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#121 | ||
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Joined: Jan 2024
Posts: 1,697
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#122 |
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Joined: Jul 2018
Posts: 1,341
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#123 | |
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Joined: Jul 2007
Posts: 13,648
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![]() It really has been 15 years hasn't it? Wow. I remember when Anniversary was released and I thought Tomb Raider (1996) was a from a century ago, yet Underworld is a 10+ year old game and for some reason it doesn't feel that long ago UGH. |
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#124 |
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Joined: Jun 2011
Posts: 2,528
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I think the only chance for ever receiving the DLC is when they release a remaster bundle for the LAU games, which I hope will happen after 4-6.
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#125 |
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Joined: Aug 2011
Posts: 9,303
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#126 |
Inactive
Joined: Dec 2009
Posts: 1,437
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#127 |
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Joined: Jul 2018
Posts: 1,341
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![]() Last edited by UroshUchiha; 03-03-25 at 12:57. |
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#128 |
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Joined: Jun 2013
Posts: 1,816
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I was just about to post that ^
The recompiling toolset released: https://github.com/hedge-dev/XenonRecomp and also for shaders, which then can be recompiled to DX12 or Vulkan: https://github.com/hedge-dev/XenosRecomp We could have a working TRU X360 with DLCs on PC running natively in the future ![]() |
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#129 | |
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Joined: Jun 2013
Posts: 1,816
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The shaders are found in one of the bigfiles right? In theory, we would need to recompile the xex, and convert the shaders? Hmm thinking about it I doubt it's that simple, since how do you bind all the shaders stuff ![]() ![]() EDIT: Also, reading more about it and you still need to know some manual function offsets to setup a recompilation project? Like here in the Sonic game example. Also for shader stuff, I think it is all done automatically? "At runtime, shaders are mapped to their recompiled versions using a 64-bit XXH3 hash lookup. This scanning method is particularly useful for games that store embedded shaders within executables or uncompressed archive formats." ![]() ![]() Last edited by GFY2013; 03-03-25 at 17:48. |
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#130 | |
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Joined: Feb 2023
Posts: 433
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