emoose
emoose
Could be wrong about the .a symbol referencing stuff, looks like main .text does come before the libcd .text code, so not sure why ld refuses to pull it in......
Was able to get `main` built & matching with all psyq libs 🥳 Only one that didn't work was libsn `snmain` entrypoint, psyq-obj-parser didn't want to convert to ELF because...
Ah finally figured out issue with .a files, just had to add path to each one to end of the linker command 🥇 https://github.com/emoose/silent-hill-decomp/commit/677541a7685dfc49708b30151e006003ea9d5b25 should let main link from psyq...
Looked into linking libs into bodyprog, doesn't seem linker is handling reordering vars sadly, could be because we're specifying each .o in the linker script instead of just letting linker...
Fixed in https://github.com/emoose/NieRAutomata-LodMod/commit/fc7316bd3309ab38eb2a4016a96f9282d285fb90, seems they were setup to read/write from SystemData fine, but they forgot to let the CAS settings change some "settings were changed" bit, so settings wouldn't be...
It's a vanilla bug afaik, fidelityfx was added in the 2021 update but seems they forgot to let the settings options actually make it save the setting (kinda weird since...
Hm, did you try changing FramerateFastLoad? The default `3` lets the game load stuff during framelimiting, which could possibly cause jitter. In latest builds I did add some framelimiter improvements...
Not really sure how game sets it to the smaller size yet, think it's something to do with D3D9 viewport being changed, but the only places I've seen that didn't...
Have you noticed any hud parts that don't work with the cheat engine addr? Seemed like some C2C code might ignore it but maybe I'm wrong about that. Might be...
Seems the sound is different to the actual gravel noise, almost sounds like it could be noise for the waterfalls? (for me it seems to get louder as I get...