Here is an improvement over
my previous TAS of this category. I first came back on the TAS to resync it for the purpose of console verification but I ended up adding a big improvement to it.
Game objectives
- Emulator used: BizHawk 2.8 - Gambatte Core in GBA mode for the purpose of console verification.
- Using the Boy
- Finishing all days of the game to access the credits as fast as possible
Improvement explanation
When I first created the TAS, the day glitch was known and the only occurence that have been used was to enter the stock at midnight so I used the same strategy without testing other methods...
So, when I came back on the TAS, I had the idea of testing more things about the glitch and so I understood more about the glitch :
Before beeing able to trigger the glitch, you need to pass one load during the day, that can be by changing the zone :
- inside the house to outside
- going to bed
By going into bed at midnight, you'll pass a day (and so a load) and the game will trigger the warp to bed just after so it is never useful because you only pass 2 days...
From outside the house, you can wait for midnight and going into another load to advance one day at 6am. The first frame of "normally" midnight, the game will put the IGT to 6am the next day, at this frame you are able to move for one frame and if you load a new area you'll stay in the transitionning state of the frame you entered so if you are able during the first frame where you can move and where the trainsitioning state ends to load a new area the game will pass another day.
Older use of the glitch : In my previous TAS, I was using the stock to trigger the glitch as it was not known (I didn't test anything else) that any other loads was possible. The problem with the stock is that inside the stock, it is considered as a menu and so the IGT doesn't advance and so the transitioning state stays until you leave the stock.
New and more effective use of the glitch : Since we can use any load triggers to perform the glitch, the best possibility would be to enter a building where the IGT continues and the transitioning state for beeing able to end so that both when entering the building and leaving it, we would pass a day. Something that is possible in any other buildings of the farm.
This is where most of the time save comes from, the other reason is that the building with the load beeing the fastest was used.
Improvement table :
| Old TAS | This TAS | Time difference | Total saved |
---|
boot+Menu+Intro | 3446 | 3464 | -18 | -18 |
---|
1rst day | 43911 | 43910 | 1 | -17 |
---|
all days | 32519 | 13348 | 19171 | 19154 |
---|
Outro+END | 961 | 962 | -1 | 19153 |
---|
16 frames are due to the boot of the GBA beeing longer, the other 2 frames are normally due to emulation differences between GBHawk core on BizHawk 2.4 and Gambatte code on BizHawk 2.8 (will look closely on this later).
1rst day
1 frame is saved normally because of emulation differences (will look closely on it later)
All days
Frames are saved thanks to a better and more effective use of the day glitch.
Outro+END
Frame is lost due to emulation diferences.
ViGadeomes: Cancelling until console verification is possible on this game.
ViGadeomes: Setting it back to new since it has been console verified by TiKevin83 !
Samsara: Re-claiming for judging, then!
Samsara: BOY's reality warping powers grow stronger as he finds himself truly mastering the art of the dimensional pocket, living these three years almost three times faster through that more refined time dilation. Honestly, my favorite genre of speedrun is "do some insane, repetitive action for several minutes until the game is cleared impossibly fast", and this game continues to be no exception to that. Passing several years in the space of 4 minutes just by entering and exiting a door at a very specific time is both peak Samsara humor and a great execution of a fun little quirk that continues to show just how uniquely and differently games can be analyzed and broken. Accepting as an improvement to
the published run!