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Going to get right to it: The game is ported using a decompiler, the TAS is made on an interim version, and the goal choice is somewhat unclear. Because a meme TAS couldn't be simple.

Context

Credits gag from The Simpsons:

Porting

  • Download the Windows version.
  • Open the game folder in AssetRipper 1.0.13.1 and Export All Files.
  • Open the Exported Project folder in Unity Hub
  • File -> Build Settings. Target Platform: Linux. Architecture: x86_64. Build.
If you're wondering about doing this for other games: You can try, but you likely won't be able to immediately build the game. Shaders tend to be the main problem.

TASing

When I ported this last year, the game ended up being essentially unplayable in libTAS. It ran at 1 FPS with the message Timeout waiting for loading thread xxxxx every frame. This was fixed with commit 4438895. The game still runs quite poorly in libTAS, considering how apparently simple it is. This could maybe be fixed in the recompilation process but I'm unfamiliar with Unity.
I couldn't get this to sync on 1.4.5. I didn't try much to resync it, because it runs at 1 FPS.

The game

There are basically four different outcomes for the game: Putter & Feather Touch, Putter & Power Drive, 3 Wood & Feather Touch, 3 Wood & Power Drive. When the game asks you to input the number, you can actually input any of the four numbers to get that number's outcome. For example, 788 will always give the Putter & Feather Touch shot, regardless of your previous choices. I would consider this a glitch.
The goal I chose made the most sense to me, but I'm not sure how to best describe it. The fastest way to get all endings would be to choose Putter every time and use the code glitch. I find this more repetitive and less interesting though.
As for the rest of the TAS: I don't know why the play again screen comes up faster on the first cycle. For the number input, I didn't try anything with increase or variable framerate. It could save a couple frames if it works.

feos: Delaying because it depends on a new libTAS release that needs to happen.
feos: And it happened.

feos: Claiming for judging.
feos: Need info from the author on how to reproduce a syncing port.
feos: Canceling as explained here. Once we know a way to recreate the working setup, it can be uncancelled, even by the author.


TASVideoAgent
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You have selected POWER DRIIIVE
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Does it sync on latest libTAS interim tho?
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:
Does it sync on latest libTAS interim tho?
I made it on the latest interim at the time. It syncs on current latest.
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If it still syncs on 1.4.6 whenever it happens, we'll at the very least wait until then and then accept (if it's well done otherwise). And if it doesn't sync on that we may release our own build. But it doesn't make sense to try to judge it until 1.4.6 happens. So it'd either remain New or Delayed, if you want to keep it in the queue.
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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Makes sense, could Delay it then.
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Syncs on 1.4.6
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Open the Exported Project folder in Unity Hub
How?
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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Add and choose the ExportedProject folder.
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Is this fine? Also is Unity Hub meant to be opened on Linux? Because I don't have the Linux target platform on Windows. Yeah on Linux it build for Linux. So it runs with your uploaded game but with my conversion it fails to show anything inside the game window, which also occupies the entire screen. And I get this log, only with my version:
[UnityMemory] Configuration Parameters - Can be set up in boot.config
    "memorysetup-bucket-allocator-granularity=16"
    "memorysetup-bucket-allocator-bucket-count=8"
    "memorysetup-bucket-allocator-block-size=4194304"
    "memorysetup-bucket-allocator-block-count=1"
    "memorysetup-main-allocator-block-size=16777216"
    "memorysetup-thread-allocator-block-size=16777216"
    "memorysetup-gfx-main-allocator-block-size=16777216"
    "memorysetup-gfx-thread-allocator-block-size=16777216"
    "memorysetup-cache-allocator-block-size=4194304"
    "memorysetup-typetree-allocator-block-size=2097152"
    "memorysetup-profiler-bucket-allocator-granularity=16"
    "memorysetup-profiler-bucket-allocator-bucket-count=8"
    "memorysetup-profiler-bucket-allocator-block-size=4194304"
    "memorysetup-profiler-bucket-allocator-block-count=1"
    "memorysetup-profiler-allocator-block-size=16777216"
    "memorysetup-profiler-editor-allocator-block-size=1048576"
    "memorysetup-temp-allocator-size-main=4194304"
    "memorysetup-job-temp-allocator-block-size=2097152"
    "memorysetup-job-temp-allocator-block-size-background=1048576"
    "memorysetup-job-temp-allocator-reduction-small-platforms=262144"
    "memorysetup-allocator-temp-initial-block-size-main=262144"
    "memorysetup-allocator-temp-initial-block-size-worker=262144"
    "memorysetup-temp-allocator-size-background-worker=32768"
    "memorysetup-temp-allocator-size-job-worker=262144"
    "memorysetup-temp-allocator-size-preload-manager=262144"
    "memorysetup-temp-allocator-size-nav-mesh-worker=65536"
    "memorysetup-temp-allocator-size-audio-worker=65536"
    "memorysetup-temp-allocator-size-cloud-worker=32768"
    "memorysetup-temp-allocator-size-gfx=262144"
[f:0 t:12387] WARN: Game executable has non-default mapping! We found this:
[f:0 t:12387] WARN: Region 0x200000-0x201000 (/home/feos/Desktop/lee/lee.x86_64) with size 4096
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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So I waited for more than a month, and I pinged the author on Discord a few times but got no responce. I may have to cancel this submission until reproducible build instructions are provided, then either me or the author could uncancel it.
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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om, nom, nom... blech, bitter!