am working on Krotera as I am wrinting this.
Joined: 9/27/2011
Posts: 207
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Thanks for taking the effort and good luck with future submissions! Everyone who runs DOS or Windows games is automatically my homie... ;)
Player (103)
Joined: 3/10/2019
Posts: 73
Svimmer wrote:
Thanks for taking the effort and good luck with future submissions! Everyone who runs DOS or Windows games is automatically my homie... ;)
The only problem with tasing windows games is that hourglass is the only tool and it only really works on windows XP. Libtas is much better but only works on linux.
Post subject: Re: #6298: Matslo123's Windows Iji 1.6 "Non-Pacifist" in 28:16.5
Editor, Player (44)
Joined: 7/11/2010
Posts: 1022
Matslo123 wrote:
ais523 wrote:
Matslo123 wrote:
P.S In Iji 1.6 only the first sector can be done on reallyjoel's dad difficulty. After that there is a barrier blocking the way. I have TASed the first sector https://www.youtube.com/watch?v=NCGjinbDSL0
Isn't there some rule in the description of the difficulty that says you're supposed to kill every enemy to take the barrier down? (IIRC that isn't actually implemented because the developer knew it was impossible, but I'd expect a TAS to at least try.) You can see the same message on the screen, "100% kills required", when you reach the barrier.
Even walking to all of the areas of sector 1, let alone killing the enemies would take more than 2 minutes. You only have 2 minutes to do it so doing a legit TAS would be impossible. I don't see a point in only killing like the first 10 enemies and then dying to the time limit.
Well, it would serve as a good explanation of why the difficulty is impossible, and it might be interesting to see how far you could get. I guess the category would be "maximum kills within the time limit". Walking to the barrier is less interesting because it doesn't look all that different from a regular run of the game.
Active player (416)
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Posts: 404
This run was great! The movement was really tight and everything looked really good. I like the category choice and I fully support playing on the fastest difficulty. Great job!
fsvgm777
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Posts: 1185
Location: Luxembourg
Once again, it doesn't start from a clean save file:
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
ZXCQWER32000001024035169595995959959590000000ASD
 5.74326552900000E+0009

Ijicryption v2.2 (29/11/08)
WARNING: MANUALLY MODIFYING THIS SAVEFILE WILL MAKE IT CORRUPT
Since it seems that save file is required (because I really doubt it will sync on a clean save file), it technically runs afoul of the Movie Rules, as no verification movie is provided. For reference, a clean save file in this game looks like this:
0000000000000000000000000000000000000000000000000000000 
0000000000000000000000000000000000000000000000000000000 
0000000000000000000000000000000000000000000000000000000 
0000000000000000000000000000000000000000000000000000000 
0000000000000000000000000000000000000000000000000000000 
ZXCQWER00001000000959599595995959959590000000ASD 
 6.92360889100000E+0009 

Ijicryption v2.2 (29/11/08) 
WARNING: MANUALLY MODIFYING THIS SAVEFILE WILL MAKE IT CORRUPT
EDIT: It desyncs for me in Sector 2 on a clean save file if I set multithreading to Allow and it crashes at the end of Sector 1 if I set multithreading to Wrap in my XP VM (can't check in my Win10 host, since my nVidia drivers are way too recent, last known working one was 367.21).
Steam Community page - Cohost profile Oh, I'm just a concerned observer.
Player (103)
Joined: 3/10/2019
Posts: 73
fsvgm777 wrote:
Once again, it doesn't start from a clean save file:
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000
ZXCQWER32000001024035169595995959959590000000ASD
 5.74326552900000E+0009

Ijicryption v2.2 (29/11/08)
WARNING: MANUALLY MODIFYING THIS SAVEFILE WILL MAKE IT CORRUPT
Since it seems that save file is required (because I really doubt it will sync on a clean save file), it technically runs afoul of the Movie Rules, as no verification movie is provided. For reference, a clean save file in this game looks like this:
0000000000000000000000000000000000000000000000000000000 
0000000000000000000000000000000000000000000000000000000 
0000000000000000000000000000000000000000000000000000000 
0000000000000000000000000000000000000000000000000000000 
0000000000000000000000000000000000000000000000000000000 
ZXCQWER00001000000959599595995959959590000000ASD 
 6.92360889100000E+0009 

Ijicryption v2.2 (29/11/08) 
WARNING: MANUALLY MODIFYING THIS SAVEFILE WILL MAKE IT CORRUPT
EDIT: It desyncs for me in Sector 2 on a clean save file if I set multithreading to Allow and it crashes at the end of Sector 1 if I set multithreading to Wrap in my XP VM (can't check in my Win10 host, since my nVidia drivers are way too recent, last known working one was 367.21).
What do you have to do to get a varification movie? I can assure yo that the savefile has not been edited in any way. If a varification movie is required, I'd gladly prvide it.
Site Admin, Skilled player (1236)
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Posts: 11268
Location: RU
First of all, why does a save file even has to be needed? We don't publish movies that require a save anchor if the same goal can be achieved without a save anchor. And if the save anchor is required according to the movie goals, first you need to make a movie that generates this save file. It doesn't have to be optimal. It should just be a guaranteed way to make the actual save anchored movie play properly provided this save file.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Player (103)
Joined: 3/10/2019
Posts: 73
feos wrote:
First of all, why does a save file even has to be needed? We don't publish movies that require a save anchor if the same goal can be achieved without a save anchor. And if the save anchor is required according to the movie goals, first you need to make a movie that generates this save file. It doesn't have to be optimal. It should just be a guaranteed way to make the actual save anchored movie play properly provided this save file.
So I made a TAS that sets up the savefile. https://drive.google.com/open?id=1m6OSWEl4UHqhOdmBUqnP00mW3Vqa21Oo Just run it on a fresh savefile before running the actual TAS. The only thing it does is it changes the settings and goes into a game so that they save. It is improtant to disable screen shaking, special effects and gamma effects because the game lags A LOT less, especially since the game was made in 2010 and is very compatable with most modern drivers. In this way it is important in order to lower the time of the run.
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Oh, so this is just a setup and not a real save anchor! The actual TAS doesn't depend on any prior completion at all, so it is perfectly legitimate. In your case, this "verification" movie could be replaced with simply manually listing all the steps that configure the settings the needed way. Then anyone would be able to replay the TAS without this secondary movie. We do this quite a lot in Linux TASing. So yeah, just add the setup steps to the submission text and we're good to go.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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feos wrote:
Oh, so this is just a setup and not a real save anchor! The actual TAS doesn't depend on any prior completion at all, so it is perfectly legitimate. In your case, this "verification" movie could be replaced with simply manually listing all the steps that configure the settings the needed way. Then anyone would be able to replay the TAS without this secondary movie. We do this quite a lot in Linux TASing. So yeah, just add the setup steps to the submission text and we're good to go.
I have a question about another TAS i'm working on. It is on the ultimortal difficulty, which requires the game to be beaten on expert. I started doing this run before having read the rules about anchored saves. Producing the same run that I had on expert to beat the game would be practically impossible. Any advice on what I should do? Also how do you plan on timing this? I do touch on this in my submission notes.
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I don't understand the question <_<
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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feos wrote:
I don't understand the question <_<
I don't think I could recreate the stuff I did to beat the game on expert to get the same savefile. However you need a savefile where you beat the game on expert in order to play on the difficulty this other TAS of mine in made on.
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But does it have to be exact? If sync of the save anchored movie fully depends on prior gameplay that can't be replicated, we can't accept a movie since it can't be verified.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Player (103)
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feos wrote:
But does it have to be exact? If sync of the save anchored movie fully depends on prior gameplay that can't be replicated, we can't accept a movie since it can't be verified.
I'll look into it but I think that it does have to be the exact same savefile. I don't fully know what the game saves but if it only saves your level, nano and time (exact to a second), then I could recreate that. Otherwise I doubt it. So if anyone more techical knows what the game saves after you save at the end of a sector, please let me know.
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feos wrote:
But does it have to be exact? If sync of the save anchored movie fully depends on prior gameplay that can't be replicated, we can't accept a movie since it can't be verified.
UPDATE: It seems that it does not matter how you beat extreme, you just need to beat it. As long as you change the settings like for this TAS, it should work fine. Do I now have to make a TAS that beats extreme as well?
EZGames69
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Yes but do not worry about optimizing that movie, all it needs to do is unlock the feature in this submission.
[14:15] <feos> WinDOES what DOSn't 12:33:44 PM <Mothrayas> "I got an oof with my game!" Mothrayas Today at 12:22: <Colin> thank you for supporting noble causes such as my feet MemoryTAS Today at 11:55 AM: you wouldn't know beauty if it slapped you in the face with a giant fish [Today at 4:51 PM] Mothrayas: although if you like your own tweets that's the online equivalent of sniffing your own farts and probably tells a lot about you as a person MemoryTAS Today at 7:01 PM: But I exert big staff energy honestly lol Samsara Today at 1:20 PM: wouldn't ACE in a real life TAS just stand for Actually Cease Existing
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Yeah, the verification movie is absolutely necessary. Also, there's no way to access this highest difficulty aside from completing the game, right? Passwords or cheat codes would be allowed if they unlock a difficulty.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.