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#638517071681257323 - Braid any%

movie.ltm
In 19:24.98 (69899 frames), 39268 rerecords
Game: Braid ( Linux, see all files )
2 downloads
Uploaded 4 hours ago by keylie (see all 118)
New file for compat with libTAS v1.4.5

Annotations

Game: Braid, version published on 2015/06/13, drm-free version (available at https://www.humblebundle.com/store/braid).

OS: Debian Bookworm amd64, libTAS v1.4.5. Game executable is `/path/to/game/Braid.bin.x86`.

The game runs in fullscreen by default. `Video > Virtual screen resolution` must be set to `1920x1080 (16:9)`, because of mouse inputs. In `File > Executable options`, library path must be set to `/path/to/game/lib`. Command-line options should be `-no_launcher -60fps`. Finally, `Settings > Input > Prevent Mouse warping` must be checked and `Runtime > Sleep` handling must be set to Never advance time

A desync might happen around frame 18750 by not bouncing on the rabbit. It seems to be relative to non-deterministic collision order, but this bounce is very precise so I couldn't make it more stable. The movie needs to be restarted until it works. 

#638517064119699340 - Braid story mode

Braid_story.ltm
In 21:08.97 (76138 frames), 16612 rerecords
Game: Braid ( Linux, see all files )
3 downloads
Uploaded 5 hours ago by keylie (see all 118)
verification movie for libTAS v1.4.5

Annotations

Game: Braid, version published on 2015/06/13, drm-free version (available at https://www.humblebundle.com/store/braid).

OS: Debian Buster amd64 with Linux kernel 4.19.0-5-amd64, libTAS v1.4.5. Game executable is `/path/to/game/Braid.bin.x86`.

The game runs in fullscreen by default. `Video > Virtual screen resolution` must be set to `1920x1080 (16:9)`, because of mouse inputs. In `File > Executable options`, library path must be set to `/path/to/game/lib`. Command-line options should be `-no_launcher -60fps`. `Runtime > Sleep` handling must be set to Advance time on main thread and `Input > Prevent mouse warping` must be checked

#638500850161824365 - Braid any%

Braid.wipv4.ltm
In 19:24.97 (69898 frames), 39224 rerecords
Game: Braid ( Linux, see all files )
13 downloads
Uploaded 18 days ago by keylie (see all 118)
20s-ish improvements over any%. Probably last WIP?

Annotations

Game: Braid, version published on 2015/06/13, drm-free version (available at https://www.humblebundle.com/store/braid).

OS: Debian Buster amd64 with Linux kernel 4.19.0-5-amd64, libTAS v1.4.0. Game executable is `/path/to/game/Braid.bin.x86`.

The game runs in fullscreen by default. `Video > Virtual screen resolution` must be set to `1920x1080 (16:9)`, because of mouse inputs. In `File > Executable options`, library path must be set to `/path/to/game/lib`. Command-line options should be `-no_launcher -60fps`.

#638454870592711145 - Dandara any%

Dandara_stable_essences_box3.ltm
In 17:25.16 (312704 frames), 6036 rerecords
Game: Dandara ( Linux, see all files )
16 downloads
Uploaded 3/8/2024 9:30 AM by keylie (see all 118)
Whole TAS that can be seen here:
There are a few desync points that prevents from playing back the TAS consistently :/

#638088556548604441 - Dandara any% WIP1

Dandara_stable_essences.ltm
In 07:07.91 (128374 frames), 2730 rerecords
Game: Dandara ( Linux, see all files )
63 downloads
Uploaded 1/9/2023 10:07 AM by keylie (see all 118)

#637894118771599237 - Cyber Shadow any% ch1-6

CyberShadow_swag.ltm
In 28:53.15 (103989 frames), 18970 rerecords
Game: Cyber Shadow ( Linux, see all files )
82 downloads
Uploaded 5/29/2022 9:04 AM by keylie (see all 118)
WIP until beginning of ch7

#637787978063843404 - Baba any% update

lexikiq-babaisyou-pc.ltm
In 02:39.00 (9552 frames), 2259 rerecords
Game: Baba Is You ( Linux, see all files )
110 downloads
Uploaded 1/26/2022 12:43 PM by keylie (see all 118)
Newer versions of the game don't have the lag frames anymore, so I resynced lexikiq' movie on new version (451C). Saves ~10 seconds. Gameplay is unchanged. I did not update movie annotations.

#69628100292381757 - Flywrench any% movie with fixed annotations

runner.ltm
In 19:42.23 (70934 frames), 13081 rerecords
Game: Flywrench ( Linux, see all files )
242 downloads
Uploaded 2/21/2021 4:54 PM by keylie (see all 118)

Annotations

! Version info: 

libTAS version: 1.4.1

! Annotation info: 

{{Game: Flywrench, Steam version. The latest Linux version is buggy (wrong files, no executable), but the previous version is working fine. It can be download from the Steam console.

Open the following link in a web browser: `steam://nav/console` then `download_depot 337350 337353 6888663543024499238`.

The libraries `libcrypto.so.1.0.0` and `libssl.so.1.0.0` must be taken from the Steam runtime libraries. Alternatively, libTAS can be launched with included steam-runtime libraries using `~/.steam/bin/steam-runtime/run.sh libTAS`. 32-bit version of library libswresample is needed for sound to be encoded (`sudo apt install libswresample3:i386` on Ubuntu).

OS: Debian Buster amd64 with Linux kernel 4.19.0-5-amd64, libTAS v1.4.1. Game executable is `/path/to/game/runner`.

libTAS must be configurated with `Runtime > Time tracking > clock_gettime()` (set by the movie) checked. In `File > Executable options`, library path must be set to `/path/to/game/lib`. The game starts in fullscreen mode, so `Video > Virtual screen resolution` can be set to get the desireable resolution (does not affect sync afaik).}}

#68522066892740557 - Flywrench any% WIP

runner.ltm
In 12:14.45 (44067 frames), 6990 rerecords
Game: Flywrench ( Linux, see all files )
259 downloads
Uploaded 1/2/2021 9:27 PM by keylie (see all 118)
About 2/3 of the run (until mars), for backup

Annotations

! Version info: 

libTAS version: 1.4.1

#68228389290700157 -

Celeste_any_new_v2_postcredits.ltm
In 28:53.02 (103981 frames), 65 rerecords
Game: Celeste ( Linux, see all files )
363 downloads
Uploaded 12/20/2020 4:01 PM by keylie (see all 118)
Movie for inputs after credits

Annotations

! Version info: 

libTAS version: 1.4.0

! Annotation info: 

{{Game: Celeste, v1.3.1.2, drm-free version (available at https://mattmakesgames.itch.io/celeste), 64-bit binary.

OS: Debian Buster amd64 with Linux kernel 4.19.0-5-amd64, libTAS v1.4.0. Game executable is `/path/to/game/Celeste.bin.x86_64`.

libTAS must be configurated with `Runtime > Recycle threads` unchecked and `Runtime > Wait timeout > No waits` checked. In `File > Executable options`, library path must be set to `/path/to/game/lib64`.

There are specific settings in libTAS to enforce constant loading times: `Runtime > Game-specific settings` and check `Celeste` in both frames. It syncs the main thread and loading threads determined by their thread name. It is only necessary to frame-advance the game startup, until frame ~70.

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" (this setting is actually mandatory because it allows to skip level completion animations). Also, we recommend to disable the screen shake and turn on photosensitive mode, it makes the video more pleasant to watch.}}

#67853546550089539 -

Braid_story.ltm
In 21:08.97 (76138 frames), 16602 rerecords
Game: Braid ( Linux, see all files )
350 downloads
Uploaded 12/3/2020 6:53 PM by keylie (see all 118)
File of story mode to build a savefile with the game completed. Be sure to uncheck `Runtime > Prevent writing to disk` before playing back the movie.

Annotations

! Version info: 

libTAS version: 1.4.0

! Annotation info: 

{{Game: Braid, version published on 2015/06/13, drm-free version (available at https://www.humblebundle.com/store/braid).

OS: Debian Buster amd64 with Linux kernel 4.19.0-5-amd64, libTAS v1.4.0. Game executable is `/path/to/game/Braid.bin.x86`.

The game runs in fullscreen by default. `Video > Virtual screen resolution` must be set to `1920x1080 (16:9)`, because of mouse inputs. In `File > Executable options`, library path must be set to `/path/to/game/lib`. Command-line options should be `-no_launcher -60fps`.}}

#67756811557343790 - Braid new any% TAS WIPv2

Braid.wipv2.ltm
In 19:42.70 (70962 frames), 14925 rerecords
Game: Braid ( Linux, see all files )
312 downloads
Uploaded 11/29/2020 10:19 AM by keylie (see all 118)

Annotations

! Version info: 

libTAS version: 1.4.0

#67380396436953341 - Braid new any% TAS WIPv1

Braid.wipv1ok.ltm
In 20:06.08 (72365 frames), 10808 rerecords
Game: Braid ( Linux, see all files )
314 downloads
Uploaded 11/12/2020 11:28 AM by keylie (see all 118)

Annotations

! Version info: 

libTAS version: 1.4.0

#63781167767135487 - FTL

FTL_fuel.ltm
In 03:11.25 (11475 frames), 991 rerecords
4 comments, 383 downloads
Uploaded 6/3/2020 9:15 AM by keylie (see all 118)
Version 1.5.13

Annotations

! Version info: 

libTAS version: 1.3.5

#62825238843061865 - Shovel Knight: King of Cards any% with credits

kk3_credits.ltm
In 27:45.00 (99900 frames), 11037 rerecords
Game: Shovel Knight ( Linux, see all files )
516 downloads
Uploaded 4/21/2020 8:03 AM by keylie (see all 118)
Version with fast-forwarded credits and inputs until the end

Annotations

! Version info: 

libTAS version: 1.3.5

! Annotation info: 

{{Shovel Knight v4.1 DRM-free version (taken from Humble Store), 64-bit binary.

Tested on Debian 10 (Buster) 64-bit and libTAS v1.3.5. Game executable is "/path/to/game/64/ShovelKnight" You must open "File > Executable Options..." and set "Library path" to directory "/path/to/game/64/lib"

The game can be launched natively first to set video resolution for encoding purpose. It does not affect sync. Also, in the game options, Game > Show Feats were disabled.

The game data is loaded on frame 2, so the movie should be frame advanced from startup to frame 3, to prevent a desync.

Version with credits fast-forwarded and inputs to the end.}}

#58685662034132868 - Seiken Densetsu 3 - seed 0

seiken3_geg_done_seed0_done.lsmv
In 10:54.47 (39333 frames), 7544 rerecords
Game: Trials of Mana ( SNES, see all files )
559 downloads
Uploaded 10/17/2019 9:47 PM by keylie (see all 118)
Redid the TAS with RTC 0 for seeding the RAM, and improved it a bit.

#56305028996170174 - Axiom Verge any% v2 - Vision

AxiomVerge_new_kur.ltm
In 29:19.10 (211092 frames), 15994 rerecords
Game: Axiom Verge ( Linux, see all files )
581 downloads
Uploaded 7/2/2019 4:41 PM by keylie (see all 118)

Annotations

! Version info: 

libTAS version: 1.3.4

! Annotation info: 

{{Game: Axiom Verge, version 1.43, Steam, 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/AxiomVerge.bin.x86_64`.

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

For encoding purpose, the resolution of the game can be changed in-game in the options, it does not affect sync. The options must be set by launching the game from libTAS with `Runtime > Backup savefiles in memory` unchecked, so that the options are saved on disk. Then, `Runtime > Backup savefiles in memory` is checked again and the TAS can be played back.}}

#53573283055462513 - Minit any%

runner.ltm
In 07:14.88 (26093 frames), 3086 rerecords
Game: Minit ( Linux, see all files )
514 downloads
Uploaded 3/1/2019 4:05 PM by keylie (see all 118)

Annotations

! Version info: 

libTAS version: 1.3.3

#53242999794389332 - 1001 spikes any% Ukampa

1001spikes_59fps_reseed.ltm
In 16:42.24 (58955 frames), 3544 rerecords
Game: 1001 Spikes ( Linux, see all files )
534 downloads
Uploaded 2/14/2019 7:06 PM by keylie (see all 118)
Half of the game, I'm currently lazy to do Antartica

Annotations

! Version info: 

libTAS version: 1.3.3

#52822833749122841 - Escape Goat 2 any%

EscapeGoat2.114_any.ltm
In 15:52.77 (57166 frames), 102 rerecords
Game: Escape Goat ( Linux, see all files )
500 downloads
Uploaded 1/26/2019 8:58 PM by keylie (see all 118)
I did not make this TAS, it was done by (at least) Stinger, WorseThanYou, Chunkatuff, Yagamoth, Vulajin, Ortho and Elipsys.
It was performed using a game-specific TASing framework, and I converted inputs to libTAS. Original inputs are public, so I think it is fine to store the movie here. If the authors want to submit this TAS one day, the movie file is ready.

Annotations

! Version info: 

libTAS version: 1.3.2

! Annotation info: 

{{Game: Escape Goat 2, v1.1.4, Steam, 64-bit binary. This version is not the latest, this TAS was made in a previous version before some physics stuff was changed. To obtain this version, open the Steam console (by opening steam://open/console in a browser) and enter "download_depot 255340 255342 4228679490049036074". It will download the game with the correct version inside your Steam directory.

OS: Ubuntu 18.04 amd64 with Linux kernel 4.13.0-36-generic, libTAS v1.3.2. Game executable is `/path/to/game/EscapeGoat2.bin.x86_64`.

libTAS must be configurated with `Runtime > Virtual Steam client` checked. In `File > Executable options`, library path must be set to `/path/to/game/lib64`.

For encoding purpose, graphical settings can be modified before playing back the movie, which does not affect sync.}}

#52821896824952159 - Celeste any% improved with epilogue

Celeste_any_postcredit_new.ltm
In 30:09.60 (108576 frames), 47 rerecords
Game: Celeste ( Linux, see all files )
586 downloads
Uploaded 1/26/2019 7:57 PM by keylie (see all 118)

Annotations

! Version info: 

libTAS version: 1.3.2

! Annotation info: 

{{Game: Celeste, v1.2.6.1, 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 69528 and 69590.

        int pause_frames[] = {414, 2005, 2054, 2061, 2664, 6071, 6073, 6466, 6473, 7077, 13136, 13138, 13531, 13538, 14142, 27686, 27688, 28081, 28088, 28741, 36554, 36556, 36949, 36956, 37560, 41662, 41711, 41718, 42075, 49564, 49566, 49959, 49966, 50482, 54160, 54209, 54216, 54573, 68934, 68936, 69329, 69336, 69528, 69590, 97103, 97105, 97498, 108325};
        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.

Before launching the TAS, one specific setting must be set in the game: the speedrun clock must be set to "File". It is mandatory because, starting from v1.2.6.0, the game has shorter animations in the hub after a level has been completed (berry collection, B-side/heart unlocking) with this particular setting. For encoding purpose, there are a few other 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. Also, we recommend to disable the screen shake and turn on photosensitive mode, it makes the video more pleasant to watch.
}}

#52821885141911372 - Celeste any% improvement

Celeste_any.ltm
In 27:04.43 (97466 frames), 47 rerecords
Game: Celeste ( Linux, see all files )
556 downloads
Uploaded 1/26/2019 7:57 PM by keylie (see all 118)
Added prologue skip, some frames saved here and there, and update to v1.2.6.1

Annotations

! Version info: 

libTAS version: 1.3.2

! Annotation info: 

{{Game: Celeste, v1.2.6.1, 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 69528 and 69590.

        int pause_frames[] = {414, 2005, 2054, 2061, 2664, 6071, 6073, 6466, 6473, 7077, 13136, 13138, 13531, 13538, 14142, 27686, 27688, 28081, 28088, 28741, 36554, 36556, 36949, 36956, 37560, 41662, 41711, 41718, 42075, 49564, 49566, 49959, 49966, 50482, 54160, 54209, 54216, 54573, 68934, 68936, 69329, 69336, 69528, 69590, 97103, 97105};
        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.

Before launching the TAS, one specific setting must be set in the game: the speedrun clock must be set to "File". It is mandatory because, starting from v1.2.6.0, the game has shorter animations in the hub after a level has been completed (berry collection, B-side/heart unlocking) with this particular setting. For encoding purpose, there are a few other 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. Also, we recommend to disable the screen shake and turn on photosensitive mode, it makes the video more pleasant to watch.
}}

#52376912538365399 - Celeste any% with epilogue

Celeste_any_postcredits.ltm
In 30:35.68 (110141 frames), 24 rerecords
Game: Celeste ( Linux, see all files )
580 downloads
Uploaded 1/6/2019 7:00 PM by keylie (see all 118)
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.
}}

#52168517062145338 - Celeste any

Celeste_any_new.ltm
In 27:31.15 (99069 frames), 228 rerecords
Game: Celeste ( Linux, see all files )
581 downloads
Uploaded 12/28/2018 9:45 AM by keylie (see all 118)
Just a backup for now until the annotations and submission text are being worked on.

Annotations

! Version info: 

libTAS version: 1.3.2

! Annotation info: 

{{        int pause_frames[] = {413, 2856, 2858, 2907, 2914, 3517, 6924, 6926, 6950, 7319, 7326, 7929, 13988, 13990, 14383, 14390, 14993, 28538, 28540, 28933, 28940, 29622, 37440, 37442, 37835, 37842, 38445, 42555, 42605, 42611, 43198, 50687, 50689, 51082, 51089, 51708, 55390, 55438, 55445, 56032, 70393, 70395, 70788, 70795, 71092, 71120, 71152};
        for (int pp = 0; pp < (sizeof(pause_frames)/sizeof(pause_frames[0])); pp++)
            if (pause_frames[pp] == (context->framecount))
                sleep(1);
}}

#51267556986333788 - Axiom Verge any%

AxiomVerge_final.ltm
In 27:44.38 (199726 frames), 5935 rerecords
Game: Axiom Verge ( Linux, see all files )
558 downloads
Uploaded 11/17/2018 7:57 PM by keylie (see all 118)
Redone the final boss to optimize TAS timing while keeping the same in-game final time.

Annotations

! Version info: 

libTAS version: 1.3.1