Forum posts

Forum: Bloodstained: Curse of the Moon

Thread: Autosplitter (PC-Only)

Started by: CptBrianCptBrian

Contents

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Update -- ASL Version 2.5 -- November 1, 2019

New massive rework to the autosplitter for RTA support and Boss Rush.
Fixed inconsistencies with start & reset conditions. Hopefully no further problems.
See Notes section below for specifics.

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Auto Splitter

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Setup

Run LiveSplit as administrator, or else it won't have permission to access COTM's memory and Global Hotkeys wouldn't work. This can be done by default through Properties -> Compatibility.
https://i.imgur.com/98sjDEy.png
In LiveSplit, Edit Splits... -> Enter Game Name -> Click the 'Activate' button that shows up below Attempts -> Make 8 splits(required) -> Fill in other info if you want -> OK
https://i.imgur.com/WfiYbV5.png
Right-click your splits -> Compare Against -> Real Time -> Remember to save your splits & layout.
https://i.imgur.com/vEGdgnD.png
If it's not working, try comparing against Game Time. It shouldn't be any different or required, but this was a fix for RotN's ASL previously.
• If you did the old manual setup, you may need to remove "Scriptable Auto Splitter" from your Layout Editor to avoid conflicts, and if you used the IGT autosplitter previously, change everything in the Layout Settings that's on Game Time, or just make a new layout to undo any old changes. Save.

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Notes

• If the autosplitter script(ASL) is ever updated, you only need to toggle Deactivate & Activate in the split editor until you see the latest ASL version in Settings. Or just restart LiveSplit.
• Supports all modes, including Boss Rush(wasn't supported in the past).
• Final splits are either on final hit to Gremory2(also in Boss Rush), cleaving the moon as solo Zangetsu, or losing player control after completing Alfred's spell at the end of Nightmare.
Non-final bosses don't split on final hit, they split when the stage changes, just like before, so you can manually split on those if you really want to.
If you do split manually on non-final bosses, you don't have to worry about the ASL double-splitting as it reads split number, stage, etc. to prevent mistakes.
• The timer starts automatically on the perfect frame for all modes, and it checks to make sure you're on the correct starting pixel for a new file, because continuing an existing file puts you 64 pixels ahead of a new file's starting position, which is against the rules.
• The timer automatically resets if it's already running and you start a new run on any mode. It will not auto-reset if you finished a run as the timer must be running.
• The timer automatically resets if you pause within the first half screen of the run, and yes, it may start again if you unpause since you're gaining control at the very start. This isn't an issue for valid runs and it's a side effect of a consistency fix where IL IGT was bugged.
• This ASL checks for COTM.exe's MD5Hash to automatically determine which version of the game you're running, and if there is no match, it will default to the latest or most popular version.

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Support my work

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Forum: Bloodstained: Ritual of the Night

Thread: (PC) Load Remover / Autosplitter

Started by: CptBrianCptBrian

ASL Version 2.3 -- September 15, 2019
Latest change: Added basic auto-splitter. Please go down to the Auto-Split section for more details.

Source:
https:/​/​raw.​githubusercontent.​com/​CptBrian/​Autosplitters/​master/​BloodstainedRotN-Win64-Shipping.​asl

Supported Versions(PC Only):
GOG 1.03 (identical to GOG 1.04)
GOG 1.04 (same RotN version as Steam 1.02)
GOG 1.05 (same RotN version as Steam 1.03)
GOG 1.09 (same RotN version as Steam 1.04)
Steam 1.02 Cracked (CODEX & FitGirl's confirmed)
Steam 1.02 (identical to Steam 1.03)
Steam 1.03 (same RotN version as GOG 1.05)
Steam 1.04 (same RotN version as GOG 1.06)

Contents

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Setup

Run LiveSplit as administrator, or else it won't have permission to access RotN's memory and Global Hotkeys wouldn't work. This can be done by default through LiveSplit's Properties -> Compatibility.
https://i.imgur.com/98sjDEy.png
In LiveSplit, Edit Splits... -> Enter Game Name -> Click the 'Activate' button that shows up below Attempts -> Make your splits -> Fill in other info if you want -> OK -> Save your splits.
https://i.imgur.com/PizgT6T.png
If it's not working, try comparing against Game Time. It shouldn't be any different or required, but this fixed it for multiple people.
https://i.imgur.com/LA47KWT.png
Make sure to remove any "Scriptable Auto Splitter" in your Layout Settings if there's any there, as that conflicts with this built-in ASL and prevents this from functioning properly. Save Layout.

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Notes & Settings

Quick clip of the load remover in action: https:/​/​clips.​twitch.​tv/​CrispySassyYamKappaClaus
• If the autosplitter script(ASL) is ever updated, you only need to toggle Deactivate & Activate in the split editor until you see the latest ASL version in Settings. Or just restart LiveSplit.

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Load Removal Conditions

Loading in general gameplay (room transitions, warps, waystones, general loading, etc.)
Loading a save file (separate memory flag and transitions into the general loading flag afterwards)
Loading after creating a new file(after finalizing settings)
Saving(all instances) (because writing to disk isn't much different than reading from it)
While the RotN Circular Logo loading screen is shown

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Auto-Start Conditions

Timer automatically starts at the perfect frame for all modes.
• This can be disabled by unchecking the "Start" option in Settings.

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Auto-Reset Conditions

The timer is already running and you start a new run, it will reset after the first loading screen when the cutscene starts (with more than enough time for the auto-start to function properly). Works with Boss Rush too.
Reminder: This will only reset the timer if you start a file that is definitely new, don't worry about this resetting your runs in progress if exiting to title screen, it won't.
• This can be disabled by unchecking the "Reset" option in Settings.

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Auto-Split Conditions

• Any boss is killed (should include all optional bosses too)
Every boss does not split on the final hit, some of them split when the boss explodes into a shard, or in the case of Dominique, during the white screen transition to Bael. This does not mean it changes for each run, it's consistent, this just means some bosses have a different timing than others.
That timing is all controlled by a single address, so you can blame that 🙂
• The split timing for Bael is the final hit.
Make sure you have the right amount of splits! Dominique and Bael are separate splits!
• Boss Rush is not supported. I'll support it if it's ever taken seriously. It works differently.
• This can be disabled by unchecking the "Split" option in Settings.
• A couple optional bosses may not auto-split if you leave the room before a shard explosion(Rev, Milli, etc.), or maybe even if there isn't one(?). The autosplitter would need to be completely reworked to fix that 🙂 I'll think about a solution or I may be forced to redo it on future patches anyway.

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Support my work

- Link removed. PayPal doesn't let me accept or use donations.
I don't get paid for any work I do unless you donate through Streamlabs. All is much appreciated. ♥

 

Forum: The Site

Thread: New site layout - Amendments #1

Started by: PacPac

Seconding that last line. I didn't expect it to be under two menus, or pushed aside under "More..." as if it's insignificant to the site's browsing experience.
You have space to work with
Edit: I changed a couple things (I just quickly used the icon from the existing menu. As SilverSpade also said, overlaying a small paintbrush in the bottom-right corner would help distinguish what this button does, and maybe make use of a sun icon as well)

ImaproshamanImaproshaman and SilverSpade92SilverSpade92 like this. 

Forum: The Site

Thread: New site layout - Amendments #1

Started by: PacPac

The new layout is like you're trying to fix what isn't broken. I think it looked much better before.
At the very least leave the dark mode as the default, and don't lock the dark/light mode toggle behind logging in. (Edit: The toggle is apparently under two menus)
A lot of power users automatically clear local data(cookies, cache, etc.) when closing their browser and they don't want to log in just to reapply their preferred theme each visit on a new session. Preferably I'd like to see more sites make the toggle a single button in the navbar, not in any sub-menus, so it can be easily accessed immediately.
I'm sure most of the speedrunning community stays up late fairly regularly and wouldn't enjoy being flashbanged upon opening SRDC. I understand at least having the option to use a light theme, but not like this.
I'd only ever comment on something like this if I thought it was a big mistake. Sorry, this probably isn't what you want to hear. I don't enjoy shitting on people's work they spent a lot of time and effort on. Thankfully, a compromise or solution doesn't seem far out of reach. Maybe I'm overreacting.

TigameTigame, ImaproshamanImaproshaman and SilverSpade92SilverSpade92 like this. 

Forum: Bloodstained: Curse of the Moon

Thread: COTM Trainer for PC [Release/Feedback/Discussion]

Started by: CptBrianCptBrian

Contents

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Trainer

See update notes at the bottom!
For COTM v1.1.2
Trainer version: 2.1 - November 17, 2019
Download: https:/​/​mega.​nz/​#!tMIHjIRI!XfctJaxP8GYkd7-erUUZv8KLbvo5GGpwrNY8AiQsMf4
Just a 5.7MB executable. Scan: https:/​/​www.​virustotal.​com/​gui/​file/​3dc730a81db4361ca4e0640c416139b33b19b7f633b5848028440ca2b240a529/​detection
It's clean, but it's a tool made in Cheat Engine, so it sets off some false positives. Note most of these results just label it as "RiskWare" or "HackTool" and even mention "CheatEngine"
https://i.imgur.com/rAMrabz.png

This probably needs to be run as admin if it isn't by default.
Cheat Engine shouldn't be required to run this, but if it is:
CE official site: https:/​/​cheatengine.​org/​
Careful about this step during installation:
https://i.imgur.com/s4f0Sdy.png
CE is a very handy and lightweight program; there's no harm in getting it if you haven't already.

This is my first trainer. It's been a very long(~70h) and interesting process, to say the least. Working around CE bugs on top of some obscurities was a struggle.

Trainer in action:
https:/​/​streamable.​com/​9pkt5
GIF of just the checkpoint feature:
https://i.imgur.com/ZZQaNEd.gif

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Updates

2.1:
• Fixed checkpoints. There are 2 sets of editable coordinates in the game's memory, and one set was more effective than the other. Not only that, but applying the checkpoint coordinates to both sets simultaneously also makes them more accurate and more consistent, since one set had to play catch-up previously, causing issues, like dropping down from a slightly higher Y coordinate.
• Fixed SpeedHack not working for some people. It was applying a 64-bit method to a 32-bit process(COTM) previously, but somehow still worked on my end. It is set to 32-bit now.
2.0:
• Updated some pointers to be much more reliable(health is much better now).
• Added 9 camera controls for Pitch, Yaw, Roll and Zoom. These controls increase/decrease a certain amount from the value and freezes it, and resetting them sets all values to the default and unfreezes them.
• Added indicators to show what is currently active for: Character, Difficulty, Mode, Power Glove, Armor, Each HP/WP Upgrade.
• Changed some of the default values to what is more likely to be used or easier to adjust.
• Reworked the checkpoint feature. The pointers used here should be perfect now(a little inconsistent previously), but there's certain scenarios where forcing coordinates simply won't work properly, if at all. I now save CameraX/Y for checkpoints to remove the transition that can be troublesome and slow. You can now set custom checkpoints with the edit boxes. Saving checkpoints now enters the coordinates to the edit boxes and loading checkpoints now loads whatever is in said edit boxes. If the coordinates saved from using the save button match the coordinates in the edit boxes, then the CameraX/Y will be a perfect rip from your save(instant teleport without transition), but if you edit a custom checkpoint(unmatched from save button values), then the resulting CameraX/Y will be set to the values in the edit box, which aren't always perfect, but should be very close, resulting in a short transition(usually less than one second).
• Added live value displays for: PlayerX/Y Coordinates, Move SpeedX/Y and Nearest Enemy HP.
• Added a button to edit HP for the nearest enemy, which is using an imperfect pointer and may be troublesome(A single perfect pointer for this doesn't exist). Probably won't work for Valac, and the coin stacks in Valefor's fight register as nearby 1HP enemies.
• Added a speedhack button with editable speeds(affects the entire game process).
• Added a button for the stage maps guide link and renamed a couple.
• Added and edited many more hover tooltips to buttons and text. These tooltips are also slightly larger than previous versions, which was an unintended side effect of 2.0.
• Some pixel-perfect element positioning tweaks, color adjustments, repositioning and resizes.
• Cleaned up the cheat table used in the making of this, removing tons of addresses and groups unused by the trainer, potentially optimizing it further.

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Support my work

- Link removed. PayPal doesn't let me accept or use donations anymore.

AlucardX60AlucardX60, LaxxusLaxxus and 4 others like this. 

Forum: Resident Evil 7: Biohazard

Thread: New quick and reliable strat for Jack 2 (NG Easy)

Started by: PlakuePlakue

Loving the text tutorials and pauses in the video--I could watch it while muted and still understand everything easily.

PlakuePlakue likes this. 

Forum: Donkey Kong Country 2: Diddy's Kong Quest

Thread: Where's the leaderboard?

Started by: CptBrianCptBrian

"
http://i.imgur.com/YJfZKlW.png
"
Those pages have been there for three years, which you could've found out very easily.

 

Forum: Resident Evil 7: Biohazard

Thread: OBS Advice?

Started by: SyncoopeSyncoope

Just to clarify, do you mean 700 Kb or KB? Big difference, and KB is easily enough, whereas Kb is extremely low quality, but possible(I've streamed at worse).

 

Forum: Resident Evil 7: Biohazard

Thread: Mia attic fight 1 hit.

Started by: nemmynemmy

Ah, so I'm not the only one that gets the weird hitbox lock-on when you swing the axe? It was super disorienting when I tried; It would throw my camera around like I had an aimbot or something. (Aim assist setting doesn't affect this, and I don't use right-click with the axe)

This game's complex with how much testing or tinkering that needs to be done on the littlest things. Some tricks only work(or work better) at 30 FPS cap, some only work at 60, some may have to be over 100, and some may require VSync to be on or off. I wouldn't be entirely surprised if there's even more settings that affect tricks. So if you're trying new things out, keep these things in mind.

 

Forum: Resident Evil 7: Biohazard

Thread: Knife Only: MADHOUSE - Marguerite and her Bugs

Started by: Cáelm_BleiddCáelm_Bleidd

It's at 1:50:40 in that 5-hour video, for anyone wondering.

Cáelm_BleiddCáelm_Bleidd likes this. 

Forum: Resident Evil 7: Biohazard

Thread: Biohazard 7 Grotesque Version Differences?

Started by: PunchyPunchy

So this is ¤all¤ the differences?
Is anyone currently using, or is going to use the Japanese version, though? Seems like you really gotta go out of your way to get it.
Also, here's a big reddit thread discussing this video: https://redd.it/5tlnob

 

Forum: Resident Evil 7: Biohazard

Thread: For people having issues with lag/stuttering, streaming this on PC.

Started by: LivLiv

To add to this...
Even on a high-end GPU, If you have your Texture Quality setting on Very High or High, you could also be running out of VRAM or still falling victim to the weird way this game handles this setting, which causes the game to stutter and hitch like crazy at some points. RE7 has an issue with this setting that causes strange performance dips.
Having this setting on Medium has the same texture quality as Very High, it just reduces the amount of textures it preloads into VRAM, however, textures take a bit longer to load, and you'll notice that they first load at low quality and increase quality a moment later(even on SSD, and it's mostly just the pictures on the wall). I had a night and day difference in smoothness after changing to Medium, as others have too. Try rebooting your PC too, because even though ¤NOTHING¤ on my setup had changed, rebooting tripled my FPS out of nowhere, with the same background tasks(thought I'd include this for people that rarely reboot).
Since you're obviously speedrunning and recording, you should care more about performance and stability than graphics, so having your textures set to Low or Medium should help with that.
Besides Texture Quality, having your rendering method set to "Interlaced" may double your framerate over the default option, as it did to mine, and I can't even see a difference in quality between them when I'm looking for it.

On another note, if you're lagging a bit when recording at 1080p, or the recording itself cannot record at a consistent 60 FPS in 1080p, try recording in 720p with the same bitrate(the game can still be running in 1080p), and it should help framerates both in-game and in the recording; it should still look quite good.

 

Forum: Khimera: Destroy All Monster Girls

Thread: IL and Berserk mode setup?

Started by: nujumkeynujumkey

Shouldn't we clarify that we shouldn't be using Berserk Mode in the IL rules? It makes them significantly faster and Berserk Mode ILs don't get submitted to the official Steam leaderboards either.

 

Forum: Camera Obscura

Thread: Should we add segmented category, too?

Started by: jongyon7192pjongyon7192p

It's all on a new file, so you won't have an option to "play all" anyway. ILs don't count obviously.

 

Forum: Camera Obscura

Thread: Should we add segmented category, too?

Started by: jongyon7192pjongyon7192p

I don't think it's necessary since there's IL leaderboards, you could kind of just add up all the best ILs to find out what a segmented time would be.