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dqxiasset's Introduction

Shwmae!

ko-fi

Ydy fy enw i emoose, welcome to my page!

Recent things I've helped work on:

  • DLSSTweaks - allows customizing Nvidia DLSS via INI and a config tool.
  • NvTrueHDR - tool to enable RTX HDR in non-HDR games.
  • MPC-VR RTX - adds Nvidia VideoSuperResolution & VideoHDR support to MPC-HC/MPC-BE video renderer.
  • PrototypeFix - fixes for the games Prototype & Prototype 2 to help them work on modern machines.
  • MGSHDFix - improvements for the MGS Master Collection PC release.

Xbox / Xbox 360

  • xbox-reversing - templates for 010 Editor & parsers for pulling apart various Xbox360 formats such as XEX/STFS/GPD
  • xvdtool - for manipulating the XVD images used by Xbox One
  • Xb2XInput - adds support for Xbox OG controllers to Windows
  • xbox-winfsp - for mounting Xbox/Xbox360-specific file systems natively under Windows
  • idaxex/xex1tool - disassemble X360 XEX executables from almost any point in time (pre-beta Xenon executables onward!)
  • stfschk - for validating the integrity of Xbox360 STFS packages
  • ExCrypt - for interoperability with X360's XeCrypt cryptography suite
  • XbRecUnpack - for fully unpacking Xbox/Xbox360 recoveries/installers
dolphin.mp4

Game Modding

Also helped take some games apart to try making them moddable too:

  • sh2proxy - a mod for Silent Hill 2, bringing fixups for modern machines (outdated - use Silent Hill 2 Enhanced Edition instead!)
  • MBINCompiler - a tool for (de)serializing No Mans Sky data files
  • DOOMExtract - for extracting/repacking DOOM 2016 resources
  • DoomLegacyMod - unlocks nearly all DOOM 2016 console-commands/variables, and even reimplements a few (noclip, infiniteHealth, noTarget...)
  • ElDewrito - a client modification/derestrictor for Halo Online.
  • Improved Lighting Shaders - for Fallout New Vegas, allows extending the per-cell light-limit and helps eliminate lighting issues
  • Automata-LodMod - helps improve graphical quality in NieR Automata & patches in various improvements
  • re4_tweaks - a wrapper DLL that improves the PC RE4 UHD port, bringing fixes & improvements that have been requested for years!

Finally, some of my UE4 mods/tools:

  • DQXIHook - mod for Dragon Quest XI that unlocks the UE4 dev console & allows loose-file loading.
  • DQXIS-SDK - mod for Dragon Quest XI S that allows easier modding through loose-file loading & enabling the dev-console, along with some code/resolution fixes & added game features.
  • DQXIAsset - a tool for (de)serializing / unpacking / decompiling the UE4 DataTables used by DQXIS.
  • Arise-SDK - a mod for Tales of Arise that can improve graphics & help modders via dev-console access/loose-file loading.
  • FFVIIHook - mod for FFVII Remake that unlocks dev-console & allows much easier INI modding.
  • Bloodstained Dialogue & Character Viewer Resolution Fix - Increases render resolution of models during dialogue sequences & menu screens, no more locked 1080p!

Contact

Email: abc (at) cock . li - my replies may get marked as spam by most providers though.

Discord: unfortunately I don't really use Discord much, contact over email is much more preferable!

dqxiasset's People

Contributors

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Forkers

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dqxiasset's Issues

Current CSV-splitting RegEx doesn't handle empty cells properly

eg. a line like ,,SkeletalMeshComponent,false should result in an array such as ["", "", "SkeletalMeshComponent", "false"], the current regex doesn't seem to recognize any empty cells though, resulting in two empty cells next to each other merging into one...

As a workaround/hack I made the CSV serializer write out empty strings as "" instead, gets around this issue but it'd be nice to get rid of it instead.

No support for UserDefinedStructs atm

Some UDS's seem to be defined in the EXE, but I didn't have any luck matching up the EXE fields with the actual data :(

A few UDS's aren't part of the EXE though, seems they get defined inside uasset/uexp instead, eg Blueprints\Debug\Performance\STRUCT_DT_DebugAutoPlay.uasset, not sure how to handle those yet - (don't really want to require loading those uassets to define the struct, hopefully can just use that to figure out the struct format)

Unused FNames aren't cleared

Any FName that existed in the base UAsset/UExp, but isn't used in the CSV, will still be left in the resulting UAsset/UExp's NameEntry array.

Two ways to handle this, either clear the NameEntry array when writing and let it repopulate as each FName is serialized, or maybe we could make FName serializer add to some other list as it serializes, then we can remove any that aren't in that list from the array...

First option is easiest way to handle it, but as we don't serialize exactly like UE4 itself it makes our NameEntry array completely different to the original, no good when trying to compare if we're serializing things properly...

Second option would take a bit more work, but should get around the NameEntry reorganization problem.

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