TAS
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IGTAP has TASes: runs played by a program to show the fastest theoretical time for a course or the whole game.
- Tool-assisted speedrun: Inputs can be anything the game is willing to interpret
- Human Theory TAS: Input may be anything a human could perform. Possible in theory, but exceptionally difficult
A TAS Mod is currently in development by Deafwave, which provides multiple avenues of creating Human Theory TAS via recording human runs, editing inputs, searching and playing back routes.
Questions and ideas about TASing go in the #tas channel on the IGTAP Discord
TAS Modules
- TAS editor: frame advance, rewind, a piano roll (one row per tick), re-recording with a controller, "Suggest" (edits that reach the same spot sooner), and share codes
- Offline engine: IGTAP's own movement code running outside the game, so a solver can try huge numbers of input variations quickly, matching the game tick for tick
- Turbo: faster-than-real-time replay inside the game, used for validating solver's finds quickly
- Humanizer: Cleans up a Human Theory TAS by removing as many inputs as it can, affecting the result as little as possible
Human Theory TAS Rules
- Game itself isn't changed (no teleports/save editing)
- Everything has to be possible on a real controller (stick values/button presses/input buffers)
- Quick Restart to reset, settings changes to modify things
- Minimize frame-perfect inputs (don't do 64 Wall Clips in a row)
TAS Rules
- Game itself isn't changed (no teleports/save editing)
- Encouraged to use frame-perfect inputs (spike grace, flying starts, turning a dash during its freeze)
- +1 bean every time you use a pauselift
Timing
- Course record: in-game course timer, ignores windup time
- Farm time: Time to loop a course for resources, includes windup time
- Bonuses and transitions: Time to get from A -> B, includes windup time
- Full-TAS: live time, meaning physics ticks plus the frames spent frozen (dash freezes, pauses)
Videos
Touch Grass % 11:44.67
Concept: Area 1 VMAN to True Ending