Hi there,
For those who haven't seen it, we've published a PoP1 TAS on tasvideos.org (video:
There are some tricks that I would call 'Out-of-Bound Triggers'. The only example in the TAS is the one at 4:57, where the exit door open tile trigger is pressed (due to activating garbage memory). This only happens offscreen and during combat because the kid's back foot activates an out-of-bound [0-255] position. Another example: , and here at 9.38.
Here's the thing: all of these tricks were discovered by chance or by exhaustive (bot) exploration on specific levels. However, I think if we need to break the 12min barrier, we need to go deeper and analyze these out-of-bound triggers systematically. For every room/level get all possible triggers and which doors/things are triggers and see what (if any) new skips could be made with that.
Specific question to David (SDLPoP dev): Would it take too much effort for us to develop an automated tool to analyze this?
Out-of-Bound Triggers
Open-source port of PoP that runs natively on Windows, Linux, etc.
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