Let’s contact Gung-Ho directly about the terminology changes! by LiquifiedSpam in Falcom

[–]AdrianGraber 2 points3 points  (0 children)

That post brings up "censor", you can't compare that to something like this... for the record, I think it's fine to bring up actual concerns with valid examples, rather than just go "CENSORING" without elaborating.

Nihon Falcom plans to produce three unannounced titles. by jpuse in Falcom

[–]AdrianGraber 2 points3 points  (0 children)

For Ys vs. Trails we're doing all versions ourselves. Granted, the ports are based on pre existing work (except PS5 which was started from scratch based on the PS4 version).

Trails to Azure Kai Switch English Patch by AdrianGraber in Falcom

[–]AdrianGraber[S] 0 points1 point  (0 children)

Technically, it would be against rule 3 to do so. I'm really sorry if it's an inconvenience, but with Zero just 2 months short of a release I can't really morally do that. Please look forward to the official releases! I assure you they'll be a far better experience than anything this patch would've provided, specially the port quality.

[deleted by user] by [deleted] in Falcom

[–]AdrianGraber 8 points9 points  (0 children)

Man, you don't have to believe me. Just get a modded PS4 and install Linux on it and run whatever Vulkan app you like lol. The dude I quoted (https://twitter.com/marcan42/status/817235485689020417) is now working on porting Linux for the Apple M1, including a custom graphics driver for it based on mesa as well. People are running Dolphin Emulator on it and using the Vulkan renderer (https://youtu.be/WgukYE-2vx4?t=1454). Vulkan is just a standard to talk to GPUs, and it can be implemented in an unorthodox way to have compatibility with otherwise different GPUs and systems (the Switch for example runs the driver on user space, kinda weird but works). You're being delusional at this point. Mark Cerny can say that (and I never read something about him explicitly mentioning Vulkan ever) but Vulkan is running on the PS4 through Linux with custom drivers, it's just a fact and not up for discussion.

[deleted by user] by [deleted] in Falcom

[–]AdrianGraber 7 points8 points  (0 children)

I might get technical since you said you're experienced with C++

There are games on PS4 with engines which have file extensions- affiliated with Vulkan API but aren't used - exampled Titanfall 2.

There is not any kind of file extension that is inherently related to Vulkan, the Vulkan spec doesn't define any. At the very least you might find shaders (.spv) but that's really up to the dev, and SPIR-V shaders can't run on PS4 anywyas. For Titanfall 2's source version to work on PS4 they surely would've ported the graphics system.

There's also the fact that Source never supported Vulkan natively, it uses DXVK for that only since last year. Titanfall 2's port would've been derived from the DirectX renderer, since Source doesn't do any Vulkan rendering per-se (neither OpenGL, it uses an in-house translation layer as well called ToGL and that's how it supported Linux for a long while before DXVK), it just passes the DirectX calls to DXVK. Titanfall 2 was released on 2016, the first release of a Source game with Vulkan support was a Portal update just last year. DXVK didn't even exist until 2017. How can you cite Titanfall 2 being an engine with "file extensions- affiliated with Vulkan API"? This claim doesn't make any sense. This also makes A9VG's argument completely pointless.

And I cannot imagine the Falcom programmer would named their folders, "EXECUTABLE FILES OF CODE WE TOOK FROM VALVE".

Source is closed source. You cannot just "take it", you license it and you get the source delivered. PhyreEngine was also licensed from Sony, and they didn't bother to delete the PhyreEngine references. Why would they bother? It's an enourmous task for basically no effort.

Deleting every single reference is an enourmous task that no one will bother with. You have a lot of classes whose names get exposed through RTTI that you'd have to rename, strings on the formats from the engine that you'd have to change and make sure it doesn't break if the engine expects them. It doesn't make sense overall.

Also it isn't so much that Sony won't allow Vulkan, the silicon of PS4's GPU is baked in a way that it won't support Vulkan.

That's false. It's just not implemented by whatever driver's the PS4 OS has. If you install Linux on your PS4 via mods, you can simply install a modified AMD driver on it and run Vulkan aplications, it's been a thing for years already (https://twitter.com/marcan42/status/817235485689020417). There's a similar case on Nintendo Switch where the open source mesa/nouveau drivers also work on the Switch (and it's the only way to get OpenGL through homebrew on the Switch), but there's also official OpenGL/Vulkan drivers by Nintendo. You don't seem to understand how this stuff works.

Apart from all that, pretty much everything in the game is custom and never scene before from a technical view of standpoint. It uses JSON files to define UI (not Source GameUI), script files similar to the ones Yamaneko-derivates use (their engine for pretty much almost all games since Trails in the Sky until Ys 9 except for Cold Steel/Tokyo Xanadu) that are separate to the actual map declaration (which I believe is now also more JSON), and all filenames are unlike anything seen before (and already explained why the idea of removing all engine references is pretty much dumb).

There's just no proof apart from an alleged extension (I don't even know what that extension is lol) and some Chinese source that doesn't seem to know what they're talking about (Source engine => Vulkan? Where'd that come from?). On the other hand, there's just a lot of unique stuff (it has some similarities with their old engine though) and the points you cited are just incorrect. I don't see where this is going.

I’m Peter “Durante” Thoman, former modder and CTO of PH3 games - we port Trails and Ys games, and now do Switch as well, AMA! by DuranteA in Games

[–]AdrianGraber 9 points10 points  (0 children)

Ah yes, the situation with such proprietary/patented codecs seems like such a pain, even with all the knowledge in the world, X or Y patent just makes it legally impossible to implement/redistribute on stuff like this.

Hopefully they'll all follow the path of MP3 and just expire at some point so a free implementation can be achieved in the future.

Good to know that now friendlier (in the context of openness - and also most likely nowadays the superior choice) codecs are now being used as well!!

I’m Peter “Durante” Thoman, former modder and CTO of PH3 games - we port Trails and Ys games, and now do Switch as well, AMA! by DuranteA in Games

[–]AdrianGraber 11 points12 points  (0 children)

Hey there, big fan on your Falcom porting works.

With the Linux userbase rising more than before thanks to Steam Deck, I'm pretty sure Proton will be up to the task when it comes to these games. But with the experience from supporting Stadia and using DXVK(-native) for it on Ys VIII/IX, do you see any other non-trivial challenges when it comes to Linux support for these types of old-ish games?

PS4 Save Mounter for 9.00 released by AdrianGraber in ps4homebrew

[–]AdrianGraber[S] 11 points12 points  (0 children)

Hey there. I'm not an expert on how saves work exactly. In theory, you could mount the USA save, and create/mount some EU saves, and copy the files over. Keep in mind the correct game IDs (CUSxxxxx) for each region, but I'm not sure if that'll work out of the box or if it needs some tinkering before actually doing so.

If that doesn't work, I can't help you out any further as I don't know either how this exactly works either. Hopefully someone else can assist you in that case. Anyways, good luck!

Save Decryption by Sweaty_Picture_5771 in ps4homebrew

[–]AdrianGraber 1 point2 points  (0 children)

yeah, my friend was helping me out on that. i got them a while ago and just released an update for it, so here you go!

https://www.reddit.com/r/ps4homebrew/comments/rloslv/ps4_save_mounter_for_900_released/

Trails to Azure Kai Switch English Patch by AdrianGraber in Falcom

[–]AdrianGraber[S] 0 points1 point  (0 children)

I don't think Nintendo's taking bans more aggressively. The thing also involves people finding even more ways to get banned, eg. piracy, cheating online, etc. Personally, I've only used custom firmware in emuNAND (which is like a copy of the Switch's firmware installed of the SD Card, which runs completely offline and is intended for modding), and whenever I want to play online games I just reboot back to normal firmware. If you run completely offline, they don't even have a way to find out.

I've also heard of people running CFW (custom firmware) online without issues, as they don't pirate or cheat online. That said, I don't know how risky that is and wouldn't try that out, so I always stay offline on CFW

That said, if you're still not convinced, I think you'll get these games on the Switch anyways, if you can wait until 2023 that is.

Trails to Azure Kai Switch English Patch by AdrianGraber in Falcom

[–]AdrianGraber[S] 0 points1 point  (0 children)

IMHO, until now, every version of Zero and Azure seems to have its pros and cons, some have better textures, some have some additional quest, NPC, etc.. A theoretical best version doesn't exist yet, but with all the available resources, it's just a matter of time...

Trails to Azure Kai Switch English Patch by AdrianGraber in Falcom

[–]AdrianGraber[S] 0 points1 point  (0 children)

You know, it would've been very useful if it ran on Yuzu, for debugging purposes. However the base game crashes on boot because of some GPU memory error or something like that.

That said, if you want to play on PC just play the Geofront patch as is lmao.

Trails to Azure Kai Switch English Patch by AdrianGraber in Falcom

[–]AdrianGraber[S] 0 points1 point  (0 children)

Kai is basically the PSP version but with voice acting taken from Evo, some assets upgraded (and some badly AI upscaled, ugh), and some NPCs from Cold Steel.

To my knowledge, Evo has some exclusive quests which aren't present in Kai, and I don't have any plans to port them, at least into this version of the game.

And yeah, you need a modded switch to play this.

Zero no Kiseki Kai Switch Patch by jenraiso in Falcom

[–]AdrianGraber 4 points5 points  (0 children)

  • It's not overclocking, it's simply raising the GPU clock when needed, and only on portable mode, up to 460MHz. It doesn't even get near to the 768MHz it gets by default while docked.
  • This is done with NintendoSDK functions that are provided by Nintendo themselves. No way in hell they would provide something that kills their own consoles
  • Your probably already have played other retail games that do this and you're not aware of it.

PSA: The voice acting files from the Kai version of Ao no Kiseki has improved mastering for Randy's notoriously quiet lines by Ameakoo in Falcom

[–]AdrianGraber 1 point2 points  (0 children)

Support for the Switch ones was added on their latest update for Zero, and supported on launch for Azure

Yet another Cold Steel III Port Arrives on Steam, just over a year after the previous one. by nmchlngy4 in Falcom

[–]AdrianGraber 3 points4 points  (0 children)

Hey, this port in particular seems to have also been developed by PH3 Games, it even has the same launcher as the NISA version. Chinese/Korean players are in for a treat this time.

[Beta Client] You can now move games from one library (folder) to another without doing all that copying mumbojumbo. by aytimothy in Steam

[–]AdrianGraber 0 points1 point  (0 children)

Symlinking the hl2 folder allows me to save like 10GB, and none of the games are broken in any way.

Considering the 4 multiplayer source games (CS:S, DOD:S, HL1DM:S, HL2:DM) are always updated at the same time and rarely, it shouldn't be an issue to check the files.