Enorovan (@Enorovan) header
Enorovan (@Enorovan) profile picture

Translator, @ns2c_, @CommitteeOf0 member. @kiri_basara writer (sometimes). Experienced Software/DevOps Engineer. 26yo. He/Him. PFP by @androidk05

enorovan@gmail.com
Joined September 2013
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Impacto Report: As you've gathered, we're not releasing today, we're taking a few additional weeks to run our tests. Since September : - Android Specific Touch Support✅ - Achievement System✅ - Dynamic Button Guides✅ - Script Patching for opening menus with Fn keys✅ 🧵
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take too long, and will be THE focus of 1.1.0. Finally, our renderer refactorization will either not be in 1.0.0, or be usable as an experimental toggle, this shouldn't change anything for you, unless you're really impacted by a lack of upscaling choice.
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With that ever so small delay, we're taking the time to properly review our JP patches, fix the last (very) minor bugs our last round of QA found, and crafting a great trailer which will use, in part, what is probably the most visually impressive part of the project.
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🔨
just a reminder that we've entered the time period in which the chaos;games happens, which means that we're getting closer each day to the release of the lcc games being finally translated !
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Impacto Report: Over the past two weeks: - The core of User Configuration and the launcher-overlay is in. - We're starting to see the end of the tunnel with C;CLCC Switch Assets. - Some technical refactorization done (allows Steam Controller usage).
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Next: - Wrapping up the above. - C;HLCC Switch Assets. - Dynamic Button guides. - Script Patches for Function Keys. - Controller Speakers. - Final checks.
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TL;DR: 6 issues remain with 2 massive ones. 4 are in progress + 1 untracked Switch fix branch.
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As you may know, C;C doesn't have a playtime counter in the Clear List. Of course, that is also the case for C;CLCC, however the value for it *is* saved during System Saves... ...which allows our overlay to use it!
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(Current Session Play Time added in the meantime)
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RPCS3 tweeted about online achievements today, and while we can't quite afford that...
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One good thing about the Switch ports (as with inserting their assets into Impacto we've realized it's even more borked) is that their scripts still do carry the Achievement Setter instruction which means there's no additional work needed for the patch with Switch Assets.
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(Also the video above is a better look at our "launcher-overlay" with more uh production ready styling)
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In case you haven't seen, as is tradition, S;G RE:BOOT is lacking in a few areas—untranslated images, technical flaws, and a few text errors. A patch is coming. Hopefully it shouldn't take long, but LCCs remain our current priority (and are nearing completion)! Stay tuned!
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Impacto Report: Over the past three weeks: - Original fonts for JP are in, and outline rendering is now 1:1 in both languages. - We fixed the Sprite Coloring for real! - Sources tell me our installer and patching framework are stable.
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- EquivalentLines: Also handled, repeated lines (I don't mean flashbacks, think about C;HN routes entry or S;G0 V&A side script duplicating) will now be mark as read, allowing the E skip to, well, skip them.
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- Technical Refactorizations that will allow us to support more platforms (and gamepads) in the future
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What remains: More Switch Assets, more refactorizations, Achievement System, platform specific inputs & optimizations, as well as dynamic button guides. We have 9 mandatory issues remaining, but as hinted at, a third of those are massive undertakings. We are on track, however.
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