My take? if decomping is easy i'm sure people would've done it by now, adobe and all other software have been making BILLIONS, they have all the time and money in the world to decomp these things and nobody did it. People don't want to decomp, let ai do it.
LITTLEBIGPLANET IS COMING NATIVELY TO PC 🚨
We just got an early look at a native PC port of the original LittleBigPlanet from the PS3. No emulator, no RPCS3.
LBP has always been one of the hardest PS3 games to emulate because it leans so heavily on the Cell processor. Now its PS3 code is being recompiled straight into native PC code.
A year ago people said PS3 recomps were years away. The decomp scene is moving insanely fast.
Plush idiot retweeted
LITTLEBIGPLANET IS COMING NATIVELY TO PC 🚨
We just got an early look at a native PC port of the original LittleBigPlanet from the PS3. No emulator, no RPCS3.
LBP has always been one of the hardest PS3 games to emulate because it leans so heavily on the Cell processor. Now its PS3 code is being recompiled straight into native PC code.
A year ago people said PS3 recomps were years away. The decomp scene is moving insanely fast.
Plush idiot retweeted
Cute doodle that I turned into a shitpost cause I discovered this audio on Instagram during posting lolololo
Characters in order:
#Brambleclaw
#Stormpelt
#Squirrleflight (-paw)
Cr*wpaw
#Tawnypelt
#Feathertail
#WarriorCats #TawnyFeather
Plush idiot retweeted
🌑 Oh it‘s you… || It‘s you ! 🌊
🖤One feels accountable for her psychopathic fathers damage, even though she was just a kid
🤍The other doesn’t judge through bloodline since she had her fair share of that
#WarriorCats #Tawnypelt #Feathertail #TawnyFeather
Plush idiot retweeted
How I imagine into the wild designs #art #warriorcats
Plush idiot retweeted
Doom & Gloom - The Animated Intro 💀🐈⬛
HUGE thank you to my team who made this look as gorgeous as it does 💚
Plush idiot retweeted
Okay now I understand how they’re pulling this off and it’s pretty cheeky.
They’re just running two game instances and hijacking the game’s pipelines to brute force cross-interaction between them.
It’s a really clever shortcut approach, but it doesn’t run like a traditional mod where you only have one game running and the content is embedded in the mod itself running under the game’s pipeline and engine toolset.
To explain it more thoroughly, say you have two games: Game A and Game B, and some agent program between them.
Game A provides some approximation of its state to Game B in a format that it can decode into its own state. Game B plays off of this state, then sends its state back in a way that Game A can decode into its rendering pipeline, physics, gameplay, etc.
The agent cannot render or simulate Game B in Game A unless both games are running.






























