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16 days agoI 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.

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.