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Breakpoints
Breakpoints provide an easy way to quickly get back to a certain section in a TAS without having to wait for everything to play out.
Simply write three stars (***) on a separate line an the TAS will play back to that position as quickly as it can.
Unlike how breakpoints are used while debugging software, in a TAS only the last breakpoint in the file will be considered. If you would like to have the other behavior, consider using a Force Stop.
Important
While breakpoints are useful during the writing of a TAS, you should always make sure all breakpoints have been removed before sharing a finished TAS with others.
You can use the Remove All Breakpoints (default Ctrl+Shift+P) option in Studio to do that.
Breakpoints can have specific modifiers to change their functionally. These work by simply appending the appropriate modifier after the three stars. In case you are not using Celeste Studio (which is not recommended), it is important to list the modifiers in the order they appear in this document.
Format: ***!
This forces the TAS playback to always stop at this breakpoint, even if another breakpoint would come after this one.
Format: ***S
Places a savestate at the breakpoint position which then will be used to immediately get back to that position by automatically loading it when starting the TAS.
Note
Savestates used by TAS and regular gameplay are separate. That means the cannot be used by the other.
Important
Using savestates requires the Speedrun Tool mod to be installed in order to function. If you want to use multiple savestate slots, v3.25.0 or above of Speedrun Tool is required.
Format: ***1.5
Instead of going as fast as possible, this allows you to specify a custom playback speed multiplier.
Note
The maximum playback speed is limited by your computer and with higher values, there is no guarantee that the specified value is that actual playback speed.