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Post #3925358

2026-07-18 23:41 UTC

The fix for this is that if I detect that we're long enough into a gap between inputs and far enough away from the next one (about 1k frames on each side) it just sets the current step count in the same state to where a but before the next input starts again. Fast forward by setting a single integer lmao. And works because nothing in the game runs on it's own longer than that so it's guaranteed in a safe place away from any state changes that would desync the replay.

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