Hyper
@hyperbx.bsky.social
📤 795
📥 167
📝 140
Code Rewriter (he/him) Linktree:
https://linktr.ee/hyperbx
There's something oddly satisfying about returning to an old codebase, being confused by everything for 20 minutes then suddenly everything sorta just clicks and you can get right back into it
1 day ago
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Tech "entrepreneurship" these days seems to just be slapping a price tag on FOSS and suckering as many macOS users into buying it as possible using flashy demonstration videos with way too many zooms and pans
15 days ago
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video games
22 days ago
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add a skeleton here at some point
28 days ago
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> developed by Nintendo for GameCube and Wii > looks inside > PlayStation and Xbox thanks Sonic Team
about 1 month ago
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about 1 month ago
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reposted by
Hyper
Isaac
about 1 month ago
This week, I made a bunch of progress on XNOEdit, my cross-platform editor/viewer for Sonic '06 objects powered by .NET and WGPU. Still lots to do, but many objects now correctly visualise, including textures! Next up, bringing in original recompiled shaders so everything looks perfect.
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reposted by
Hyper
Isaac
about 2 months ago
Been a bit since I've done a weekly update, so here's what we're up to! Lots of stuff is in the works: - Achievement support (Hyper) - Physics-based high FPS fixes and APIs for character controllers (Rei) - MSAA & resize support (Rei & I) - External cross-platform XNO editor (Me) Stay tuned!
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I thought it'd be fun to outline (literally) how much of a hack the custom UI in the recomp is. Anything surrounded by an outline is drawn using Dear ImGui and isn't rendered by the game.
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about 2 months ago
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Quick update on this, I made the borders mirrored and added a faded letterbox when narrower than 4:3 instead, so it doesn't look as horrific as it used to.
add a skeleton here at some point
about 2 months ago
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Fun '06 fact: the button window text is always rendered twice, but is covered up by the main menu panels, so you don't see the duplicate at the top left.
about 2 months ago
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about 2 months ago
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After almost a month of work, the '06 recomp options menu has been merged! This comes with a few new options, along with some improved existing ones to make them work at runtime. It's still not 100% there yet though, as many of the video settings available are yet to be implemented on demand.
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2 months ago
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reposted by
Hyper
Isaac
3 months ago
This week we got more progress from
@hyperbx.bsky.social
on the options menu! All of this is implemented outside the game's UI engine in ImGui :)
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reposted by
Hyper
Isaac
3 months ago
Nothing much to report this week, but here's a sneak peek at what
@hyperbx.bsky.social
is cooking up :)
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3 months ago
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reposted by
Hyper
Isaac
3 months ago
This week, we've fixed several more high FPS issues, including particles, UI animations, and bullet collision, improvements for the debug camera, and added patches for rendering Shadow's shadow-Mephiles in crispy high res!
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reposted by
Hyper
Isaac
4 months ago
Here it is! The most anticipated patch yet... Ultrawide support in the UI, along with several restoration patches and high frame-rate fixes. This took a lot of work, so make sure to give your thanks to
@hyperbx.bsky.social
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So here we have the main menu scaling to aspect ratios like 16:10, 4:3 and AAAAAAAAAAAA
4 months ago
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You know you're screwed when you search for CPU instructions and get results for HP printers instead
4 months ago
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I think there might be a problem
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4 months ago
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Sonic '06 for the telephone
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4 months ago
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So this is the level of procrastination I'm on today huh
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4 months ago
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My last lobby in CrossWorlds before the beta servers closed, I'm gonna miss this game. 🫡
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4 months ago
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I need to get off this vibe coded OS man, I'm so tired of something new just breaking in every update and nothing actually important being addressed, just more Copilot+ garbage nobody is actually asking for
4 months ago
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Cursed
4 months ago
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Today in pointless details that I put way too much effort into, I've adjusted the CRIWARE logo screen in Marathon Recompiled to make the technology logos align to the bottom right corner.
4 months ago
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These arrows have been the bane of my existence for the past couple days, but I finally got them extending dynamically at ultrawide.
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4 months ago
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reposted by
Hyper
Isaac
4 months ago
Here's what we cooked up this week, some big things coming soon... - Ultrawide support for pre-rendered videos - Voice language config, you can now play with JP VAs in English locale! - Autosaves at all vanilla save prompts! - Audio popping fixes for macOS - Cleanup & additions to several patches
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5 months ago
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ultrawhyde
@isaacmarovitz.com
5 months ago
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hwoah
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5 months ago
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reposted by
Hyper
Lady Lunanova🏳️⚧️ (Comms Open)
5 months ago
so i have been sitting on the cancelled hyrule port for far too long, so i'm releasing it in the VERY unfinished state it's in now, alongside the project files so anyone can try to pick it up where we left off.
drive.google.com/drive/folder...
#Sonic
#SonicTheHedgehog
#SonicFrontiers
#Mods
#Modding
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reposted by
Hyper
Isaac
5 months ago
Would you look at the time... - We've fixed issues with reflections in stages like Crisis City - Started implementing fixes for high refresh rate (>60 FPS) - Added support for volume attenuation on Linux and Windows aaand started work on autosaves!
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I took apart my keyboard because the print screen key stopped working after I vacuumed my desk yesterday. I didn't see any obvious signs of damage so I put it back together and the key just started working again.
5 months ago
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Who allowed Brainfuck to become widely adopted and why is it called Regex?
5 months ago
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Music Attenuation is in!
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5 months ago
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Random bit of Unleashed Recompiled trivia; I'd actually implemented this in the options menu for previewing video settings, but we ultimately decided on using the thumbnail system for that instead.
add a skeleton here at some point
5 months ago
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reposted by
Hyper
Emma (IPG)
5 months ago
the rom-properties shell extension for Windows Explorer and various Linux file managers is very useful and you should check it out if you're interested in reverse engineering and such
github.com/GerbilSoft/r...
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WSGF modders have set a weird precedent where they upload widescreen hacks, link their socials and donation pages, but never any source code. I never quite feel safe downloading from there, but somehow nothing I've tried has been nefarious, despite this trend.
5 months ago
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reposted by
Hyper
Isaac
5 months ago
We have been busy, busy, busy! Here's some screenshots and a brief summary of what's been added to Marathon Recompiled in the last few days. - Metal & D3D12 support - Several shader fixes - Several mod manager patches ported (HUD colours seen here) - Improved colour accuracy - Working installer
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Marathon Recompiled is not finished, any tutorials for setting it up in its current state do not use binaries provided by us. Any official updates will come from either
@isaacmarovitz.com
or myself. Refer to the official GitHub repository for development updates. Thanks.
github.com/ga2mer/Marat...
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GitHub - ga2mer/MarathonRecomp: An unofficial PC port of the Xbox 360 version of Sonic the Hedgehog (2006) created through the process of static recompilation
An unofficial PC port of the Xbox 360 version of Sonic the Hedgehog (2006) created through the process of static recompilation - ga2mer/MarathonRecomp
https://github.com/ga2mer/MarathonRecomp
5 months ago
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reposted by
Hyper
Isaac
5 months ago
It's been another week, and we've been hard at work resolving lots of big GPU and CPU problems. Although this looks pretty complete, we're still a long way from release, so please bear with us as we make this game the best it can be.
www.youtube.com/watch?v=cnOh...
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Marathon Recompiled - Kingdom Valley Gameplay
YouTube video by isaacryu
https://www.youtube.com/watch?v=cnOhOJPJLl8
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So whilst writing unit tests for Marathon ('06 modding tool) to ensure all binary formats are written 1:1, I found that the sound bank file for Shadow's boss voice lines wasn't writing correctly. ...or rather, the *original* file wasn't written correctly, causing his voice lines to sound wrong.
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5 months ago
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In light of Marathon Recompiled, I figured I should give a quick update on the future of '06 mods and how the recompilation port will support them. In short, Sonic '06 Mod Manager is being worked on again and will be used for mod installation across all supported platforms.
5 months ago
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been working on the other Sonic recomp
5 months ago
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reposted by
Hyper
Isaac
6 months ago
Thank you, everyone, for your interest and support! I thought I would answer some FAQs about Marathon Recompiled. We plan to support all DLC. We spent much of the afternoon getting it working today. Achievements will be tracked like Unleashed.
add a skeleton here at some point
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I love trying to close GitHub Desktop and being held hostage for an update that I didn't choose to install
6 months ago
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reposted by
Hyper
Justin113D
6 months ago
I have finally fully reverse engineered the
#SXSG
deferred rendering shaders & the Common_dpn shader. Took almost 3500 lines of HLSL code, but now i can start working on other shaders too! Big thanks to
@skyth.bsky.social
again, this would've taken forever without him!
github.com/hedge-dev/Ne...
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reposted by
Hyper
Isaac
6 months ago
Been a while since I posted a progress update on Marathon Recompiled, so here's where we're at! We have working builds for Linux and macOS, and I'm working on sorting out the remaining blockers for Windows. Bugs in game, and singleplayer 3D not rendering properly yet but stay tuned...
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