libtas_dev's profile picture. libtas dev account, a program to bring tool-assisted speedrun tools to games on Linux. Posts by @KilayeJV

libtas

@libtas_dev

libtas dev account, a program to bring tool-assisted speedrun tools to games on Linux. Posts by @KilayeJV

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…

libtas_dev's tweet card. [TAS] Flash Portal: The Flash Version "no level skip" by rythin in...

youtube.com

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[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!

libtas_dev's tweet image. Nice to see a new released game (Dome Keeper) already fully TASable, thanks to Godot engine!

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


First time running a game through libTAS on MacOS \o/

libtas_dev's tweet image. First time running a game through libTAS on MacOS \o/

I did some work on Adobe Flash Player. It is working mostly, there are still several issues to fix (notice that garbage bottom portion).

libtas_dev's tweet image. 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!


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


Trying to import existing Half-Life TASes. Current status: streamable.com/vay1no


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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