After all the times we find ourselves asking "does anyone remember..." when modding these games, we decided to actually note down said tribal knowledge. Its a WIP
https://t.co/vbE68jXEWc
@Raytwo_ssb@dokkanojo This implementation cant compress without the dll, and i think the rationale at the time was repacking, although i later tested ways to run trpaks uncompressed, so theres that now.
Finally fixed the keyboard on poke-client and got a nice little command console to write lua directly. you can just add your own commands to the lua state and run them this way too lol.
#pokemon#modding#lua
Decided to get a head start working on more features for poke-client before the new games drop, so i got some rendering hooks in the work. Its really interesting seeing meshes i didn't know existed.
#pokemon#SV
what's a good hex editor - preferably for windows - for annotating structs and stuff?
I'd normally use audacity but I figure there's gotta be something better for this
Been messing with GPT after seeing memes about it and at first i was amazed by how can can help simplify lua and also convert to haxe semi reliably. But the funniest thing is it also cracked a few FNV hashes. Fed it a list of namespaces and told it to guess others not in the list
Making my poke-client public because why not.
Disclaimer: This is on git as-is, its NOT user friendly, and was never intended to be used by anyone but myself.. i still plan on adding functionality as i see fit etc etc.
Also as an added bonus, have this:
https://t.co/1RVS5ZWzJV
@missbelle00 No source code needed. Just disassembling code and wading through cpu instructions and poorly generated psudocode. So yeah. Reversing and finding patterns
One reason SV may run poorly is because every time a file is loaded, they: take a file path, fnv hash it, use hash to lookup file in trpfd, use that to find trpak in trpfs, find the file in trpak and then decompress it. I have a sneaking suspicion both lookups are O(n) too.
Theres literally a dude out there selling a 60fps mod for SV lmao.. i hope people dont think thats gonna solve the problems. its just a cap increase in the renderer, probably right near the function i edited to switch version.. base+0x133c60c. so theres my free bit of info.
Our WIP mod loader/editor is public now. I just didnt want to push a rushed/non-user friendly solution. This will both be a mod loader/manager and maker. This solution will work with hardware and emulator alike. It also allows you to dump files from trpfs
https://t.co/NJLr9IqFli
The real big brain idea was i took advantage of flatbuffers and added my own data to trpfd that pokemon's code will ignore normally but it helps the tool know what mods are expected to be on the romfs. 2/2
On a more technical note, the meme with loading mods is that if the code fails to find the file hash in the trpfd, it falls back to romfs, so initially i just zero'd out hashes, but that broke binsearch so thats where this tool came in, where i just remove hashes and entries 1/2