libtas
@libtas_dev
libtas dev account, a program to bring tool-assisted speedrun tools to games on Linux. Posts by @KilayeJV
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The newer flash emulator Ruffle works on libTAS, and we are seeing a lot of flash TASes lately, such as Portal: The Flash Version youtube.com/watch?v=zLlk5o…
youtube.com
YouTube
[TAS] Flash Portal: The Flash Version "no level skip" by rythin in...
Nice to see a new released game (Dome Keeper) already fully TASable, thanks to Godot engine!
I'm late, but v1.4.2 is out (github.com/clementgallet/…). Main changes: basic MacOS support, lua scripting and improved input editor.
github.com
Release v1.4.2 · clementgallet/libTAS
Add the execution permission if possible Show a specific message when user specify a script as game executable Add lua scripting Check for gdb presence Use vdpau-va-gl for vdpau software rendering ...
With hacking a few extra sync points on specific threads, I managed to get Hollow Knight startup/mainmenu/cutscenes deterministic, which is good news for Unity sync-ability. Now I just need to identify threads created by mono, which is not trivial because it's C# code
v1.4.1 is out (github.com/clementgallet/…). Main changes: improvements in savestating, greenzone (savestate autoload from input editor for easier editing). Also various bugfixes and more games supported.
github.com
Release v1.4.1 · clementgallet/libTAS
Savestates can be compressed Middle button to reset controller axis to 0 Hook getpid() used for prng seeding Option to use a forked process to save state Accept hotkeys when input editor and contro...
I did some work on Adobe Flash Player. It is working mostly, there are still several issues to fix (notice that garbage bottom portion).
There's a nasty desync on Freedom Planet (Fusion/Chowdren engine) TASes that I was finally able to solve: the game is using raw object pointers casted as integers and doing arithmetic on them in its engine. Ofc dynamically allocated memory means I get different values every time
Got libTAS to work on WSL 2. I did not test every feature, but savestates work, which is the most critical and low-level feature.
Savestates can be performed by a forked process now, so that the game resumes immediately (thanks to linux copy-on-write feature). That's pretty awesome!
v1.4.0 is out: github.com/clementgallet/… . Variable framerate feature, some wine improvements, and tons of small fixes.
github.com
Release v1.4.0 · clementgallet/libTAS
Add async SDL events handling (#166) Implement relative mouse inputs Add a setting to warp the pointer to the center of the screen after each frame Implement SteamHTTP and SteamGameCoordinator User...
Successfully imported a Half-Life TAS featuring vectorial strafing into libTAS. Instead of turning the camera like standard bunnyhop, we use precise controller analog stick inputs with high sensitivity to hit precise angles without moving the camera much: streamable.com/pgyb49
Thanks Half-Life for some corner cases: - opens a blank (0-size) file for writing - attempts to read a joystick axis with NULL handle
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