TAS of Mission 5. I had a new strat that didn't require SCOP, so I thought I'd just try to learn how to TAS while making the vid.
https://www.youtube.com/watch?v=fjBMHivHD_8&lc=z13ahljjwyjcjzcmu22zcd1xbzzycvleq
I'm not sure if I'm using both stylus & buttons effectively, maybe you'd like to comment, ALAKTORN?
- At the start of each day there are 3 lag frames, I guess that's related to music.
- I tap on a unit to select it, then tap on the tile that it has to move to 2 frames later. Sometimes a graphical glitch happens where the unit turns into the last unit selected for 1 frame, and you can only tap the target tile 3 frames later. I haven't looked into what causes this yet, but most of the time it happens if I tap a unit on a base at the start of my turn.
- Each tile that you move uses 6 frames, then there's 1 more frame at the end before you can press A to fire/wait.
- After pressing A to fire, I press A 11 frames later to confirm the target. I haven't tested selecting different targets yet.
- Moving a unit 1 tile is different. Tapping the target tile 2 frames later doesn't work. Instead I tap the unit, press the direction on the D-pad 2 frames later, then press A 3 frames later. Is there a better way of doing this?
- Tapping a base to build units causes 1 lag frame, my guess is that the game has to figure out which units you can build (e.g. you can't build anything bigger than a Tank in M5, and in later missions you might not have BBs/Piperunners unlocked).
- To build a unit, I tap the base, then tap the unit 3 frames later. If the next action is to end the turn, I press Select 4 frames later.
- To end the turn I press Select, then tap End 1 frame later.
- I don't know anything about the RNG other than it advances for each frame that you wait before firing, at the start of the enemy turn, and in dialogues. Does it depend on the internal clock (I'm guessing not) or path-drawing like in FE?