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celestetas's Issues

Fast-forward desync involving Badeline orbs

(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:
comparison

100% TAS doesn't actually match the requirements for 100% from speedrun.com

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.

Error when launching

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?

Provide patches for modified binaries

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.

FNA Assembly not found after .exe modify

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()

Feature request: Read should interpret the file path relative to the current TAS file, not the game

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.

System.Threading.ThreadAbortException: Thread was being aborted.

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?

4SHC after collect the disk

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

Suggestion: document how to disable stat tracking

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)
	{

Error when trying to run the Celeste Interlop Mod

Before I detail my issue, here is the instructions on the main page for reference.

Everest
The easiest way to install is through the Everest interop mod.

  1. Download the zip from here
  2. Place it in your Mods directory (The .zip itself, not the contents)
  3. Download the TAS addon here, either Celeste-Addons-OpenGL.dll or Celeste-Addons-XNA.dll, whichever corresponds with your version of Celeste
    a. If you're unsure of your version, Steam defaults to XNA and Epic Games always is OpenGL
  4. Place it in the same directory as Celeste.exe
  5. Enable TAS in the mod settings.

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:

  1. How do I follow the Instructions Step 5 to "Enable TAS in the Mod Settings"?
  2. Are there any bugs in the recent commit which could be causing my error?

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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