Ballaam
@ballaam
Donkey Kong 64 Scientist, DK64 Randomizer Dev, F1 & Monster Hunter nerd, Court's source of puns
Yo dawg, I heard you liked expanded minigame UI Turns out each minigame has it's own function for drawing the "GET/HIT" etc counter. The timer on the top right provided some interesting challenge (some code plundering revealed the fact that I was a bit of an idiot with my initial approach)
Donk Recomp: Interpolation issues when the camera makes a sudden cut between one perspective and another during a cutscene has been fixed. Without disabling, it leads to the interpolation algorithm trying to make it's best guess on what the inter frames should be, and failing kinda badly at it.
The DK64 Recomp passes "the vine test". Unlike NSO, our solution doesn't involve adding lag or modifying the internal framerate.
Everything being under the microscope means that even super subtle effects that many wouldn't notice (like the misting in Castle Underground) won't look like an eyesore because there's an obvious 4:3 cutoff with it if we didn't adjust it.
We're aiming for TRUE widescreen, which RT64, when handled correctly can greatly assist with. This does mean that we're having to not only change a bunch of calls in the game to remove some of the... fun things with DK64, but it also means having to change some of the graphical code too.
🧵 Recomp work still in progress. A lot of what we're working on right now isn't the super interesting stuff to make lots of posts about, but mostly us trying to make changes the right way. Widescreen is one of those things where we want to get things done correctly, even if it takes a little longer.
DK64 is art Context: Testing out fixing the sprite rendering function for Recomp. Currently that function, when we modify it, crashes the game. So I'm trying to figure out why it crashes. Turns out when you bully DK64 enough, you get this:
Yea, this new strat is hype. Not only is it 8f faster than a phasewalk in a TAS context, we also get a swag moonkick in there as well. Automatically S+ tier strat
> Makes video about the developer cheat code to enter levels with fewer bananas than usual, normally a good source of unique unheard of information > Comments: Or JuSt UsE lAnKy'S aRmS
Feel free to use this analogy the next time NSO induced lag + emulator accuracy comes up:
The astute amongst you might spot the grape textures in there. Turns out, the devs got even weirder here. In the Lanky Zinger minigame in Helm, they darken the grape texture and nowhere else. This is extremely noticeable if you pause exit from this minigame. Photo credit: Zorulda
The other thing that might be an anti-epilepsy measure (cause I can't think of any other reason to do this) is a bunch of texture changes to make things darker. Notably the tunnels in Factory, the lighthouse in Galleon and the tree in Fungi Forest.
Minigame Difficulty: Krazy Kong Klamor has been made substantially easier for the 2 minigames in Fungi Forest and Crystal Caves. The FPS is capped to 15FPS. Unfortunately this makes this slower than N64 and very crunchy. Video Credit: Adeleine64ds
1. The changes do make it easier, but they also make the game lag more than it needs to. Krazy KK looks CRUNCHY (Video credit to Adeleine64DS) 2. Beetle was a little harder on Wii U, but not really that much so. Definitely not needed.
DK64 NSO reduces the speed of the beetle in Caves to 83% of it's vanilla speed:
I should try crashing K. Rool ships more often. Another unused object instance, but this time it's a two-for-one deal. Wall Torch and Ammo crate very far (vertically) out of bounds in Angry Aztec.
There's an invisible bamboo gate that is never revealed in the game at all, despite there being code within this bamboo gate to reveal it.
One of the fun things about having an open-source map viewer for DK64 is that such issues like "how do we make placing objects in maps easier in the DK64 space" can just be solved with a couple hours of coding. Coming soon to a DonkViewer near you.
This is the ideal screen ratio of dk64randomizer.com . You may not like it, but this is what peak performance looks like.
To add a little extra context of "other random things are placed", there's a lightning rod above DK Isles and a minigame coin above the submarine in Galleon (which has some testing props for the Vine training minigame). These two are placed at very similar coordinates to the GB in Caves Beetle Race.