emoose
emoose
Might have fixed the issue with DLC filenames, seems the filenames used by 360 DLC would fill up the `XCONTENT_DATA::file_name` field, which some games would expect to be null-terminated, there's...
>The only issue I noticed was that this build won't try to create new Save Data like it used to when it detects "corrupted" save data made in master. It...
Seem to have the corrupt-data crash fixed with Ridge Racer, it was another null-termination issue, in this case some code I added in v1.01 was ignoring null-terminators and reading the...
Ah, problem with that seems to be game relies on display_name field in STFS headers to tell what each DLC is, display_name has room for 12 different langs, each with...
Uploaded stfs-writer-v1.03 to https://github.com/emoose/xenia/releases/tag/mousehook-v1.13.4, this should be able to use the titles chosen default language to setup the STFS display_name, at least it seems to let Mushihime-sama Futari's DLC work...
Just released stfs-writer-v1.05 which fixes a pretty [nasty bug](https://github.com/emoose/xenia/issues/28#issuecomment-855073493) with XEXP files, hopefully should help to let more TUs work without crashing: https://github.com/emoose/xenia/releases/tag/mousehook-v1.13.4, @ColourfulPhoenix it might be worth trying with...
Uploaded stfs-writer-v1.06 to https://github.com/emoose/xenia/releases/tag/mousehook-v1.13.4, this should hopefully fix issues with disc games not patching. I'll take a look at the big packages soon - just to confirm, the packages were...
Uploaded stfs-writer-v1.07 to https://github.com/emoose/xenia/releases/tag/mousehook-v1.13.4 Should help with the big package issue in some games, not sure if this'll fix all of them though, if the ones that had issues before...
Changing https://github.com/ccd0/4chan-x/blob/103c9849cc8aeba4b1521dad5176ac31d9ba69d3/src/General/BoardConfig.coffee#L48-L49 -> ``` domain: (board) -> "boards.4chan.org" ``` seems to fix it, if you installed it in tampermonkey you can edit the script in there by searching for isSFW.
Tried looking into that hitbox issue before, seems the problem isn't that hitbox itself changed, but running at 60FPS meant that collision checks are performed more often, so the character...