It was amazing finally being able to watch both Tomoya Ohtani and Jun Senoue perform live! Those two are childhood heroes of mine! #SonicMusicEXP
It was amazing finally being able to watch both Tomoya Ohtani and Jun Senoue perform live! Those two are childhood heroes of mine! #SonicMusicEXP
Anything under the "generations" subfolder will be treated as a 2024 file, and everything outside of it will be treated as a 2011 file.
Anything under the "generations" subfolder will be treated as a 2024 file, and everything outside of it will be treated as a 2011 file.
It's over
It's over
who's that guy out there financing his second loan so he can afford merch from his oshi?
who's that guy out there financing his second loan so he can afford merch from his oshi?
THEY GOT HIM ON STEAM ?????
THEY GOT HIM ON STEAM ?????
So this will have to be accounted for, too.
Much fun!
I think I'm going to do what skyth does for slw awb redirection to make these work.
So this will have to be accounted for, too.
Much fun!
I think I'm going to do what skyth does for slw awb redirection to make these work.
This seems to be a mistake? Weird that their tooling allowed it!
Anyway, it was crashing my csb -> acb conversion code lmao, adding in a check to account for this now.
This seems to be a mistake? Weird that their tooling allowed it!
Anyway, it was crashing my csb -> acb conversion code lmao, adding in a check to account for this now.
The tl;dr is "We're not trying to kill mods!! Our anti-mod feature is *optional*! Devs don't *HAVE* to use it!"
(But yes, we are developing and trying to sell an anti-mod feature)
The tl;dr is "We're not trying to kill mods!! Our anti-mod feature is *optional*! Devs don't *HAVE* to use it!"
(But yes, we are developing and trying to sell an anti-mod feature)
They're calling it "Integrity Protection", and spinning it as a security feature.
But it prevents people from modifying game code - it prevents modding.
We need to modify game code to even have a mod loader!
So if Sega ever uses this, we're screwed...
irdeto.com/news/denuvo-...
They're calling it "Integrity Protection", and spinning it as a security feature.
But it prevents people from modifying game code - it prevents modding.
We need to modify game code to even have a mod loader!
So if Sega ever uses this, we're screwed...
irdeto.com/news/denuvo-...
(Perhaps it'd make more sense for us to call them "DLL mods" instead, actually?)
I mentioned some examples in an old thread on Twitter:
(Perhaps it'd make more sense for us to call them "DLL mods" instead, actually?)
I mentioned some examples in an old thread on Twitter:
Though don't expect fast progress on this, because I'm really busy these days, and I want to finish the Gens 2024 stuff first. =)
I envision a DAW-like editor with a timeline you can drag audio clips onto.
Though don't expect fast progress on this, because I'm really busy these days, and I want to finish the Gens 2024 stuff first. =)
I envision a DAW-like editor with a timeline you can drag audio clips onto.
Ah yes, a bswap.
Ah yes, a bswap.
Otherwise, if it's running in a run-time context, they do the endian-swap via the intrinsic.
This means in release mode builds you get a bswap, but in debug mode builds, you get ABSOLUTELY HORRIBLE assembly:
Otherwise, if it's running in a run-time context, they do the endian-swap via the intrinsic.
This means in release mode builds you get a bswap, but in debug mode builds, you get ABSOLUTELY HORRIBLE assembly:
All good compilers have an intrinsic to use this instruction.
MSVC's intrinsic (_byteswap_ulong) is different in that it's not marked constexpr. :(
std::byteswap is constexpr though.
So this is how they implement it
All good compilers have an intrinsic to use this instruction.
MSVC's intrinsic (_byteswap_ulong) is different in that it's not marked constexpr. :(
std::byteswap is constexpr though.
So this is how they implement it