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#638645327070068529 - Resync: Paper Lily - Chapter 1 TAS by Tegron

PaperLilyCh1_resynced_v1.x86_64.ltm
In 29:12.05 (105123 frames), 2638 rerecords
21 downloads
Uploaded 27 days ago by mohoc (see all 26)
This is a slightly reworked version of this submission by Tegron in the hopes of more consistent syncing.

File info

This movie was made on libTAS v1.4.6.
Additional libTAS settings
  • Runtime > Asynchronous events: check XEvents at frame beginning and SDL events at frame beginning.
Additional instructions
  • Pause at frames 2 and 33 for a few seconds so that the clock is guaranteed to disappear at frame 34.
FPS
  • Between 4 and 5 most of the time (i.e. it should take from 7 to 9 hours to go through the whole thing).
Total frames
  • 105123 (+19 from original movie)
Changes made to the submitted movie
  • 32100: 2 blank frames inserted.
    • Reason: late menu thread, prevents loading errors.
  • 33080: 2 blank frames inserted.
    • Reason: late menu thread, prevents loading errors.
  • 39738-39822: fishing timings updated (39752, 39788, 39822 instead of 39738, 39783, 39803).
    • Reason: adapt to different fishing RNG.
  • 39806: 15 blank frames inserted.
    • Reason: adapt to different fishing RNG.
  • 40198: two extra action presses, no insert.
    • Reason: catch the rabbit more consistently.
  • 90607-90720: go exactly the other way (180° symmetry), same death timing.
    • 114 'Right' inputs changed to 'Left', 69 'Down' inputs changed to 'Up'.
    • Reason: adapt to different monster spawn RNG in the third phase of Miss Knives' fight.

Known desyncing factors

General gameplay
  • Solution: in libTAS: Tools > Slow Motion > 12% (i.e. 7.5 FPS max).
Autosaves
  • Solution: in libTAS: Settings > Runtime> Asynchronous events: check XEvents at frame beginning and SDL events at frame beginning.
  • Side effect: max FPS drop to around 5.
Late 'retry' menu threads after intentional deaths
  • Solution: insert two blank frames at least a dozen frames prior to the menuing.
  • Side effect: changes RNG in the later parts of the run (notably the fishing minigame around frame 39700 and the monster spawns in the third phase of Miss Knives' fight).
    • Note 1: when such a delay happens, it seems to be consistently late by two frames.
    • Note 2: there are seven intentional deaths: the three Red traps, the painting chase and the three last phases of Miss Knives' fight. So far I only got delays at the second and third Red traps. Making a v2 of the resync where the 'retry' menu threads are always assumed to be late might lead to even more consistency.

Savestates to avoid desyncs from autosaves

Since autosaves are notorious desync points, it is best to make savestates in libTAS prior to them.
The table below describes two successful sync attempts with the resynced movie. The given frames correspond to the latest initialized thread before every autosave. You can access this piece of information by opening the Settings > Debug... window, setting Level to Debug and, in the Print section, (only) checking Threads.
If you get a thread timing which is late by only a couple frames then you will probably desync soon. But no matter what, even if you got a completely different timing, wait until you can tell that you desynced for sure.
When running the resynced movie, you can make a savestate a couple hundred frames prior to these timings and, if you get a desync, load your latest savestate or the one before it. Personally I don't make a savestate before every autosave. I usually wait 3000 to 10000 frames between my savestates.
Note that the Movie > Pause Movie at frame... option in libTAS can be useful to not miss the next desired savestate timing.
In the 'Save #' column (p) indicates that this autosave is a 'persistent' one and not a 'retrysave' one. In the 'Run 2' column '-' indicates that the timing was the same as in Run 1.
Save # Run 1 Run 2
1 11670 -
2 14150 -
3 14778 14641
4 19953 -
5 22971 23008
6 28506 -
7 30019 -
8 30174 30019
(p) 9 31277 -
10 31393 -
11 31393 -
(p) 12 32177 -
13 32380 -
(p) 14 33165 -
15 33468 -
16 34475 -
17 36425 36450
18 37505 -
(p) 19 38920 39016
20 39650 -
21 44431 -
22 44802 -
23 47841 -
24 56803 56929
25 57607 -
26 59480 -
27 59480 -
28 61291 -
29 61691 -
30 62770 -
31 69690 -
32 69884 -
33 74399 -
(p) 34 75639 75513
35 86903 -
(p) 36 90622 90555
(p) 37 90932 -
38 94947 -
39 94947 -
40 94947 -
(p) 41 99541 99331

Running the movie in 1080p

The base resolution is 720p. If you want 1080p follow these steps:
  • Go to ~/.local/share. If there is a Paper Lily folder delete it.
  • Open game executable PaperLilyCh1.x86_64 without libTAS.
  • Choose any language then go to Settings > Screen Settings.
  • Set Fullscreen to No and Resolution to 1920x1080.
  • Quit the game and open file ~/.local/share/Paper Lily/engine.cfg (any text editor should work).
  • Remove the line about translation. It should be the third line. If you chose English, it should be core/translation_selected="en".
Now you can run the game in 1080p with libTAS. As a reminder:
  • In Settings > Runtime check XEvents at frame beginning and SDL events at frame beginning. Leaving Prevent writing to disk checked is recommended.
  • In Settings > Video > Screen resolution choose Common 1920x1080 (16:9).
  • In Tools > Slow Motion choose 12%.

EDIT: added the encode and 1080p instructions.
EDIT 2: added the 'Savestates to avoid desyncs from autosaves' section.
EDIT 3: added the libTAS version (v1.4.6).

#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
17 downloads
Uploaded 9/11/2024 4:38 PM by Tegron (see all 3)

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.