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View Code? Open in Web Editor NEWSimple TAS tools for the game Celeste
Simple TAS tools for the game Celeste
(Everest v1312) Noticed while TASing Nameguy's 6D that fast-forwarding would kill Madeline, but normal playback wouldn't. Narrowed it down to line 789 of 6D.tas, moving that breakpoint one line up or removing it prevents a death. Seems that Badeline orbs get spawned at a different time or spot.
Here's a comparison gif between the two breakpoint locations:
100% is completed when finishing all chapters (including B and C sides) and collecting all red berries. The current 100% TAS only covers the A sides.
So the files should either be renamed to something else (ARB probably, because it does match that category's requirements) or be updated to actually include the B and C sides.
I'm almost positive I've been following the steps right because I tried multiple times, but whenever I try to launch the modified Celeste application, it gives me an error says that I am missing celeste.autosplitterinfo.
Is that a seperate download, or did I mess up the code somewhere?
One suggestion for modifying the game without distributing binaries would be to provide patches using something like Lame Patcher.
It generates a binary diff file with MD5 checks for different versions, etc.
After modifying the exe according to your documentation, the following error is logged:
System.IO.FileNotFoundException: Could not load file or assembly "FNA, Version=18.1.2.0, Culture=neutral, PublicKeyToken=null" or one of its dependencies. The located assembly's manifest definition does not match the assembly reference.
Filename: "FNA, Version=18.1.2.0, Culture=neutral, PublicKeyToken=null"
at Monocle.Engine.Update(GameTime gameTime)
at Celeste.Celeste.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Monocle.Engine.RunWithLogging()
I'd like to organize my TAS files by putting them inside a directory and not mixing them all in with the game files. My Celeste.tas just has Read,LevelFiles/whatever.tas,1
. But this breaks as soon as whatever.tas
tries to load other TAS files and doesn't find them in the current directory because they're in LevelFiles.
I would send a PR, but I'm on Mac so it wouldn't be easy for me to build and test changes.
I'm trying to get this to run on Mac. I modified the Celeste.exe, used mkbundle
to turn it into a modified Celeste.bin.osx, and I get this in error_log.txt:
System.Threading.ThreadAbortException: Thread was being aborted.
at System.Threading.ManualResetEventSlim.Wait () [0x00000] in <b6017b108c4148adad3826865cf5dd25>:0
at Microsoft.Xna.Framework.Graphics.OpenGLDevice.ForceToMainThread (System.Action action) [0x0006b] in <6e45e729ae164627b77cae3c338ab33b>:0
at Microsoft.Xna.Framework.Graphics.OpenGLDevice.CreateTexture2D (Microsoft.Xna.Framework.Graphics.SurfaceFormat format, System.Int32 width, System.Int32 height, System.Int32 levelCount) [0x00031] in <6e45e729ae164627b77cae3c338ab33b>:0
at Microsoft.Xna.Framework.Graphics.Texture2D..ctor (Microsoft.Xna.Framework.Graphics.GraphicsDevice graphicsDevice, System.Int32 width, System.Int32 height, System.Boolean mipMap, Microsoft.Xna.Framework.Graphics.SurfaceFormat format) [0x0008a] in <6e45e729ae164627b77cae3c338ab33b>:0
at Microsoft.Xna.Framework.Graphics.Texture2D..ctor (Microsoft.Xna.Framework.Graphics.GraphicsDevice graphicsDevice, System.Int32 width, System.Int32 height) [0x00000] in <6e45e729ae164627b77cae3c338ab33b>:0
at Microsoft.Xna.Framework.Graphics.Texture2D.FromStream (Microsoft.Xna.Framework.Graphics.GraphicsDevice graphicsDevice, System.IO.Stream stream) [0x0000f] in <6e45e729ae164627b77cae3c338ab33b>:0
at Monocle.VirtualTexture.Reload () [0x003d0] in <9cb0e351d2424839beffe8327094289d>:0
at Monocle.VirtualTexture..ctor (System.String path) [0x0001a] in <9cb0e351d2424839beffe8327094289d>:0
at Monocle.VirtualContent.CreateTexture (System.String path) [0x00001] in <9cb0e351d2424839beffe8327094289d>:0
at Monocle.PixelFont.AddFontSize (System.String path, System.Xml.XmlElement data, Monocle.Atlas atlas, System.Boolean outline) [0x000f7] in <9cb0e351d2424839beffe8327094289d>:0
at Celeste.Fonts.Load () [0x00089] in <9cb0e351d2424839beffe8327094289d>:0
at Celeste.GameLoader.LoadThread () [0x00083] in <9cb0e351d2424839beffe8327094289d>:0
at Celeste.RunThread.RunThreadWithLogging (System.Action method) [0x00002] in <9cb0e351d2424839beffe8327094289d>:0
How can I debug this?
there's unsync command in #lvl_a-11 in 4shc file. i'm using the lastest celeste from steam.
sorry cant describe the problem but i cant progress future after collecting the tape/disk
Hi, the description error is "The type or namespace name 'FinalBoss' could not be found (are you missing a using directive or an assembly reference?)
I couldn't find anything on the web if u could help it would be nice !
Thank you.
I don't want to poison my achievements and stats from running or recording a TAS, so I made the following changes:
Celeste.Achievements.Register: replace if statement condition:
public static void Register(Achievement achievement)
{
if (Achievements.Has(achievement) || TAS.Manager.Recording || TAS.Manager.Running)
{
Celeste.Stats.Increment: replace if statement condition:
public static void Increment(Stat stat, int increment = 1)
{
if (Stats.ready && !TAS.Manager.Recording && !TAS.Manager.Running)
{
Everest
The easiest way to install is through the Everest interop mod.
Those were the instructions (for reference). I followed an iamdadbod video on how to download Everest (lastest version: 1051) to get my Mods folder and all the files, then downloaded the Everest Interlop Mod from Step 1 (called CelesteTAS-EverestInterlop.zip)
I placed the .zip file into the Mods directory.
I then downloaded the TAS addon from Step 3 (I run steam so I downloaded the -XNA.dll version) and placed it into my Celeste directory with Celeste.exe
Now here's where the problem starts. I boot Celeste and get this nasty error in the error_log.txt file:
Ver 1.3.1.2 [Everest: 1051-azure-1a31c] 10/06/2019 22:32:57 System.TypeLoadException: Could not load type 'MonoMod.RuntimeDetour.HookGen.ILManipulator' from assembly 'MonoMod.RuntimeDetour, Version=19.9.1.6, Culture=neutral, PublicKeyToken=null'. at TAS.EverestInterop.CelesteTASModule.Load() at Celeste.Mod.Everest.Register(EverestModule module) in d:\a\1\s\Celeste.Mod.mm\Mod\Everest\Everest.cs:line 439 at Celeste.Mod.Everest.Loader.LoadModAssembly(EverestModuleMetadata meta, Assembly asm) in d:\a\1\s\Celeste.Mod.mm\Mod\Everest\Everest.Loader.cs:line 431 at Celeste.Mod.Everest.Loader.LoadMod(EverestModuleMetadata meta) in d:\a\1\s\Celeste.Mod.mm\Mod\Everest\Everest.Loader.cs:line 359 at Celeste.Mod.Everest.Loader.LoadModDelayed(EverestModuleMetadata meta, Action callback) in d:\a\1\s\Celeste.Mod.mm\Mod\Everest\Everest.Loader.cs:line 319 at Celeste.Mod.Everest.Loader.LoadZip(String archive) in d:\a\1\s\Celeste.Mod.mm\Mod\Everest\Everest.Loader.cs:line 0 at Celeste.Mod.Everest.Loader.LoadAuto() in d:\a\1\s\Celeste.Mod.mm\Mod\Everest\Everest.Loader.cs:line 78 at Celeste.Mod.Everest.Boot() in d:\a\1\s\Celeste.Mod.mm\Mod\Everest\Everest.cs:line 233 at Celeste.Celeste..ctor() in d:\a\1\s\Celeste.Mod.mm\Patches\Celeste.cs:line 186 at Celeste.Celeste.orig_Main(String[] args)
In an attempt to debug the error, I removed the CelesteTAS-EverestInterlop.zip file from my Mods directory, and the game booted just fine.
I have two hypotheses as to why the installation didn't work.
Hypothesis 1. I did not complete Step 5 of the Installation directions. Step 5 says to "enable TAS in the mod settings."
I do not know what this means, nor how to complete it. I checked the "mod options" menu option from the Celeste game. I also looked at all the Celeste.Mod.mm files with Notepad++ to see if there was a "TAS" option for me to enable. Alas, I do not know how these files work and do not want to edit them for fear of creating new problems.
I could not find any folder, nor file that indicated anything about "Mod Settings" nor a place for me to change enable an option for "TAS."
Hypothesis 2. There is a bug within the CelesteTAS-EverlestInterlop.zip file.
As of this report, the latest commit to the CelesteTAS github was 10 hours ago. To me, this means that there perhaps might have been a bug in the newest commit. However, I'm not one to judge this - I didn't write any of the code.
Following this report (which I hope I detailed sufficiently) I have two requests:
To finish this report, I would like to thank you for creating this tool! I wouldn't have the opportunity to begin TAS-ing Celeste otherwise. I truly appreciate any reply to this post and hope that I will be able to fix my errors!
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