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Sonic Blast GG v0.0.4 - native HLE and faithful 16x
Native CPU/event execution, exact stereo PSG block synthesis and faithful16x GPU rendering. Original tile pixels stay sharp with no smoothing or invented detail. The GPU consumes resident tile-row jobs; enhanced resolution does not require a CPU enhanced framebuffer or scale-dependent uploads.
The packaged Windows x64 build preserves all30 assisted act/character routes with zero fallback. Rendered native/interpreter checkpoints remain119/120: the existing one-frame ring-icon upload difference in route03-1 remains documented. The final6000-frame route has exact state/timeline/PCM against the qualified native checkpoint; every16x pixel matches native output. Owner visual checks passed. This remains a pre-release with assisted coverage, not a claim of a complete unassisted playthrough.
Extract every file. Drag your supported owned ROM onto Play.cmd for native resolution or Play 16x.cmd for faithful16x. Normal audio is enabled; unsupported GPU drivers fall back to native output. No ROM is included. Engine and consumer commits are pinned in the source tag. SHA256SUMS is provided for the ZIP.
Sonic Blast GG v0.0.3 — assisted coverage
Assisted coverage of all 15 acts for both Sonic and Knuckles. Fix live-bank native dispatch and expand the verified profile from 40 to 198 entries. Fallback cycles fall from 189,777,501 to zero across the 30 routes. 119/120 surface checkpoints match; one single-frame ring-icon upload difference remains documented and converges on the next frame.
Uses the shared portable build graph and rejects unsupported cartridges. The packaged ZIP passes the full assisted native/interpreter suite. North American compatible retail image required; no ROM included. Extract all files and drag your own ROM onto Play.cmd, or run the executable with the ROM path and --window. Normal audio is enabled. These are assisted coverage tests, not complete unassisted playthrough certification.
v0.0.2 — byte-exact on the exercised title/attract-demo path
Early pre-release. Across the title and attract-demo sequence we exercised (~60s), the build runs entirely as recompiled native code (no interpreter fallback hit on that path) and renders byte-exact to the reference interpreter on palette (CRAM) and system RAM.
Not validated end to end — the game has not been hand-played through; coverage across full gameplay is unverified, and more code paths will surface during real play (handled by the built-in interpreter fallback when they do). Expect bugs.
ROM is not included or redistributed — supply your own legally-dumped copy.
Run: SonicBlastGGRecomp.exe path\to\sonicblast.gg --window 4 (keep SDL2.dll beside the exe)
v0.0.1 — very early, mostly untested
v0.0.1 — very early, mostly untested. Expect bugs.
First drop of Sonic Blast (Sega Game Gear, 1996) statically recompiled to native C via the smsggrecomp framework.
Tech-demo-grade release. It boots through the intro to the "SONIC BLAST" title screen, rendering byte-exact to the reference interpreter oracle on that path. Gameplay beyond the title is largely unexercised. Bugs are expected.
Run it
- Download
SonicBlastGGRecomp-windows-x64.zipand unzip it (keepSDL2.dllnext to the.exe). - Supply your own legally-obtained Sonic Blast (Game Gear) ROM (
.gg) — not included. SonicBlastGGRecomp.exe path\to\sonicblast.gg --window 4
Controls: arrows = D-pad · Z = jump · X = button 2 · Enter = start · Esc = quit.
The ROM is never redistributed — bring your own legally-dumped copy.