Marathon Recompiled options menu on the "Input settings" tab with the "Horizontal Camera" option selected.
Marathon Recompiled options menu on the "Input settings" tab with the "Horizontal Camera" option selected.
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TIL Discord has a spam folder under message requests. Apologies to that one person who asked me a question about Phantom Rush in Frontiers nearly two years ago being left unanswered. lol
Alright it's been a year, I think we can reveal the "imgui sega balls!" lore...
Correction: it turns out we can extend controller support beyond what's included in SDL by default using custom game controller databases.
You'd be better off trying to map your controller to XInput in the meantime though, as it'd be awhile before that makes it into a public release.
The supported controllers are handled by SDL, so if it's not being detected, there's not much we can do unfortunately.
If you can get the PS2 controller to be detected as an XInput device instead, it should work with the game.
Development has slowed down as everyone found new responsibilities and projects they'd rather be working on, but the next release v1.0.4 is slowly being chipped away at.
Progress for it is being tracked on the GitHub milestone: github.com/hedge-dev/Un...
It also started having some uh... issues.
More pre-release Unleashed Recompiled options menu stuff: it was originally going to include a drop-down for configuring the keyboard layout.
We ended up dropping it during Beta 1, as we felt it would be better to have it remap actions in a later release instead, rather than buttons.
I'm glad we were able to play around and provide a satisfactory port of this game, had a lot of fun being the guy to implement all the little things.
It only took working on porting Sonic Unleashed for me to actually start enjoying the game. ๐
We planned some of the gags for it maybe weeks in advance, but I still ended up having to pull an all-nighter on the day of the stream, as the game started randomly crashing during loading screens.
...turns out the issue was due to our logging implementation and not because of Bad Apple.
The live stream from @melpontro.bsky.social was the icing on the cake to reveal all of this. If you missed it, please do yourself a favour and give it a look if you enjoy watching VODs.
www.youtube.com/watch?v=smmN...
From concept to release: Achievements
This was much less of a headache in comparison. I implemented these within a few days, as by this point the framework we'd developed for the options menu made it much easier to start on new stuff.
From concept to release: Options
This by far took the most amount of time and iterations to implement, but by late November, things started looking closer to final.
Development on this started with Skyth alone, before it turned into a full blown effort from everyone on the team.
It was a looong six months (yes, that many months) of development; involved a lot of humbling, discovery, excitement, utter chaos and of course, drifting sleep schedules.
But it was absolutely worth it, loved working with these guys and I learnt a lot along the way. ๐ค
Unleashed Recompiled logo by LJSTAR
It's one year today since we unveiled Unleashed Recompiled, opening the doors to Xbox 360 recompilation. ๐
Hyper: "are the structs mapped out for these?" Rei-san: "YES" Hyper: "holy fuck LOL"
So it turns out that symbols for some of 06's most elusive and complicated systems have been sitting on the X-Hax server since 2022.
It cannot be overstated how helpful this will be for the recomp and future modding efforts. ๐
Marathon Recompiled (Sonic '06) installer page showing Shadow the Hedgehog and welcome text.
Marathon Recompiled (Sonic '06) installer page showing a DLC list.
Marathon Recompiled (Sonic '06) installer page showing Miles Tails Prower, and the redesigned progress bar.
Marathon Recompiled (Sonic '06) installer page showing Princess Elise, the sonicnext-dev logo, and contributor list.
Thanks to @hyperbx.bsky.social we've got a beautifully redesigned installer in the style of 06's UI!
Thanks to @kwasior.bsky.social, I've been able to confirm that these mods work with the GOG releases of all three games.
Yakuza 3 Remastered is still available for purchase on GOG, so if you missed it on Steam before it got delisted, you still have a DRM-free option.
in times like these, you basically just pray that the game has RTTI
I think I've been awake longer than this Denuvo executable has been taking to analyse which is mildly concerning for me
Yeah, anything still useful would be worth reviving and polishing up a bit, but otherwise I'd rather just archive stuff for good or shove it into an unmaintained branch lol
All of my Gens (2011) and SCU mods. There likely won't be any new additions, just improved code and game compatibility (as some SCU stuff seemingly has issues with the Steam release).
I have some fun ideas for Score Generations that I may explore though.
I started out using C++ being way too C#-brained, I needed everything accessible everywhere so I just shoved everything into the precompiled header lmao
Also the dreaded "using namespace std"...
Spent the past couple days refactoring some 5+ year old mods, because I've grown pretty dissatisfied with the quality of the code that I *remembered* being bad in them, not fully realising the extent of just how bad some of it actually is
I was sent a pack of mods for various improvements and forgot to turn them off whilst recording the PC footage, so a custom animation slipped in there, oops.
I haven't played enough of the game to know what could be bad FPS behaviour, but if I come across anything egregious, I could give it a look.
I just started playing it myself for the first time and it was driving me nuts lmao
You could never get an AI to replace this masterpiece of fine art, only more programmer art