Honestly, pretty happy with how OverEasy, my Billy Hatcher editor is coming along. Most of the important stuff is rendering now straight off the game files. There's some things to work out, but it's fairly functional at this point.
7 days later and fully got it working! youtu.be/nqP9CIUiAfA The issue shown at the end of the video turned out to be a much larger issue than expected. Shadow the Hedgehog's chunk visibility system allows for more than one visibility chunk to render the same geometry/collision chunk.
2P Shadow - Chunks Overlap Fix
YouTube video by dreamsyntax
youtu.be
new mod! Free Reign 0.0.1 www.nexusmods.com/eldenringnig... freeplay menu for Nightlord fights and map exploration please read the readme thoroughly because this is a very jank early mod and I will cry if you don't
Free Reign
Refight Nightlords straight from Roundtable Hold and explore the map at your leisure
nexusmods.com
since so much of this game is completely static, on the base map without any random features you can still - farm enemies and loot things - shop, smith, and level up - fight a few bosses - admire the scenery it's like a whole tiny rpg just for you!
hahaha, knew this would happen very quickly but yui (of seamless coop fame) has already gotten mod-compatible (duo, even) multiplayer working for nightreign www.youtube.com/watch?v=VbKF...
Elden Ring Nightreign: 2 player demonstration (w/ no EAC & mod compatible)
YouTube video by Yui
youtube.com
Updated Aqua Toolset for Elden Ring Nightreign models. While new files haven't been indexed properly yet for UXM, if you search through the unknowns with the newest build you can in fact extract Nightreign models. No spoils pics for now. github.com/Shadowth117/...
Releases · Shadowth117/Aqua-Toolset
A series of tools primarily for PSO2 which also support some other things. - Shadowth117/Aqua-Toolset
github.com
There was never a PC port; Bloodborne is run on ShadPS4 emulator on PC. At some point they changed it to not extract PS4 .pkg files, but there are other programs to extract games you dumped that way if needed. The game does run great, my only rec is this fix www.nexusmods.com/bloodborne/m...
Vertex Explosion Fix (disables face customization)
This mod aims to fix (or drastically minimize) vertex explosions on shadps4 by removing certain files related to face customization that the emulator is not currently handling correctly.
nexusmods.com
Does anyone here have played the Bloodborne PC port and knows where to donwload it? Apparently Sony took down some links and I'm really bad at distinguishing what could and could not be malware lmao
new thing: BinderKeys github.com/JKAnderson/B... this is just a resource for tool dweebs (like me), collecting all the rsa keys and hash dictionaries for all the games in one place
GitHub - JKAnderson/BinderKeys: Resources for unpacking FromSoftware container files.
Resources for unpacking FromSoftware container files. - JKAnderson/BinderKeys
github.com
since I've been more active again lately and Nightreign's just around the corner, I decided to open up a Patreon: patreon.com/TKGP all my old stuff is still freely available and my new stuff will be too, this is simply for if you want to support me continuing to be on my bullshit ty ♥
Get more from TKGP ♡ on Patreon
FromSoftware modder and rengineer
patreon.com
After nearly a decade, Phantasy Star Generation:1 for #PS2 got updated to Version 3.00 for the English patch! Done by FlamePurge ▫️ Released 5/25/25 ▫️ Full Retranslation From Ground Up ▫️ Dialogue Is As Accurate And Natural As Possible ▫️ More Info in README.txt
First draft of a Spanish menu for King's Field 1. This is in-game, not an edited image. I've been trying to get to this point for quite some time now, so I'm very happy that a Spanish translation is totally possible. D-Don't look at the glitchy menu on the right..... #KingsField
Minor UI change for demonstration's sake, but I've added extraction and repacking for the ae_*.arc ui files. Now you can actually change the UI to reflect the name of whatever stage model you import and the like. <https://github.com/Shadowth117/Aqua-Toolset/releases>
For the curious, I finally went and made a list of basically everything that's unique to and unused in the PC version of Billy Hatcher with a brief description on them. 212 files, some of which are archives with more stuff inside. tcrf.net/Billy_Hatche...
tcrf.net
I've put out a Billy Hatcher prototype asset skin pack. I won't pretend there's a ton to it, but it is a proof of concept of putting in custom content of a form. Might be fun for people who've seen some of what I've posted and want to play around with it. gamebanana.com/mods/594300
if you: - speak fluent English and Japanese - think it would be funny to translate a keitai game - are ok publishing under the MIT license then please send me a message, here or on discord @tkgp for an idea of the work involved, you can see all the text here: docs.google.com/spreadsheets... ty :-)
Armored Core Mobile Mission Translation
docs.google.com
hello! I'm working on a translation patch for ARMORED CORE MOBILE MISSION, the JP-only keitai game from 2004 that just got a PC port I've implemented everything on a technical level, so now I need help with the actual translating part (screenshots are machine translation for testing purposes) 🧵1/2
Much less janky version. Seems like Richie, the animal it replaces, has a run that loops at a set place that might be hardcoded, but it's definitely usable at this point after some minor animation edits to push it up in the air a bit.
I've revived the Billy Hatcher ice whale from the dead, complete with what I assume to be its proto egg pattern from the unused demo egg patterns. The animations need a tune up, but it works!
I've revived the Billy Hatcher ice whale from the dead, complete with what I assume to be its proto egg pattern from the unused demo egg patterns. The animations need a tune up, but it works!
Added rendering for eggs today and along with that put a transparent preview of what's in the egg above them. I figure this should help with clarity, especially with some eggs, like the Sonic eggs, having the same texture.
So apparently the old version of Pirates Island didn't have the weird quicksand collision. It's similar, but they must have added it by mistake in a refinement pass. The render models are also pictured for comparison.
Ended up adding support for loading the unused maps in PC Billy. Most of them aren't super crazy, but hey it's something.
Also found these today in Billy Hatcher PC in bm_stg01.gvm. No matching model unfortunately. The painted look, but different styling make me think it's from a mock up stage or maybe another Sega game.
I swear it must seem like I conjure these up sometimes, but as I comb through the PC version of Billy Hatcher I just find more weird stuff over time. Apparently there's a whole unused set of egg item animals with a pig that wasn't used entirely.
Probably known, but for whatever reason on Pirates Island, the collision under these two towers is for quicksand and you'll get a quicksand instadeath touching the steel structure there. I noticed this while implementing the collision viewing for OverEasy.
Haven't done a release in a while for the Billy Hatcher Level Editor in a while, so here, details on the page: github.com/Shadowth117/...
Releases · Shadowth117/OverEasy
A level editor for Billy Hatcher and the Giant Egg - Shadowth117/OverEasy
github.com
For the record, this guy basically said screw it and made his own Dark Souls Animation Studio from scratch for Dark Souls 2's crazy systems and went out of his way to reimplement much of the formats in C++ instead of using SoulsFormats. Worth a follow even if you can't spare on the monetary end.
I've opened a ko-fi page for those who want to support my work. I will keep providing free updates, nothing I do for Dark Souls II is ever going to be locked behind a paywall. It's just for those who want to support me :3 ko-fi.com/radai
Fun little factoid I found looking at the original Monster Hunter's models; Rathian at least seems to have a mesh specifically for a head cut, something afaik you can't do or see. The other cut segment you see inside is his detachable tail end at the origin.
Decided for the hell of it to look at Monster Hunter 1's guts and get textures converting. There was a Noesis script I found, but it failed on unpaletted textures and 16 bit paletted textures so I fixed that. Will probably make it more user friendly before release.
I corrected an issue with my Bluepoint model conversion for Demon's Souls and rewrote a bunch of janky things I did initially. Meshes are now split more properly and textures don't get mixed up now. Enjoy and happy Monster Hunting in a few hours! github.com/Shadowth117/...