Hyper
@hyperbx.bsky.social
700 followers 160 following 110 posts
Code Rewriter (he/him) Linktree: https://linktr.ee/hyperbx
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hyperbx.bsky.social
Particle effects have been patched for HFR, this video is the game running at 60fps, so this is normal behaviour.
Reposted by Hyper
isaacmarovitz.com
Nothing much to report this week, but here's a sneak peek at what @hyperbx.bsky.social is cooking up :)
Reposted by Hyper
isaacmarovitz.com
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!
Marathon Recompiled running Mephiles Phase 1, showing high resolution Mephiles "shadow" rendering.
hyperbx.bsky.social
I'm finally free from aspect ratio code
A person facing the sunset with their hands raised in the air breaking chains between their arms.
Reposted by Hyper
isaacmarovitz.com
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
Marathon (Sonic '06) Recomp, Castle Town in ultrawide aspect ratio showing correctly aligned UI and town map. Marathon (Sonic '06) Recomp, Kingdom Valley A - Sonic in ultrawide showing correctly aligned UI.
hyperbx.bsky.social
Oh the entire game was letterboxed, not just the main menu. A 60Hz 16:9 display was required to play this game. lol
hyperbx.bsky.social
clearly you don't own a HDTV
hyperbx.bsky.social
'06 was letterboxed at 4:3, this implementation is entirely custom.
hyperbx.bsky.social
So here we have the main menu scaling to aspect ratios like 16:10, 4:3 and AAAAAAAAAAAA
Marathon Recompiled main menu at 16:10 with correct border scaling. Marathon Recompiled main menu at 4:3 with correct border scaling. Marathon Recompiled main menu at 9:16 with... "correct" but unreasonable border scaling.
hyperbx.bsky.social
You know you're screwed when you search for CPU instructions and get results for HP printers instead
hyperbx.bsky.social
I think there might be a problem
hyperbx.bsky.social
(not actually running on a phone... yet)
hyperbx.bsky.social
Sonic '06 for the telephone
hyperbx.bsky.social
So this is the level of procrastination I'm on today huh
hyperbx.bsky.social
My last lobby in CrossWorlds before the beta servers closed, I'm gonna miss this game. 🫡
hyperbx.bsky.social
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
hyperbx.bsky.social
The game is remaining pretty much stock but with optional gameplay enhancements, similar to Unleashed Recompiled.

Most of the work has already been done in the form of old mod manager patches that we've been porting over with some exceptions for new stuff.
hyperbx.bsky.social
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.
Marathon Recompiled CRIWARE logo screen at 1280x900 (4:3). Marathon Recompiled CRIWARE logo screen at 1440x900 (16:10). Marathon Recompiled CRIWARE logo screen at 2560x1080 (21:9).
hyperbx.bsky.social
Sometimes those crazy late night (morning) ideas you have are worth noting down and giving a try.
A Discord message sent at 5:43 AM on August 24th that reads "I could force the existing arrow instances to be skipped (no draw), then clone a single background arrow and keep cloning until it reaches the right edge of the display, then do the same for a single foreground arrow to the left and control the cast colour manually for fading"
hyperbx.bsky.social
I got ultrawhyde covered too, don't worry (it's so wide that Bluesky forced me to letterbox it).
hyperbx.bsky.social
These arrows have been the bane of my existence for the past couple days, but I finally got them extending dynamically at ultrawide.