An increasingly common question nowadays is how to make TASes for PC games. The answer to that highly depends on the game, and there may be no good option at all. This guide will go over various methods, and their pros and cons.

libTAS

libTAS is a Linux program which acts as an intermediate layer between the game and the operating system. It has typical TAS tools such as frame advance, savestates, and input recording. Linux is a much better OS than Windows for creating such a program, and Windows users can access libTAS too. There is varying support for running games made in Unity, Adobe Flash, DOS, and other platforms. If you can run your game in Linux, this is probably the best option for you.
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Hourglass

Hourglass is a Windows program which also acts as a layer between the game and the OS. Hourglass was created in 2011 and is not being actively developed, due to issues mentioned above. It has very limited game support and is best used in Windows XP; it also has no mouse support. This option is probably only best for compatible games which won't run on Linux.
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Specialized tool

One popular option is to create your own TAS tool for a specific game or engine, often by modifying the game itself. There is a list of some of these tools here. <documentation on making tools?>
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External macro

Using a tool such as AutoHotKey which does not communicate with the game directly. It may be more reliable if you can have the macro detect particular frames to send inputs (e.g. by reading an on-screen-display), rather than just waiting a certain amount of milliseconds. <macro examples>
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HomePages/Randomno/HowToTASPCGames last edited by Randomno on 9/6/2023 10:45 PM
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