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Object Impermanence Autosplitter

This repo contains the Uhara-based LiveSplit autosplitter for the Object Impermanence process.

  • Release script: asl/ObjectImpermanence.asl
  • Test script: asl/ObjectImpermanenceTest.asl

What It Does

  • Start: starts when you load into Landing
  • Optional IL start: can start from any of the 9 run locations when loaded from the map
  • Load removal: pauses during scene transitions and checkpoint loading
  • Scene splits: splits on normal walking transitions only
  • Checkpoint splits: optional splits for the map-visible checkpoint locations that are not already covered by scene transitions
  • Map transitions: do not split, except for the optional reset behavior

Supported Split Types

Scene transitions

These only split on normal non-map transitions, and only if their setting is enabled:

  • Landing -> Entrance
  • Fan -> Cloudbed
  • Statue -> Rounded Room
  • Chasm -> Landing (End Split)

Checkpoint splits

These are the extra checkpoint splits that are available in settings:

  • Alley
  • Fan
  • Houses
  • Statue
  • Chasm

These are mapped to the in-game map locations, not to menu/map travel and not to the later end-of-area fallback checkpoints.

Map Behavior

Map travel is handled separately from normal walking transitions:

  • Map travel to non-Landing locations does not split
  • Map travel still uses load removal
  • Map travel can reset on specific destinations if that destination is enabled in Individual Level Settings

This keeps normal route transitions and manual map routing separated.

Settings

The LiveSplit settings are grouped exactly like this:

Reset Types

  • Loading "Landing" from Map (Reset)
  • Death Transitions in "Landing" (Reset)

Loading "Landing" from Map (Reset) is the original Landing map reset behavior.

Death Transitions in "Landing" (Reset) is for Landing -> Landing reload behavior, such as dying and being reloaded back into Landing.

This is separate from map-based IL resets.

Scene Transition Splits

  • Landing "Landing -> Entrance" (Split)
  • Intro "Fan -> Cloudbed" (Split)
  • Exterior "Statue -> Rounded Room" (Split)
  • Spacial "Chasm -> Landing" (End Split)

These only split on normal non-map transitions.

Checkpoint Splits

  • Checkpoint Alley (Split)
  • Checkpoint Fan (Split)
  • Checkpoint Houses (Split)
  • Checkpoint Statue (Split)
  • Checkpoint Chasm (Split)

These split when that checkpoint is unlocked during the run.

Individual Level Settings

  • Entrance (Start + Reset)
  • Alley (Start + Reset)
  • Fan (Start + Reset)
  • Cloudbed (Start + Reset)
  • Houses (Start + Reset)
  • Statue (Start + Reset)
  • Rounded Room (Start + Reset)
  • Chasm (Start + Reset)

Each of these enables the full IL flow for that specific destination:

  • start when that location is loaded from the map
  • reset when that location is loaded from the map during a run
  • immediately flow into a fresh start for that IL after the reset

Landing stays on the original reset/start behavior in Reset Types and the normal main start logic.

Only enabled settings are active.

In-Game Time

This autosplitter uses LiveSplit Game Time for load removal during transitions and checkpoint loading.

Uhara

This autosplitter depends on uhara10.

The required component is included in this repo:

  • Components/uhara10

If LiveSplit does not already place or load it correctly, put uhara10 in your LiveSplit Components folder.

If the autosplitter stops working, the usual causes are:

  • uhara10 is missing
  • the game updated and the watched fields changed

Credits

Jura for testing and route knowledge.

ru-mii for:

License

MIT License. See LICENSE.

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