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Revision 7 (current)
Edited by Randomno on 7/10/2023 6:58 PM

The tool records inputs into a movie file which has a {{.ltm}} extension. It is actually a {{tar.gz}} archive which contains three text files.

! Config

The first one is {{config.ini}}, containing all meta-data of the movie file. It consists of a list of key/value pairs. Here is an example of such a file, with added comments:

%%TAB 1.3.6 and later%%

 [[General]]
 authors=me ; authors of the movie
 auto_restart=false ; does the game restarts automatically when closed
 frame_count=81 ; frame count of the movie file
 framerate_den=1 ; denominator of the number of frames per second
 framerate_num=60 ; numerator of the number of frames per second
 game_name=SuperMeatBoy ; name of the game executable
 initial_time_nsec=0 ; number of nanoseconds of the initial system time
 initial_time_sec=1 ; number of seconds of the initial system time
 keyboard_support=true ; are keyboard inputs sent to the game
 length_nsec=733333333 ; number of nanoseconds of movie length
 length_sec=52 ; number of seconds of movie length
 libtas_major_version=1
 libtas_minor_version=3
 libtas_patch_version=6
 md5=a6fa991f40ef518b302a4a492af7259c ; md5 hash of the game executable
 mouse_support=true ; are mouse inputs sent to the game
 nb_controllers=0 ; up to 4 controllers are supported
 rerecord_count=0
 savestate_frame_count=13 ; savestate frame for savestate movies
 variable_framerate=true ; is the user allowed to change framerate

 ; Time hack values

 [[mainthread_timetrack]]
 clock=-1
 clock_gettime=-1
 gettimeofday=-1
 sdl_getperformancecounter=-1
 sdl_getticks=-1
 time=-1

 [[secondarythread_timetrack]]
 clock=-1
 clock_gettime=-1
 gettimeofday=-1
 sdl_getperformancecounter=-1
 sdl_getticks=-1
 time=-1

%%TAB 1.3.5 and earlier%%

 [[General]]
 authors=me ; authors of the movie
 frame_count=81 ; frame count of the movie file
 framerate_den=1 ; denominator of the number of frames per second
 framerate_num=60 ; numerator of the number of frames per second
 game_name=SuperMeatBoy ; name of the game executable
 initial_time_nsec=0 ; number of nanoseconds of the initial system time
 initial_time_sec=1 ; number of seconds of the initial system time
 keyboard_support=true ; are keyboard inputs sent to the game
 libtas_major_version=1
 libtas_minor_version=3
 libtas_patch_version=0
 mouse_support=true ; are mouse inputs sent to the game
 nb_controllers=0 ; up to 4 controllers are supported
 rerecord_count=0
 savestate_frame_count=13 ; savestate frame for savestate movies

 ; Time hack values

 [[mainthread_timetrack]]
 clock=-1
 clock_gettime=-1
 gettimeofday=-1
 sdl_getperformancecounter=-1
 sdl_getticks=-1
 time=-1

 [[secondarythread_timetrack]]
 clock=-1
 clock_gettime=-1
 gettimeofday=-1
 sdl_getperformancecounter=-1
 sdl_getticks=-1
 time=-1

%%TAB_END%%

! Inputs

The second file is the {{inputs}} text file. In this file, each line that starts with the character '{{|}}' is an input frame.
The content of one line depends on the three settings {{keyboard_support}}, {{mouse_support}} and {{nb_controllers}} above.

%%TAB 1.3.6 and later%%

The line is a concatenation of sections for each device. Each section starts with '{{|}}' followed by a identifier.

Keyboard starts with '{{|K}}', followed by a list of Xlib KeySym (u32) values of each pressed key. They are encoded into an hex string and separated by the '{{:}}' character. The list is unordered, the order of the events that will be sent to the game for a single frame is arbitrary. If this section is not present, the default value for the keyboard is no pressed keys. Example: {{|Kffe1:20:ff53}} 

Mouse starts with '{{|M}}', followed by mouse inputs in the format: {{xpos:ypos:X:12345}}. {{xpos}} and {{ypos}} are x and y coordinates of the pointer (i32) in decimal strings (can be negative). The reference mode of these coordinates are described by {{X}}, which is a single character, either {{A}} (absolute coordinates) or {{R}} (relative coordinates). This is followed by 5 characters which are either a digit if the corresponding mouse button is pressed, or the character '{{.}}'. When decoding the file, the code only checks if the character is a '{{.}}' or not. If this section is not present, default value is 0,0 absolute coords and no button pressed. Example: {{|M202:264:A:1....}}

Each controller starts with '{{|C}}' then the controller number (between 1 and 4). The controller inputs are in the format: {{axis_left_x:axis_left_y:axis_right_x:axis_right_y:trigger_left:trigger_right:ABXYbgs()[]udlr}}. The first 6 values are the axis values (i16) encoded in decimal strings. Then each character is either a button character or '{{.}}', indicating if the corresponding button was pressed or not. The order of the buttons are:
* {{A}}, {{B}}, {{X}}, {{Y}} buttons
* back ({{b}}), guide ({{g}}) and start ({{s}}) buttons
* left stick ({{(}}) and right stick ({{)}})
* left shoulder ({{[}}) and right shoulder ({{]}})
* dpad up ({{u}}), down ({{d}}), left ({{l}}) and right ({{r}})

If this section is not present, default value is 0 for axes and no button pressed. Example: {{|C1-3977:-89:0:0:0:0:A..............}}

Flags starts with '{{|F}}', followed by the format {{R1234ILUO}}. Each character is either a flag character or '{{.}}':
* {{R}}: reset input
* {{1}}, {{2}}, {{3}}, {{4}}: controller X was attached
* {{I}}, {{L}}, {{U}}, {{O}}: controller X was detached

If this section is not present, default value is no flag. Example: {{|FR........}}

When variable_framerate is enabled, we need to specify the framerate of each frame. Starts with '{{|T}}', followed by {{num:den}}. {{num}} and {{den}} are the framerate numerator/denominator (u32). If this section is not present, default value is the metadata value. Example: {{|T60:1}}

%%TAB 1.3.5 and earlier%%

If {{keyboard_support=1}}, a list of Xlib KeySym (u32) values of each pressed key is appended to the line. They are encoded into an hex string and separated by the '{{:}}' character. The list ends with the '{{|}}' character.

If {{mouse_support=1}}, mouse inputs in the format: {{xpos:ypos:12345}} are appended to the line. {{xpos}} and {{ypos}} are x and y coordinates of the pointer (i32) in decimal strings (can be negative). This is followed by 5 characters which are either a digit if the corresponding mouse button is pressed, or the character '{{.}}'. When decoding the file, the code only checks if the character is a '{{.}}' or not. The list ends with the '{{|}}' character.

For each controller from 1 to {{nb_controllers}}, the corresponding controller inputs is appended to the line, in the format: {{axis_left_x:axis_left_y:axis_right_x:axis_right_y:trigger_left:trigger_right:ABXYbgs()[]udlr}}. The first 6 values are the axis values (i16) encoded in decimal strings. Then each character is either a button character or '{{.}}', indicating if the corresponding button was pressed or not. The order of the buttons are:
* {{A}}, {{B}}, {{X}}, {{Y}} buttons
* back ({{b}}), guide ({{g}}) and start ({{s}}) buttons
* left stick ({{(}}) and right stick ({{)}})
* left shoulder ({{[}}) and right shoulder ({{]}})
* dpad up ({{u}}), down ({{d}}), left ({{l}}) and right ({{r}})

Each controller inputs end with the '{{|}}' character.

%%TAB_END%%

! Annotations

The third file is the {{annotations.txt}} text file, containing movie annotations.