Now Koei Tecmo knows what to do.
It would basically require rewriting large parts of the simulation, which makes up a significant portion of the entire games ~1 million line codebase.
Durante, if you get the chance, suggest to Tecmo to include Japanese in the Atelier ports and the like please. Really disappointed to see they don't have it (according to the Steam page) and it has me worried they may not support it in Toukiden 2, considering Toukiden had full Japanese support.
FWIW, all the comments and documentation for the LKS source were in Japanese. But I'm used to reverse engineering things!
I will never understand why many ports of japanese games don't have full japanese language support (or aren't even sold in japan). Seems utterly bizarre to me.
Both I and the people at K-T America seem to be on one page on this (and some other issues), but its not easy to communicate their importance to higher level decision makers.Durante, if you get the chance, suggest to Tecmo to include Japanese in the Atelier ports and the like please. Really disappointed to see they don't have it (according to the Steam page) and it has me worried they may not support it in Toukiden 2, considering Toukiden had full Japanese support.
Edit: no, I shouldn't do this.
Problem is that it was KT America that contacted him. It's KT Japan that do all the porting stuff and somehow I don't think they want help with the ports.
As far as I can tell, this is accurate.
I will probably regret sharing this number when I am sober, but it's accurate.
Too late I saw it.
Guys, he uses a Game Genie to fix things. But seriously though, if it's not needed to be out there then don't be afraid to not share. It's understandable.
Bosses will move twice as fast as they should, and perform their attacks twice as fast, making them really hard / almost impossible.
Some boss animations might not play correctly.
Text in scripted events might proceed twice as fast as intended.
I spent some time making a video which is designed to illustrate the "stuttering" difference:Is there any video footage of this?
GG durante, but will his Gaf Tag be even longer , now ?
Well, I'm biased obviously, but I implemented entirely new framepacing and it's fucking perfect. If it isn't, send me a message on Steam and we'll figure it out!Since 60fps isn't perfect, how is the framepacing at the game's own 30fps lock?
You don't want to know.What a hack, real professionals use ActionReplay!
(To be fair, I had to use Gecko cheats to get 30 FPS in LKS on Wii since the PAL version was locked at 50hz for some fucking reason)
I don't have a LinkedIn account![]()
Well, I'm biased obviously, but I implemented entirely new framepacing and it's fucking perfect. If it isn't, send me a message on Steam and we'll figure it out!
Yes. This week, in fact.
I hope so. This week, I threw around some ideas regarding making a general open source free launcher/configuration framework that could be used by indie- to mid-tier PC ports/versions. I also honestly considered changing my day job and working full-time on ports. But it's all very volatile.
I spent some time making a video which is designed to illustrate the "stuttering" difference:
https://www.youtube.com/watch?v=kP653CrLR9M
It shows 60 FPS footage slowed down to make the changes more obvious.
But really, you should notice them while playing. Basically, the old version would stutter for 2 or more frames whenever specific textures were loaded, and the new one simply doesn't.
#lazydevs
Arkane needs to tag him in for Dishonored 2's pc port
Well, I'm biased obviously, but I implemented entirely new framepacing and it's fucking perfect. If it isn't, send me a message on Steam and we'll figure it out!
You don't want to know.
And all of it only commented in Japanese and compiling correctly in SHIFT-JIS of course!