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#638700710573197667 - acai cOrner neutral ending improved TAS

acaicorner.ltm
In 04:48.18 (17291 frames), 179 rerecords
System: Windows
16 downloads
Uploaded 3 days ago by Tegron (see all 5)

#638693356685816806 - Corpse Party All Chapters Any% TAS 2

0AllChaptersAny3.bk2
In 2:05:04.09 (448979 frames), 138 rerecords
Game: Corpse Party ( 3DS, see all files )
19 downloads
Uploaded 12 days ago by Tegron (see all 5)
It's my improved Corpse Party TAS by 2 seconds, not much to mention
Improvements
  • In this improved TAS I have saved time by changing the faster skip text option to All At Once which saves time when skipping some scrolling text, I enable this option at the start of chapter 1 because it saves time than from the main menu through the transitions while in the chapters it gets you on the second screen configurations immediately.
  • In chapter 1 I save 2 frames on one interaction with blue spirit where I interacted from a different side than by turning close to it.

#638655754597230257 - Angry Birds Trilogy - AB Classic 5 Levels TAS

Angry Birds Trilogy5LevelsABClassicTAS.bk2
In 01:59.87 (7172 frames), 127 rerecords
1 comment, 24 downloads
Uploaded 10/26/2024 9:37 PM by Tegron (see all 5)
This is an all levels WIP TAS at this point.

Game objectives

  • Emulator: BizHawk 2.10-rc1
  • ROM file version: Angry Birds Trilogy (Europe) (En,Fr,De,Es,It).3ds
- The mechanics of this game are simple, we shoot birds from a slingshot at pigs to complete levels, this TAS (WIP) plans to complete all levels from all 3 games: Angry Birds Classic, Angry Birds Seasons and Angry Birds Rio
- Shooting a bird from a slingshot before the score screen appears allows you to skip the scores from the rest of the birds, depending on the angle of the slingshot in the levels, this saves from 200-300 frames, this is important considering that in this version the game does not give an immediate end of level after shooting down all the pigs

#638653989673822692 - Corpse Party 3DS All Chapters TAS

AllChaptersAny2.bk2
In 2:05:06.53 (449125 frames), 99 rerecords
Game: Corpse Party ( 3DS, see all files )
23 downloads
Uploaded 10/24/2024 8:36 PM by Tegron (see all 5)

Game objectives

  • Emulator: BizHawk (Interim) (sync with BizHawk 2.10-rc2)
  • ROM file name: Corpse Party - Blood Covered - Repeated Fear (Japan).3ds
  • Played on the Japanese version
  • Complete all 5 chapters

Sync settings

  • Region value: Autodetect
  • Is New 3DS: False
  • LLE applets: False
  • Initial Tick Count: 0
  • Enable 3GX plugin loader: False
  • Allow games to Change Plugin State: True
Corpse Party is a remake of the original game on PC-98 systems and the PC version, as well as an improved port of the PSP and iOS versions. The game features updated character sprites and CG graphics, remixed soundtracks, an extended stage (from the PC version), new Wrong Ends and new Extra Chapters, but in TAS we will be interested in completing all 5 chapters in the fastest time possible.
I use the Japanese version thanks to the fact that it saves some time on dialogues
After the TAS I uploaded I discovered that the text acceleration setting set to all-at-once skips scrollable dialogue immediately which saves a lot of time, I only found out a few weeks ago after uploading the TAS, it lost a lot of time, I also lost 2 frames on one interaction from not testing going a step down thinking I would lose time but it is still almost that optimal TAS due to movement
During the TAS all options and routes were tested in terms of saving frames to get through the game faster, I choose options that are faster by a few frames or more, however there are some things that are required to complete each chapter and cannot be skipped in any way and I will also explain this.

Interactions

The interactions we enter have a minimal time difference I didn't know about, entering from the position you are in saves 2 frames as opposed to turning to enter an interaction, this way I can save some frames that way, it works on all objects including doors.

Chapter 1

  • We have to enter class 3-A to read the newspaper, otherwise we can get Wrong End if we don't read it, interaction from the bottom right corner is mandatory to activate the newspaper trigger to get out of the class.

Chapter 2

Here the chapter is more interesting because it is the only chapter in which manipulation is used
  • After taking Ayumi with us we perform a skip on one of the ghost kids, I perform it from the right side and turn one to the left because there are traps on the right and left that will push Yoshiki back, from the middle side they don't, the ghost can get duplicated by this after one section which is why their movements are manipulated by walking so they don't get in my way of getting through the chapter.
  • In the girls' toilet after Ayumi gets possessed again, I go back there to act out the scene, on the stairs down is also possible but Ayumi then throws us down the stairs making us get Wrong End and we don't want that, Ayumi's movements are random, luckily she positioned herself so as not to block our path so RNG manipulation wasn't needed.

Chapter 3

  • We have to get this nametag in order for it to open the passage when going down the stairs, there is no way around it.
  • I don't take Scented Beads from Yuka, it's faster, the steam guide for 2021 says you have to but you don't have to take it.
  • I'm using the DoctorDirigible route from the 2021 version here because it's more optimised compared to my speedrun from the 3DS version when the route wasn't quite optimised yet.

Chapter 4

  • We have to pick up Naomi and Seiko's cellphone's to complete this chapter, untying Naomi is also required.
  • During the pool after picking up the key, then a timer appears, we usually have a lot of it for this section, first we have to exit this location to find out that Ayumi is not there and is drowning in the pool, unscrewing the valve will cause it to suck Ayumi in and it will kill her getting Wrong End, the only way is to find her in the pool and save her.
  • We have to interact with Sakutaro to give the tongues to the ghosts, it's faster to collect 2 and then give them back because it saves a lot of time.

Chapter 5

  • While escaping from Yuuya, I go around to get the key because the locker may fall down blocking the way to the key therefore after collecting it, I normally return because Yuka moves to the left after that.
  • When collecting notes, in the fourth we don't have to detach the escape section from the dead converted Yuuya? Because we can just read the note and leave simply
  • After entering the two sides of the characters in the underground, we play off the memory section, which I will go into in the next line, in the second memory section I go through in the top route finishing it faster because it turns out that there are no invisible walls so I can skip one trigger that makes us fall.
  • During the escape in the memorial there are still triggers through which we can fall down, I fall down on purpose because it saves a few frames (in the second with 80, in the first with 30) compared to doing it normally.
  • After escaping there is only skip text so I don't have too much to say anymore, on the last text whether we use automatic skip or not, it will always be skipped on the same frame.

#638616694890512098 - Paper Lily - Chapter 1: Dead End 1-2 - Salt is for Cooking TAS

PaperLilyCh11-2.x86_64.ltm
In 05:48.72 (20923 frames), 593 rerecords
25 downloads
Uploaded 9/11/2024 4:38 PM by Tegron (see all 5)

Game objectives

  • Emulator: libTAS 1.4.6
  • Game Version: 1.1.5 itch.io Linux https://leef6010.itch.io/paper-lily-chapter-1
  • libTAS Resolution settings: Video > Custom: 1280x720
  • Option to be set in libTAS: Runtime > Time tracking > clock_gettime() realtime
Here's Dead End 1-2 in Paper Lily - Chapter 1 TAS, enjoy
Sync for this game is the same as this submission https://tasvideos.org/9202S except that the load time after through the clock should disappear at 36 frame, clicking v too fast can delay clock disappearing 2 frames causing a desync, discovered when opening the project at 3 minute I noticed that even much slower clicking v every frame will cause the load time clock to disappear at 34 frame but should not cause desync.