Ballaam

Ballaam

@ballaam.dk64randomizer.com

Donkey Kong 64 Scientist, DK64 Randomizer Dev, F1 & Monster Hunter nerd, Court's source of puns

293 followers74 following439 posts

Pinned

Donkey Kong 64 on Nintendo Switch Online: What changed? What is newly possible? What weird things have been found? After a bunch of data mining and tests from the speedrunning community, here is what we know.

Wrote a quick converter from the specific version of the .bmf format that Earthworm Jim 3D uses into a glb. Gives us a nice view to see exactly what the map looks like under the hood in Jim 3D. Yes, there are 2 copies of the arena in the Kim map. No, I don't know why

Ballaam reposted

Just a warning for everyone, since Video Game Slopterica keeps being the most irresponsible YouTube Channel to exist these days. The Banjo-Tooie Recompilation is NOT associated with us. It is entirely AI-generated. Both Zelda: Recompiled and Banjo: Recompiled have very clear No AI stances.

Life is all about learning things when you have the motivation on how to do something. If you want to make something, learn how to make it. It's a rewarding and fun experience trying to learn a new hobby. Everyone who you think is great at what they do didn't get there in 1 day.

Whatever you do though, don't use AI to get yourself to that endpoint faster. You're just cheating yourself out. Would you learn how to draw by getting an AI to generate an image for you? Would you learn how to make music by asking AI to make a song? No, so why let it do that for your new hobby?

I've been saying vis-a-vis to my wife for 9 years now randomly in conversation. Only today did she tell me that in the US, its some brand of Expo Marker and she thought that I was randomly throwing "expo marker" into unrelated sentences.

Released a whole bunch of mods for Rekongpiled: - Start with all kongs unlocked - Slower beetle - Fixed beaver bother - Open coin door in Helm by default All available on the mod page for DK64 Rekongpiled: dk64recomp.com/mods.html (Yes I did have a lot of fun making the thumbnails)

I swear all AI bros just cough up the same "it's like a carpenter using a circular saw" analogy every time without fully considering that the analogy just isn't correct. AI isn't a circular saw It's asking another "carpenter" to do the job who has a history of not following orders.

Donk Recomp: We have fixed (easily) the biggest issue with the recomp left - The audio engine. There's a race condition within the audio code. On higher-end systems, this would not result in any issue. However, on lower-end systems, it could do one of two things: Kill the audio or crash the game.

View full thread

This fix took us about 3.5 weeks to find and is the kinda stuff which resulted in us not wanting to give a specific release date for the recomp. We didn't want to over-promise, run into a race condition like this with some deep buried nonsense, and then run past the date Summer 2026

Shoutouts to Linux btw. Apparently Linux is too goated that this bug doesn't show up even when trying to spam the overview menu over and over again. On windows though, everyone ran into it. QED: Switch to Linux. The only windows you should be looking at are in Key 8 room to prevent fake key.

Donk Recomp: We have fixed (easily) the biggest issue with the recomp left - The audio engine. There's a race condition within the audio code. On higher-end systems, this would not result in any issue. However, on lower-end systems, it could do one of two things: Kill the audio or crash the game.

A fix was found pretty early on to prevent it crashing, but unfortunately, the game would still kill the audio if the next internal frame happened before the race condition was over. This showed up on some of our private testers' streams when we gave them some alpha builds earlier this month.

Next, we found a rough workaround which we thought was good enough for release, until we tested it further and found it was causing some weird double audio issues on those higher-end systems. I'm happy to say that we have finally found a good enough fix that works on both high and low-end systems!

Ballaam reposted

There is a secret code in Donkey Kong 64 that will only play a funny noise, and nothing else. Standing next to a torch in K. Lumsy's room and pressing C-Up, D-Down, C-Left, D-Right, C-Down, D-Up, C-Right and D-Left will make a burp sound... and that's it. There are no other effects.

Rough stream, but... I know why the game wasn't liking me. Turns out, there was something we had to do very early on in Rando that I forgot to do this time around. I should have just ran the debugger on the errors I was getting.

Ballaam@ballaam.dk64randomizer.com

DK64 Recomp - But this time I do 101% for the first time in 9 years: www.twitch.tv/theballaam96

Rabbit Race with no lag, behaving like N64. No induced lag. Just telling the rabbit to listen to how much lag is present vs what N64 usually runs at. Also, finally figured out how to get weather working past 4:3 bounds.

When Nintendo builds an emulator, they compete with the entire history of fan and official emulation. Recomps face the same standard. If you're making a recomp, you're up against emulation, and the original release. Make your recomp the best it can be.

Emily's Curse@emkultra64.com

so sick of all of these low-effort "recomps." Devs spent years disassembling, translating and commenting Mario 64, others made APIs and translation layers to make recompilation more effective and now fuckin slop coders are standing on the shoulders of both to make what is functionally bad emulation

🧵 Donk Recomp: The framebuffer has been a pretty weird thing to get my head around. The game uses a LOT of dual-perspective effects for transitions, which relies on a snapshot of the previous frame overlaid on top of gameplay to create neat transitions like the warp transition.

View full thread

The reason why it's not wise is that, if you have a quad-monitor ultra mega widescreen gigachad wanting to play DK64, they're going to put more load onto the game with memory allocation because it's storing more of the framebuffer to RDRAM.

After consulting Dario from the N64 recomp server, and some wizard RT64 magic (that I'm still trying to wrap my head around), we can get actual proper widescreen framebuffer transition effects. There's quite a few, so it's still WIP. But it looks glorious.

🧵 Donk Recomp: The framebuffer has been a pretty weird thing to get my head around. The game uses a LOT of dual-perspective effects for transitions, which relies on a snapshot of the previous frame overlaid on top of gameplay to create neat transitions like the warp transition.

What becomes troublesome is that when you are working (properly) with RT64, the framebuffer is still in the 4:3 bounds, and it is not wise to try and bump the framebuffer itself to widescreen.

Gonna do a testing stream for Recomp within the next hour. Still got some bugs we need to fix, but wanted to test a chunk fix I have with just running around different parts of the game. Will also be a great opportunity for me to note more UI things I need to shift around

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.