Ballaam
@ballaam.dk64randomizer.com
Donkey Kong 64 Scientist, DK64 Randomizer Dev, F1 & Monster Hunter nerd, Court's source of puns
Guess I need to move to Rhode Island where people will understand me
Yeah, this tracks. Grew up in northern Michigan.
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.
The DK64 recomp is now out! Play "DK64 Rekongpiled" now! Playable on Windows, Mac and Linux, just provide your own DK64 rom. No generative AI used at any point in the process. www.youtube.com/watch?v=oVUvGGXTk0E dk64recomp.com
DK64 RECOMP RELEASE ANNOUNCEMENT
YouTube video by 2dos
youtube.com
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.
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.
DK looking at the mouse controls that I'm trying to implement right now
I was watching @ballaam.dk64randomizer.com stream testing the DK64 recomp and this moment sent my sides into orbit.
All in all, pretty successful run. Couple minor issues found and added to the TODO list. Thanks to @tjblakely.bsky.social for putting together some route changes super quick last night to remove some tricks that I'm not good enough at.
101% Redemption Arc: www.twitch.tv/theballaam96
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.
DK64 Recomp - But this time I do 101% for the first time in 9 years: www.twitch.tv/theballaam96
DK64 Recomp - But this time I do 101% for the first time in 9 years: www.twitch.tv/theballaam96
theballaam96 - Live on Twitch
DK64 Recomp - First 101% run in 9 years | Streaming donkey kong 64.
twitch.tv
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.
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.
Recomp chunk fix & general testing stream: www.twitch.tv/theballaam96/
theballaam96 - Twitch
DK64 Recomp - Testing a chunk fix & long form testing
twitch.tv
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)
DK64: Recompiled Progress Video - featuring @ballaam.dk64randomizer.com and 20 minutes of Angry Aztec gameplay! www.youtube.com/watch?v=7uaf...
DK64: Recompiled FAQ with Ballaam and 2dos
YouTube video by 2dos
youtube.com
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.
🧵 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.
Great article from @wes.readonlymemo.com for @pcgamer.com about the state of recomps and vibe coding. Myself and @2dos.dk64randomizer.com had a wonderful chat with Wes about DK64 Recompiled, which you can find here: www.pcgamer.com/gaming-indus...
PC ports of old console games are the new AI vibe coding battleground
With projects like Donkey Kong 64 Recompiled, human programmers stake a claim on the art and science of retro game recompilation.
pcgamer.com
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: