Personal Account: @Shadowth117Neo Just your friendly neighborhood modder.

United States
Joined May 2015
There were some basic text models in testdata/texbakesettings. Nothing too crazy in these models, but it felt worth checking so I made an .obj converter for them. The models are pretty much obj adjacent anyways, but have data for face and vertex normals. This is just face ones.
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So Switch 2 Elden Ring dropped. Got a lotta funny debug shots from yesteryear, but also a ton of useful metadata type stuff. Here's hoping modding gets better with this build
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Got a whole testdata folder, a folder with uncompiled lua script, a bunch of plaintext versions of files... actually a ton of cool stuff.
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Been working on converting custom skeletons for Demon's Souls PS5. There's a lot of complex opcode stuff in those files and when optimizing I accidentally got a t-pose for a bit and panicked, rechecking everything. Turns out I was just forgetting a ToUpper on bone name hashing.
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Other entities work, but the player is the most complex. In the remake, its skeleton has every possible armor bone and data for every vertex morph so it was the ideal guinea pig here.
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Animations are another big one on my radar and I'm hoping I can release something for roundtripping those with this and skinned mesh exports.
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Big thanks to Terminus for sharing a repo, there is a much better option for Demon's Souls PS5. Hoping more stability comes in time since past 1.00 most debug maps crash the game.
github.com/chenxiao07/KytyPS… that build is public, grab last one and yes you need 1.007 v of the game, plus if you precompile shaders it will work very smooth. It takes time yes, from 1 to 3 hours, but the it worth it, believe me
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Yeah I just wanna point out that most of these clouty videos for this game mysteriously have no git repo. There might be some better build idk about, but we effectively are still stuck with a public build that's drags at like 3 fps while the main kyty repo won't even run it.
We got Demon Souls running at 100FPS already, bros. Imagine the future. No more exclusives in inferior devices (which compared to PC, is all of them). reddit.com/r/pcmasterrace/co…
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Shadowth117 retweeted
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If your decomp/recomp is worse than emulation btw there is no reason to upload it. Giving games a native PC port through this is supposed remove obstacles that come with emulation and make the game more accessible. If it’s worse than emulation you did a bad job. objectively.
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Yeah Patches would be the first face in the list.
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Tested to see what NPCs with maxed out slider settings looked like in Demon's Souls PS3. And they're certainly... something. As expected, maxing out the same file in the PS5 version does nothing in final, but I had to be sure. Still hunting down where the NPC sliders are in PS5.
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Working on texture atlas unpacking for Demon's Souls PS5. Gotta track down more of the proper names, but *hopefully* I can find them all and there'll be no need to deal with the hashed numerical names for eventual repacking.
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Working on Demon's Souls PS5 animation conversions. Finding the Vanguard's butt jiggle was not on my list today.
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Did some more research and figured out how the animation format for the tile animations works in #NiGHTSintoDreams. The animations are part of the terrain file data. Here you can see the GRDALPS (aka Spring Valley) terrain. The original Sega Saturn animation system directly replaces the tile textures in VRAM via DMA. A single tile texture is 24 x 24 pixels (with 16 colors). I replicated the animation system in unity via texture arrays. Disclaimer: All visuals belong to Sega. This is a technical demonstration purely for science and research.
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Added support for dumping and converting back volume textures in Demon's Souls PS5 and hopefully improved conversions, getting rid of an issue where a pixels in the bottom right of the texture wouldn't get decoded. Planning this for SoulsFormatsNEXT for PS5 FromSoft games too
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Just to show the custom stuff DOES work on real hardware. The textures look a lot less muddy since the emulator doesn't seem to be loading the larger mipmaps.
First custom Demon's Souls PS5 Remake model and texture import, featuring my Megabonk model of @/SanagiYuzu. Being able to emulate this made it MUCH easier to test things and finally make modding this game a reality. Tool and usage guide can be found below
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First custom Demon's Souls PS5 Remake model and texture import, featuring my Megabonk model of @/SanagiYuzu. Being able to emulate this made it MUCH easier to test things and finally make modding this game a reality. Tool and usage guide can be found below
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Proof of concept model and textures here, just for archival's sake. drive.google.com/file/d/1G8d…
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