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#52376912538365399 - Celeste any% with epilogue

Celeste_any_postcredits.ltm
In 30:35.68 (110141 frames), 24 rerecords
Game: Celeste ( Linux, see all files )
620 downloads
Uploaded 1/6/2019 7:00 PM by keylie (see all 119)
Movie that does the epilogue (just entering the house and skipping the cutscene). There are loadings that must be frame advanced: before the credits and after the credits.

Annotations

! Version info: 

libTAS version: 1.3.2

! Annotation info: 

{{Game: Celeste, v1.2.5.3, drm-free version (available at https://mattmakesgames.itch.io/celeste), 64-bit binary.

OS: Ubuntu 18.04 amd64 with Linux kernel 4.13.0-36-generic, libTAS v1.3.2. Game executable is `/path/to/game/Celeste.bin.x86_64`.

libTAS must be configurated with `Runtime > Recycle threads` unchecked. In `File > Executable options`, library path must be set to `/path/to/game/lib64`.

Like with SteamWorld Dig 2 movie, there is an issue in this game regarding sync and loading times. The movie must be paused for a short amount of time at specific frames to let the game load stages. This is especially true for the game startup which features a lot of thread spawning. To make the movie to sync, the beginning should be run with frame advance until the main menu appear (from frame 1 to 94). At frame 64, the game should print a bunch of "LOAD MAP DATA: XXX" on the terminal, and at frame 70 the game should print "LOADED : 1150ms". After that, the game should be paused at specific frames before and after each level. To help that, here is the code that I added in file "src/linTAS/GameLoop.cpp" in line 196 before "emit startFrameBoundary();" which contains all the frames to pause. Finally, there's another little section that must be frame advanced because we couldn't find the exact frame when loading occurs, between frame 71093 and 71120.

        int pause_frames[] = {414, 2857, 2859, 2908, 2915, 3518, 6925, 6927, 6951, 7320, 7327, 7930, 13989, 13991, 14384, 14391, 14994, 28539, 28541, 28934, 28941, 29623, 37441, 37443, 37836, 37843, 38446, 42556, 42606, 42612, 43199, 50688, 50690, 51083, 51090, 51709, 55391, 55439, 55446, 56033, 70394, 70396, 70789, 70796, 71092, 71093, 71120, 71121, 71155};
        for (int pp = 0; pp < (sizeof(pause_frames)/sizeof(pause_frames[0])); pp++)
            if (pause_frames[pp] == (context->framecount))
                sleep(1);

It should be noted that because this movie aims for fastest in-game time, and all loadings occur outside levels (where the in-game time is paused), it is not critical to simulate accurate loading times.

For encoding purpose, there are a few settings that can be changed in the game menu before playing back the movie, which does not affect sync. The screen size can be changed, the speedrun clock can be set to "File" to show the in-game time of the entire run. Also, we recommend to disable the screen shake, it makes the video much more pleasant to watch.
}}