Radai

@lordradai.bsky.social

Reverse engineer, computer science student. Author of DS2 modding tools, such as DebugManager and DS2AnimToolset. I enjoy music, physics and video games in general too. If you enjoy my work, please consider supporting me on Ko-fi: https://ko-fi.com

Making some modifications to how DebugManager handles debug drawing, and added a lot more keybinds. You can now toggle the debug menu rendering with F11, and toggle all debug capabilities with F12 (F10 is taken by the game for something I still don't understand, this overlaps with Steam screenshot)

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Heh, figured out the toggle for the console version input system for the debug menu. GuiFramework (the debug menu UI) has a system called virtual input to translate controller buttons to ui inputs, there's a toggle to draw the currently selected item in the PC code too.

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The actual full backstab validation check is summarized with this picture. I won't explain everything now, I'll make a video about this. Suffer looking at this monster with me for now

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Target positions! There are a lot of targets in a map, there are 5 different target types: 1. Characters 2. Map 3. Events 4. Bullets (never seen them) 5. Generators Alluring skull is interesting cause it creates a dummy character target.

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Morpheme Editor can now be used to run the .nmb network. You can switch from animation browsing to network simulation using an option in the menu bar.

The ABSOLUTE mess that is the main state machine for c1020. Holy shit, I definitely need to figure out a way of sorting states automatically. If anyone has ideas, I'm open to suggestions

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I wrote code to create and display the morpheme network layout for an NMB on screen. It produces coherent data, but there’s only one… little problem. I’ve been staring at it processing c0001.nmb for the past 5 minutes. This is very slow for large networks, and I’m not sure I can improve it

Me, casually reading the Morpheme documentation and finding out that morpheme itself exposes the backend features to create nodes. I've been up writing a framework for generating an mcn for the last 6 months, and now I figure out I can just use connect scripts to do what I need! :) Please kill me

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This is completely generated programmatically. Work on the framework to convert morpheme compiled networks to project source should be almost complete, meaning I will start working on actually decompiling Dark Souls 2 morpheme networks to editable graphs within connect. Soon™️

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I finally fucking managed to fix a problem that's been bugging me for more than a year, I finally understand how the fucking flver gets its transforms applied from an animation in DS2. On the left, old version with incorrect mesh transforms. On the right, new version that works properly.

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For anybody using my Morpheme4 repo, update immediately. I found out that the morpheme lib does not work with optimizations turned on, so I changed the Release config to have optimizations disabled. Expect incorrect results if using optimizations.

I think I just figured out how to replace the whole game morpheme lib implementation with my own. By hooking up only three methods. If this works the next major version of debug manager will allow for very cool things.