I make VR worlds and weird coding experiments. Big fan of Jesus.

America šŸ‡ŗšŸ‡ø
Joined May 2024
I'm building a church world for VRChat as I explore building VR apps in Unity for the Quest 2 / 3. The goal is to make a Quest 2 / 3 experience that looks and runs great. It's still a very early work-in-progress, but feel free to check it out! vrchat.com/home/world/wrld_c…
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A small preview of a new WIP experimental feature for the new PC port of Sonic 3D Blast - swapping between Saturn and Genesis mode during gameplay: - If the user supplies their own (legally-obtained) copy of the Genesis / MD version, this unlocks the ability to switch back and forth between the Saturn and Genesis/MD graphics and audio. - The player can instantly swap back and forth between the two modes by pressing the L+R triggers. This is probably the trickiest feature to implement, and I'll be testing this one extensively to iron out its quirks.
Some progress on porting over the Director's Cut features to the PC port of (Saturn) Sonic 3D Blast: - Sonic's improved movement is here, along with the improved camera. - New flicky mechanics (bouncing HUD icon, flashing icon on screen edges, flickies act as a shield, etc.) - The score and time are now on the HUD. - Super Sonic is here as well, with his behaviors ported over (Power Sneakers, Homing Attack, Invincibility)! Just like Director's Cut, this doesn't use a new sprite and is a palette swap, but the great Jon Burton (@JonTt) just mentioned that (while he was building Director's Cut) someone had sent him a new sprite for Super Sonic. There wasn't enough memory to add in the new sprite, but he has offered to dig it up, which is very exciting! - Many other features from Director's Cut. Not all new features (like the Crab Badnik in Rusty Ruin) have been ported over yet. Please forgive the bad gameplay, I recorded it playing on a keyboard over a remote session on airport wifi.
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Mr. Matt retweeted
The people who call AI-generated code ā€œslopā€ haven’t seen the awful slop humans have written.
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Yes, this port is fairly optimized, with very low CPU and memory requirements. It runs extremely well on low power machines, including toasters. On my 10-year-old laptop, CPU usage is about 3%. It even runs perfectly on low-power ARM devices, like this Anbernic RG35XX. I’m sure it would also run perfectly on an old Pentium 4 machine, but I don’t have one to test with right now. The biggest performance bottleneck is the software renderer, which I think could be optimized further. Code is extremely clean, human-reviewed and easy to read.
Replying to @TheOneMrMatt
Ho visto che sei stato assistito dall'IA. Quindi volevo chiedere se questo port sarĆ  ben ottimizzato. Dato che molti port IA di giochi di 30 anni fa non sono stabili in un pc moderno quando in realtĆ  dovrebbero andare bene persino in un tosta pane.
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refusing to use ai for coding in 2026 is like refusing to use an ide because "real devs use notepad"
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Some progress on porting over the Director's Cut features to the PC port of (Saturn) Sonic 3D Blast: - Sonic's improved movement is here, along with the improved camera. - New flicky mechanics (bouncing HUD icon, flashing icon on screen edges, flickies act as a shield, etc.) - The score and time are now on the HUD. - Super Sonic is here as well, with his behaviors ported over (Power Sneakers, Homing Attack, Invincibility)! Just like Director's Cut, this doesn't use a new sprite and is a palette swap, but the great Jon Burton (@JonTt) just mentioned that (while he was building Director's Cut) someone had sent him a new sprite for Super Sonic. There wasn't enough memory to add in the new sprite, but he has offered to dig it up, which is very exciting! - Many other features from Director's Cut. Not all new features (like the Crab Badnik in Rusty Ruin) have been ported over yet. Please forgive the bad gameplay, I recorded it playing on a keyboard over a remote session on airport wifi.
Another little update for the PC port of (Saturn) Sonic 3D Blast: I've been combing through the disassembled code for the Director's Cut, and working on porting its features over, including the act map: - The scrolling floor tiles in the background currently resemble the Saturn version. - The zone title font, emeralds, and other sprites also use Saturn assets. Selecting a level has been moved out of the save slots to here. Eventually, I'll work in support for loading in the GEN/MD assets, so these can be swapped back and forth. More updates will be incoming on Director's Cut features.
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I've never interacted or even heard of this page (@isitslopcode) before, but they apparently already blocked me for some lame reason. How pathetic! What an insult to Doomguy, who is not a pussy. They should change their profile pic to baby BJ from Wolfenstein 3D.
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Another little update for the PC port of (Saturn) Sonic 3D Blast: I've been combing through the disassembled code for the Director's Cut, and working on porting its features over, including the act map: - The scrolling floor tiles in the background currently resemble the Saturn version. - The zone title font, emeralds, and other sprites also use Saturn assets. Selecting a level has been moved out of the save slots to here. Eventually, I'll work in support for loading in the GEN/MD assets, so these can be swapped back and forth. More updates will be incoming on Director's Cut features.
More updates for the PC port of (Saturn) Sonic 3D Blast: - Save support is now functional. Now, when selecting the 'START' option from the main menu, save slots will now appear. This is kind-of similar to the Sonic 3 (& Knuckles) save system. The game can still be played without saving. The save slots look kind of ugly right now, so I'll try prettying them up. Existing sprites are used to display emerald progress, lives, medals, etc. The game doesn't have any smaller fonts, so the slots look a bit crowded. The game will save progress when an act is cleared, a boss is cleared, and a special stage is cleared. When the game is beaten (with or without all the emeralds), previous acts can be replayed. - Level title card elements are re-positioned to look better when playing in widescreen.
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Got a like from the man himself! 😮
A couple of new changes added in today: - The options overlay menu now uses the same font the game uses for its text (same one used on the HELP and title screens, etc.) instead of the placeholder one I was using before. - A new option has been added, which allows Sonic's homing attack to be used at any time, without the gold shield powerup. This one is highly requested, and I think it makes the game more fun!
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Love @JonTt’s work through @TTGames, and his YouTube channels GameHut and Coding Secrets - where he goes behind the scenes of the games he’s developed - are two of my favorites!
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More updates for the PC port of (Saturn) Sonic 3D Blast: - Save support is now functional. Now, when selecting the 'START' option from the main menu, save slots will now appear. This is kind-of similar to the Sonic 3 (& Knuckles) save system. The game can still be played without saving. The save slots look kind of ugly right now, so I'll try prettying them up. Existing sprites are used to display emerald progress, lives, medals, etc. The game doesn't have any smaller fonts, so the slots look a bit crowded. The game will save progress when an act is cleared, a boss is cleared, and a special stage is cleared. When the game is beaten (with or without all the emeralds), previous acts can be replayed. - Level title card elements are re-positioned to look better when playing in widescreen.
A couple of new changes added in today: - The options overlay menu now uses the same font the game uses for its text (same one used on the HELP and title screens, etc.) instead of the placeholder one I was using before. - A new option has been added, which allows Sonic's homing attack to be used at any time, without the gold shield powerup. This one is highly requested, and I think it makes the game more fun!
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A couple of new changes added in today: - The options overlay menu now uses the same font the game uses for its text (same one used on the HELP and title screens, etc.) instead of the placeholder one I was using before. - A new option has been added, which allows Sonic's homing attack to be used at any time, without the gold shield powerup. This one is highly requested, and I think it makes the game more fun!
PC PORT UPDATE: With the decompilation of (Saturn) Sonic 3D Blast in fairly good shape, I took some time to work on the native PC port. This PC port is based on the decompilation project that I've been grinding on for the past few months. It's already in great shape, and is FAR better than my earlier (and hilariously buggy) first attempt at a re-implementation. I can safely say that this will be an accurate and faithful port. Even now, all of the attract sequences play exactly like they do on the Saturn. Gameplay footage of the first level / act is below. Some notes: - Absolutely zero emulation is being done here - this is a fully native PC port based on decompiled source code. - The source code for this new port is built in C, with SDL to handle window management, input, timing, audio, etc. For the sake of accuracy, the graphics are software-rendered, but use OpenGL to draw the final framebuffer and handle screen shaders. - Widescreen aspect ratios are supported. This works great for the most part right now, with HUD elements being correctly positioned, tile scrolling working correctly, entity sprites not being horizonally-culled, etc. There are some minor fixable issues (e.g. level title cards and pause screen are showing some garbage on the screen edges). Some things remain centered in 4:3, such as the FMV videos and title screen. - Special Stages are in great shape, with a few minor visual issues to fix, such as visible seams on polygon edges. On the Saturn version, the Special Stage engine was originally coded in SH2 assembly, but has been converted to C for this port. These Special Stages originally ran at a locked 30fps, but I've included an option to allow for higher framerates (via interpolation). - In this port, pressing the gamepad's SELECT button (or F1 on the keyboard) opens up a special options menu to allow the player to change some settings, like aspect ratio, screen filter, etc. This menu will be expanded with more options. - All game assets are loaded directly from the original game disc files (which the user must supply). Any of the three releases (US, EU, JP) are supported. My goal is to release the first version of this PC port on 11/20/2026, on the 30th anniversary of when this game came out for the Saturn in the US (11/20/1996).
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Replying to @_mctrinh
AI can debug code smarter than you too.
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Replying to @housecor
It’s also nothing new. In the ā€˜50s many programmers were very concerned that the new-fangled compilers would take all their jobs.
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This visual bug was a side effect of adding in the widescreen support, causing some VRAM garbage to be visible on the screen edges (level tiles don't get rendered until after the title card is shown). My initial fix cleaned this up, but retained the black bars on the side. To make this look better for widescreen, the title card's blue panels now fill the rest of the screen.
Replying to @TheOneMrMatt
Huh?? Why is there a glitched border on the level??
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Trying to think of a proper name for this port - its Git repo is currently just named ā€œsonic-3d-saturn-pcā€. Sonic 3D Reloaded? Sonic 3D Re-Blasted? Flicky Engine? (That one might be taken…)
PC PORT UPDATE: With the decompilation of (Saturn) Sonic 3D Blast in fairly good shape, I took some time to work on the native PC port. This PC port is based on the decompilation project that I've been grinding on for the past few months. It's already in great shape, and is FAR better than my earlier (and hilariously buggy) first attempt at a re-implementation. I can safely say that this will be an accurate and faithful port. Even now, all of the attract sequences play exactly like they do on the Saturn. Gameplay footage of the first level / act is below. Some notes: - Absolutely zero emulation is being done here - this is a fully native PC port based on decompiled source code. - The source code for this new port is built in C, with SDL to handle window management, input, timing, audio, etc. For the sake of accuracy, the graphics are software-rendered, but use OpenGL to draw the final framebuffer and handle screen shaders. - Widescreen aspect ratios are supported. This works great for the most part right now, with HUD elements being correctly positioned, tile scrolling working correctly, entity sprites not being horizonally-culled, etc. There are some minor fixable issues (e.g. level title cards and pause screen are showing some garbage on the screen edges). Some things remain centered in 4:3, such as the FMV videos and title screen. - Special Stages are in great shape, with a few minor visual issues to fix, such as visible seams on polygon edges. On the Saturn version, the Special Stage engine was originally coded in SH2 assembly, but has been converted to C for this port. These Special Stages originally ran at a locked 30fps, but I've included an option to allow for higher framerates (via interpolation). - In this port, pressing the gamepad's SELECT button (or F1 on the keyboard) opens up a special options menu to allow the player to change some settings, like aspect ratio, screen filter, etc. This menu will be expanded with more options. - All game assets are loaded directly from the original game disc files (which the user must supply). Any of the three releases (US, EU, JP) are supported. My goal is to release the first version of this PC port on 11/20/2026, on the 30th anniversary of when this game came out for the Saturn in the US (11/20/1996).
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Mr. Matt retweeted
Replying to @GoIdyblox_
The special stage backgrounds are stored across four files in the disc's 'BONUS/' folder - RD1SCR.BIN, RD2SCR.BIN, RD3SCR.BIN, and RD4SCR.BIN. These files contain color palette information and tile groups. The game's code reads these files to construct the VDP2 layers and create the full scrolling background images that we see in-game. I can provide a more detailed writeup later on how these files are parsed, but here are some extracts of these backgrounds.
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Me, when I hit my weekly limit for Claude Code.
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Mr. Matt retweeted
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