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Next Steps #10
theokyr
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The engine itself was tough for those consoles to handle, so the game runs badly, especially on PS3 :') I've actually never heard someone attempts to decomp X360 game. I hope you achieve the goal without losing the enthusiasm. As an avid Project 8 enjoyer I'll be here to witness your success. For now, you need some power: https://www.youtube.com/watch?v=lk5iMgG-WJI 🙏 |
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Hey everyone! Just wanted to give a short update on what's happening with the recomp as it's been a while since an update
Two specific tasks are currently taking the most effort:
Decompilation
Currently working on a byte-matching decomp with my trusty Opus 5.5. I plan to release it when it's finished, and most importantly, I want to actually release a readable, plausible version of the source code that can help modders, speedrunners, and the community understand the game and engine, not just throw out a bunch of unreadable slop. When this comes online it will significantly increase the quality of ports possible.
The current state of the decomp is 32.724% total executable match, 52.145% game code match. If there's interest in open sourcing the decomp sooner rather than later, let me know.
Better Port & Native Renderer
After the decomp is complete the port will be updated significantly, removing the GPU emulation and replacing it with a native pure Vulkan/Metal renderer. This is a 20 year old game. The guest XThread hits insane CPU usage, it shouldn't. By the end of this effort I want the Steam Deck version to be pushing hundreds of FPS.
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