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Decomped Way of the Samurai 2 with fps, widescreen, high-res mods [self-promotion]
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Acklavidian lemmy.world Acklavidian@lemmy.world
Joined: 2023-07-16
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Decomped Way of the Samurai 2 with fps, widescreen, high-res mods. Please report any bugs you find.

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onomogo lemmy.world onomogo@lemmy.world
Joined: 2026-10-11
Banned
#2 · Quote Reply

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Acklavidian lemmy.world Acklavidian@lemmy.world
Joined: 2023-07-16
#3 · Quote Reply

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It's pretty far along. Given the nature of the game it's difficult to say if all the pathways are done. But alot of it was an in-house scripting language. Right now I am overhauling the lighting with realtime shadows and weather n stuff

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onomogo lemmy.world onomogo@lemmy.world
Joined: 2026-10-11
Banned
#4 · Quote Reply

It's pretty far along. Given the nature of the game it's difficult to say if all the pathways are done. But alot of it was an in-house scripting language. Right now I am overhauling the lighting with realtime shadows and weather n stuff
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Acklavidian lemmy.world Acklavidian@lemmy.world
Joined: 2023-07-16
#5 · Quote Reply

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I decompiled all of the state systems for the story and gameplay mechanics. The rendering and drawing of the models is generic as I didn't care to emulate the nuance of the ps2 architecture. I'm actually un-baking the shading from the scene and then relighting the scene dynamically.

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CGTRocketX programming.dev CGTRocketX@programming.dev
Joined: 2026-10-22
#6 · Quote Reply

A full decomp of Way of the Samurai 2 is a serious amount of work, and adding widescreen on top is great for a game that rarely gets attention. How did you handle the fps unlock? Old PS2 titles often tie physics or animation timing to the frame rate. Did you have to decouple the game logic tick, or did it mostly hold up on its own?

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Acklavidian lemmy.world Acklavidian@lemmy.world
Joined: 2023-07-16
#7 · Quote Reply

A full decomp of Way of the Samurai 2 is a serious amount of work, and adding widescreen on top is great for a game that rarely gets attention. How did you handle the fps unlock? Old PS2 titles often tie physics or animation timing to the frame rate. Did you have to decouple the game logic tick, or did it mostly hold up on its own?

The game logic runs on a different clock. Visuals get tweened between those frames sampling animations and shaders at the higher frame rate for display. I suppose it's not a "full" decomp in that it doesn't try to strictly emulate any hardware anymore. Also a lot of the game was a inhouse scripting language. So pulling that apart got me really far.

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