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Shadowth117

@shadowth117.bsky.social
106 followers 43 following 72 posts
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Shadowth117 @shadowth117.bsky.social · 29/09/2026
Yeah Patches would be the first face in the list.
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Radai @lordradai.bsky.social · 27/09/2026
Definitely the most interesting feature I've ever implemented. You can double click a character in the game and it will bring up its debug menu.
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Shadowth117 @shadowth117.bsky.social · 28/09/2026
Tested to see what NPCs with maxed out slider settings looked like in Demon's Souls PS3. And they're certainly... something. As expected, maxing out the same file in the PS5 version does nothing in final, but I had to be sure. Still hunting down where the NPC sliders are in PS5.
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Shadowth117 @shadowth117.bsky.social · 26/09/2026
Working on texture atlas unpacking for Demon's Souls PS5. Gotta track down more of the proper names, but *hopefully* I can find them all and there'll be no need to deal with the hashed numerical names for eventual repacking.
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Shadowth117 @shadowth117.bsky.social · 22/09/2026
Working on Demon's Souls PS5 animation conversions. Finding the Vanguard's butt jiggle was not on my list today.
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Shadowth117 @shadowth117.bsky.social · 20/09/2026
Added support for dumping and converting back volume textures in Demon's Souls PS5 and hopefully improved conversions, getting rid of an issue where a pixels in the bottom right of the texture wouldn't get decoded. Planning this for SoulsFormatsNEXT for PS5 FromSoft games too.
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Shadowth117 @shadowth117.bsky.social · 14/09/2026
First custom Demon's Souls PS5 Remake custom model and texture import, featuring my Megabonk model of @/SanagiYuzu. Being able to emulate this made it MUCH easier to test things and finally make modding this game a reality. Tool and usage guide can be found below
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Shadowth117 @shadowth117.bsky.social · 15/08/2026
I really love how FBX is still recommended for so much of 3d while 3 different programs can display it this different.
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flower @tkgp.bsky.social · 11/08/2026
did you know? the box art for モンハン日記 G and DX versions incorrectly depicts the shimmering eyes option "cross-eyed", whereas the original game's box shows them both oriented the same way, like in the actual game (albeit flipped horizontally)
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Shadowth117 @shadowth117.bsky.social · 06/08/2026
Made most things that can have a model do so now in OverEasy to some degree. The Billy Hatcher editor is looking pretty good now.
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Shadowth117 @shadowth117.bsky.social · 02/08/2026
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.
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dreamsyntax @dreamsyntax.saesr.events · 23/06/2025
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.
youtu.be
2P Shadow - Chunks Overlap Fix
YouTube video by dreamsyntax
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flower @tkgp.bsky.social · 10/06/2025
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
nexusmods.com
Free Reign
Refight Nightlords straight from Roundtable Hold and explore the map at your leisure
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flower @tkgp.bsky.social · 05/06/2025
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!
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george / king bore haha @kingborehaha.bsky.social · 30/05/2025
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...
youtube.com
Elden Ring Nightreign: 2 player demonstration (w/ no EAC & mod compatible)
YouTube video by Yui
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Shadowth117 @shadowth117.bsky.social · 30/05/2025
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/...
github.com
Releases · Shadowth117/Aqua-Toolset
A series of tools primarily for PSO2 which also support some other things. - Shadowth117/Aqua-Toolset
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Shadowth117 @shadowth117.bsky.social · 29/05/2025
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...
nexusmods.com
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.
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flower @tkgp.bsky.social · 28/05/2025
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.com
GitHub - JKAnderson/BinderKeys: Resources for unpacking FromSoftware container files.
Resources for unpacking FromSoftware container files. - JKAnderson/BinderKeys
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flower @tkgp.bsky.social · 27/05/2025
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 ♥
patreon.com
Get more from TKGP ♡ on Patreon
FromSoftware modder and rengineer
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Reticent @reticenty2k.bsky.social · 25/05/2025
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
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Moonlight Ruin @moonlightruin.bsky.social · 21/05/2025
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
King's Field 1 menu modded to display Spanish words.
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Shadowth117 @shadowth117.bsky.social · 17/05/2025
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>
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Shadowth117 @shadowth117.bsky.social · 16/05/2025
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
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Shadowth117 @shadowth117.bsky.social · 14/05/2025
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
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flower @tkgp.bsky.social · 12/05/2025
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 :-)
docs.google.com
Armored Core Mobile Mission Translation
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flower @tkgp.bsky.social · 12/05/2025
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
Main menu in original JapaneseMain menu in placeholder machine-translated EnglishMission briefing in original JapaneseMission briefing in placeholder machine-translated English
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Shadowth117 @shadowth117.bsky.social · 12/05/2025
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.
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Shadowth117 @shadowth117.bsky.social · 12/05/2025
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!
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Shadowth117 @shadowth117.bsky.social · 23/04/2025
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.
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Shadowth117 @shadowth117.bsky.social · 15/04/2025
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.
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Shadowth117 @shadowth117.bsky.social · 15/04/2025
Ended up adding support for loading the unused maps in PC Billy. Most of them aren't super crazy, but hey it's something.
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Shadowth117 @shadowth117.bsky.social · 14/04/2025
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.
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Shadowth117 @shadowth117.bsky.social · 14/04/2025
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.
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Shadowth117 @shadowth117.bsky.social · 14/04/2025
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.
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Shadowth117 @shadowth117.bsky.social · 14/04/2025
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/...
github.com
Releases · Shadowth117/OverEasy
A level editor for Billy Hatcher and the Giant Egg - Shadowth117/OverEasy
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flower @tkgp.bsky.social · 06/04/2025
acvi mp3 player (wip)
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Shadowth117 @shadowth117.bsky.social · 19/03/2025
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.
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Shadowth117 @shadowth117.bsky.social · 12/03/2025
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.
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Shadowth117 @shadowth117.bsky.social · 07/03/2025
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.
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Shadowth117 @shadowth117.bsky.social · 28/02/2025
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/...
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Shadowth117 @shadowth117.bsky.social · 24/02/2025
So if you force Sonic to race in Billy Hatcher, apparently he T-poses to victory.
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Shadowth117 @shadowth117.bsky.social · 23/02/2025
Okay, so after some trial and error, custom Billy Hatcher path file splines are working! youtu.be/qxCqEUSAbQQ They use binary space partitions to separate sections of them and it's slightly different than the collision ones, but I think I get it. Need to generate new BSPs and do user I/O still.
youtu.be
BillyHatcher Testing custom Path file splines
YouTube video by Shadowth117
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Shadowth117 @shadowth117.bsky.social · 11/02/2025
Added support for extracting AC6 maps and added AEG support so that Elden Ring map models will extract in full. Enjoy github.com/Shadowth117/...
github.com
Releases · Shadowth117/Aqua-Toolset
A series of tools primarily for PSO2 which also support some other things. - Shadowth117/Aqua-Toolset
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Shadowth117 @shadowth117.bsky.social · 04/02/2025
Haven't posted much in a while for this, but got enemy editing in and started getting models loading in for objects. Worked on a system for model loading along with that and it's going somewhere. All enemies load for now. Player characters partially load since they're in pieces.
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Justin113D @justin113d.com · 26/01/2025
I have finally finished the HEIO Shadow Generations stage modding tutorial for beginners! Read it here: hedge-dev.github.io/HedgehogEngi...
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Shadowth117 @shadowth117.bsky.social · 07/01/2025
Added the option to convert the dummy nodes in Dark Souls / Elden Ring .flver models along with the rest of the model. You can use the 'attach' parenting (default), which might be more natural or the original parenting as seen in the 2nd screen. t.co/uITKTOnToA
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Shadowth117 @shadowth117.bsky.social · 01/01/2025
Made a new release of Aqua Toolset that grabs filenames for POE 1 and 2 archives properly thanks to aianlinb's VisualGGPK2 repo. Figured someone must have done it, but had done everything up to now on my own since I didn't see anything at a glance. github.com/Shadowth117/...
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Justin113D @justin113d.com · 25/12/2024
HEIO can now import .model files! I have to look into whether it is viable to reorient bones, or whether that could break animation import/export. #SonicModding #blender #ShadowGenerations #SXSG
The different platform models used in Kingdom ValleyThe default shadow modelThe movie shadow modelThe gun beetle model
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Shadowth117 @shadowth117.bsky.social · 18/12/2024
Apparently my tool works for a lot of Path of Exile 1 stuff as well. It's not everything, there's some things they handle a bit different, but the archives unpack and there's a lot of models that use the same format. Animations seem to be the same as well. Might add more proper support one day.
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Shadowth117 @shadowth117.bsky.social · 18/12/2024
Released my Path of Exile 2 archive extractor and model + animation conversion tool here: github.com/Shadowth117/... Not exhaustively tested, but probably works on most things.
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