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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
5 downloads
Uploaded 1 day ago by mohoc (see all 22)
This is a slightly reworked version of this submission by Tegron in the hopes of more consistent syncing.

File info

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 6 to 8 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 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.

#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
13 downloads
Uploaded 9/11/2024 4:38 PM by Tegron (see all 1)

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.