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Hyper

@hyperbx.bsky.social

Code Rewriter (he/him) Linktree: https://linktr.ee/hyperbx

605 Followers  |  149 Following  |  94 Posts  |  Joined: 24.07.2023  |  2.0985

Latest posts by hyperbx.bsky.social on Bluesky

Song is Sparkler by Anamanaguchi

(check out the whole album, it's actually really good)

11.08.2025 13:03 β€” πŸ‘ 10    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Music Attenuation is in!

11.08.2025 13:03 β€” πŸ‘ 57    πŸ” 12    πŸ’¬ 3    πŸ“Œ 0

Yeah exactly, we'd already implemented the thumbnail system by this point too, albeit with placeholders.

It was also yet another input we needed to place at the bottom of the screen, which was already getting pretty cramped with this visual style.

09.08.2025 12:47 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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.

09.08.2025 11:50 β€” πŸ‘ 24    πŸ” 5    πŸ’¬ 1    πŸ“Œ 0
screenshot of the rom properties page for a wii wbfs file showing it is a nitnendo wii disc image with the title rock band 3 and game id szbp69, it also shows the region, title ID, access rights, update version and partition information

screenshot of the rom properties page for a wii wbfs file showing it is a nitnendo wii disc image with the title rock band 3 and game id szbp69, it also shows the region, title ID, access rights, update version and partition information

screenshot of the rom properties page for an XEX file showing it is an xbox 360 executable with the title rock band 3 for a full game, it also shows the PE file name, minimum kernel version, module flags, media types, region code, title id and publisher

screenshot of the rom properties page for an XEX file showing it is an xbox 360 executable with the title rock band 3 for a full game, it also shows the PE file name, minimum kernel version, module flags, media types, region code, title id and publisher

screenshot of the rom properties page for an XBE file showing it is an original xbox executable with the title burnout 3, it also shows the title id, timestamp, media types, region code and init flags

screenshot of the rom properties page for an XBE file showing it is an original xbox executable with the title burnout 3, it also shows the title id, timestamp, media types, region code and init flags

screenshot of the rom properties page for an EXE file showing it is a microsoft windows executable, it shows the type, the CPU, the OS version, the flags and the timestamp

screenshot of the rom properties page for an EXE file showing it is a microsoft windows executable, it shows the type, the CPU, the OS version, the flags and the timestamp

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...

04.08.2025 22:07 β€” πŸ‘ 144    πŸ” 38    πŸ’¬ 10    πŸ“Œ 0

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.

04.08.2025 06:06 β€” πŸ‘ 8    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Sonic's Kingdom Valley (now with 100% smoother rope!)

Sonic's Kingdom Valley (now with 100% smoother rope!)

Shadow's Aquatic Base

Shadow's Aquatic Base

Silver's Crisis City

Silver's Crisis City

Blaze's Wave Ocean

Blaze's Wave Ocean

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

02.08.2025 19:13 β€” πŸ‘ 161    πŸ” 49    πŸ’¬ 12    πŸ“Œ 1

I have a thread on how mods will be supported. Legacy of Solaris currently makes use of a DLL mod that won't be supported by the recomp.

bsky.app/profile/hype...

29.07.2025 18:51 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Post image

It uses the same UI adjustment code as Unleashed Recompiled, so it'll be supported.

28.07.2025 19:37 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
Preview
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

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...

28.07.2025 19:30 β€” πŸ‘ 133    πŸ” 51    πŸ’¬ 5    πŸ“Œ 0
Marathon Recompiled - Kingdom Valley Gameplay
YouTube video by isaacryu Marathon Recompiled - Kingdom Valley Gameplay

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...

27.07.2025 23:40 β€” πŸ‘ 96    πŸ” 32    πŸ’¬ 9    πŸ“Œ 2

Alright I figured out what's going on here, this list of indices is written correctly, but their tooling mustn't have accounted for cues possibly being deleted and the indices didn't adjust for it.

There were a few other files that ran into this issue and it was actually a bug with Marathon itself.

27.07.2025 13:24 β€” πŸ‘ 12    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
A hex editor showing the sound bank exported from Marathon on the left and the original game's sound bank on the right. The highlighted data shows the only differences between the two files, where the original file (right) incorrectly starts incrementing the cue indices.

A hex editor showing the sound bank exported from Marathon on the left and the original game's sound bank on the right. The highlighted data shows the only differences between the two files, where the original file (right) incorrectly starts incrementing the cue indices.

I genuinely have no idea how their tooling managed to do this.

The reason the voice lines are broken in the original game is because the indices for the CRI cues were written correctly at first, then one of the cue indices just gets incremented and the rest are written at an incorrect offset.

27.07.2025 12:06 β€” πŸ‘ 20    πŸ” 2    πŸ’¬ 2    πŸ“Œ 0
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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.

27.07.2025 12:06 β€” πŸ‘ 64    πŸ” 18    πŸ’¬ 6    πŸ“Œ 0

It uses .NET so it'll work cross-platform much like HMM 8.0.

26.07.2025 07:58 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Yeah, that was us not knowing how to use threads and doing mod installation on the UI thread. lol

Also fwiw, many mod managers for other games install directly to the game directory too, sometimes using symlinks which is instantaneous compared to a copy - not all filesystems support this though.

24.07.2025 16:23 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Filesystem corruption happened with the old mod manager because it was poorly made and 90% of the time it was caused by the user just wanting to cancel the install and having no option but to terminate the program.

I intend to write not-so-terrible code this time. πŸ˜…

24.07.2025 16:17 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0

Yeah, I've seen a lot of that and it's understandable. lol

There's been a bit of coverage on it under the current name already, so it might be more confusing changing it now, but that's not up to me.

The modding tool referencing the codename makes more sense given the scene is a bit of a niche.

24.07.2025 15:33 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

We were actually talking about an '06 recomp during Unleashed Recompiled dev and were half joking about adding HMM support for '06, but it's in a bit of an unideal situation having an existing library of mods that wouldn't be as trivial to support. lol

24.07.2025 15:27 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

And that's about it really; the tools are improving, the mod manager is being worked on again, Sonic '06 on PC confirmed??!

This is the end of the thread, have a null terminator.\0

24.07.2025 14:31 β€” πŸ‘ 12    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

For the recompilation port, we may provide an option to use a work folder to allow hot swapping files for quick mod iterating.

Being able to throw new files into a folder and see instant results will definitely be handy.

This should not be used for mod distribution, however.

24.07.2025 14:31 β€” πŸ‘ 11    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

It's worth noting that mod installation in the new mod manager is substantially faster now.

Instead of extracting archives to disk to merge them, it does it all in memory using Marathon, which can cut down installation time by 5-10 minutes depending on the amount of content being installed.

24.07.2025 14:31 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 2    πŸ“Œ 0

Existing DLL mods or any new code patches created after the recompilation will not be supported (unless they modify just static data and not code).

The mod manager will warn you if this is the case before installation.

24.07.2025 14:31 β€” πŸ‘ 6    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

Marathon Recompiled, much like Unleashed Recompiled, will not support code modding upon release until XenonRecomp is updated to allow for it.

Therefore, any patches in the mod manager that modify code will not be supported unless embedded into the recompilation itself, which some will be.

24.07.2025 14:31 β€” πŸ‘ 9    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

Mods and patches will still be installed directly to the game directory, even for the recompilation, as this will allow the Lua pre-processing scripts to work whilst also maintaining support for 360 and PS3 hardware.

24.07.2025 14:31 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

Once I'm satisfied with Marathon v2, I can move on to finishing up the mod manager, which brings me onto how mods will be installed.

24.07.2025 14:31 β€” πŸ‘ 8    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
A checklist of updated file format names for SONIC THE HEDGEHOG (2006) with their new names and old names.

A checklist of updated file format names for SONIC THE HEDGEHOG (2006) with their new names and old names.

The refactoring of Marathon has also involved renaming many things to more accurately represent their internal names in the game itself.

We kinda took some creative liberties with the previous names and largely went off of file names and extensions.

Due to this, the refactor will be considered v2.

24.07.2025 14:31 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

Before it can be tackled again though, I wanted to go back and refactor Marathon (our file format API).

This is important to get out of the way first, as the new mod manager has a new Lua scripting API which allows you to pre-process game files during mod installation using Marathon.

24.07.2025 14:31 β€” πŸ‘ 9    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

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.

24.07.2025 14:31 β€” πŸ‘ 35    πŸ” 9    πŸ’¬ 5    πŸ“Œ 1

'06 uses the same UI library as Unleashed, so I was able to wire up all of the dynamic UI aspect ratio code @skyth.bsky.social did for that here

23.07.2025 05:49 β€” πŸ‘ 27    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

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