aldelaro5

@aldelaro5.bsky.social

Bug Fables fan; Video games reverse engineer; Working on building a modding environment for Bug Fables; Software dev in C# Discord ID: aldelaro5#2913 Github: https://github.com/aldelaro5 Mastodon: https://social.treehouse.systems/@aldelaro5

Many don't seem to get that decomps are basically made by the most obsessed fans of a game, for the most obsessed fans of a game. Code that is subtly off in lots of different ways is the opposite of what they want. Not to mention the awful "prose".

Hiccup@hiccup.bsky.social · 3d ago

People may not realise that there are many many combinations of C/++ code, many nonsensical, that result in the same machine code. That's why decomp is difficult and has a significant manual element - because only humans can judge if code "makes sense".

People may not realise that there are many many combinations of C/++ code, many nonsensical, that result in the same machine code. That's why decomp is difficult and has a significant manual element - because only humans can judge if code "makes sense".

Hiccup@hiccup.bsky.social · 4d ago

I've seen a bunch of comments saying "it doesn't matter what a decomp's code is like, as long as it outputs the original ROM". What on earth are you talking about? You *already have* the original ROM.

SETTEXT COMMANDS SPLIT IS REAL OMG! I validated all the logic works (it was painful to check all of them :( ) and everything works at runtime! I found that the last issue...is fucking that yield return IEnumerator is bad, but StartCoroutine + null check yield coroutine is good! fuck unity :)

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Unity man... Not only they fail to document yield coroutine / yield IEnumerator in general... they also don't document that they're SLIGHTLY different in how they work and that you can have a semantic difference where you introduce a frame of delay even if the coroutine didn't yield return!

An addendum to anyone needing to use PPSSPP but wants to avoid AI commits, it seems like the current stable build 1.20.4 from May 16 *should* be safe. Public commits with Claude as an author started July 24 this year.

And there it is: I am now jobless Expect LOTS of stuff to happen very quickly from now on for at least a couple of months. Starting with HOPEFULLY tomorrow, the progress vids I been wanting to do :)

I decided that my VenusRootLoader progress report blog posts will no longer be blog posts, but rather vids on yt Why? Reasons: - Archival isn't needed - Pacing has been picking up making it harder to write long posts - Allows me to demonstrates in more ways for explanation Expect 2 vids soon!

and there it is! 100% semantically equivalent DoAction after splitting the enemy actions Here's the instruction counts: original: 98786 after all patches: 20472 In other words, moving the enemy actions to their own coroutines saved ~79.28% of instructions!

I reached the point where almost everything is working and the things that don't are fixable + ik what I need to do to fix them I think I've crossed the point where I'm wondering if it's viable, it is and the pros outweigh the cons. It's just a matter of tooling and engineering the abstractions

THIS IS SO FUCKED UP THE FACT I GOT THIS FAR AT THE IL LEVEL AND IT HALF WORKS AT RUNTIME IS INSANE!!! There's a lot of breakage (such as zasp infinite taunting you and carmina infinite sleeping you), but others just worked tm like asto DO YOU REALISE HOW INSANE THIS IS? AHHHHHHHHHHHHHHHHHHHHHHHH

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I can't recall working on something as exciting as splitting coroutines like DoAction at the IL level The last time I was this excited to work on something was DME....like ~10 years ago lol it's so interesting!

IT'S FUCKING HAPPENING, I JUST EXTRACTED A SUB COROUTINE FROM THE ZOMBIANT ACTION AT THE IL LEVEL AND IT JUST WORKED TM AT RUNTIME!!! case MainManager.Enemies.CordycepsAnt: yield return NewState(entity, actionid); break; ATTACKED NORMALLY WITH THE CORRECT YIELD TIMES AND EVERYTHING

aldelaro5@aldelaro5.bsky.social · 4w ago

Ok, no promise yet... ...but I believe I have just figured out how to get rid of the infamous DoAction problem we been having with Bug Fables enemy modding because I believe it is now VERY possible to split it More in probably a couple weeks!

Ok, no promise yet... ...but I believe I have just figured out how to get rid of the infamous DoAction problem we been having with Bug Fables enemy modding because I believe it is now VERY possible to split it More in probably a couple weeks!

I've just assumed that everyone who disliked the Muse integrations, telemetry, and cloud bullshit stopped updating Audacity years ago, so of course it's going to be an echo chamber of positivity Muse Group burned that bridge for me, I'd rather use Tenacity than whatever they distort Audacity to

LucyLavend@lucylavend.bsky.social · last mo.

Audacity 4.0 does look awesome, but the push to the Muse Hub and paid cloud saves does make me a bit wary. How do you all feel about this? Since I've only seen people praise the new design, and not much talk about this side of things