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Sonic SMS v0.0.4 - native HLE and faithful 16x
Native CPU/event execution, exact PSG block synthesis and faithful 16x 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 the existing assisted coverage: all29 routes execute without fallback and all89 rendered native/interpreter checkpoints agree. 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 1 SMS v0.0.3 — assisted coverage
Assisted coverage through 27 original level/bonus selectors and two ending variants through the staff roll. The dispatch profile grows from 13 to 37 entries. All 29 routes execute without fallback, with 89/89 matching native/interpreter surface checkpoints.
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: SonicTheHedgehogSMSRecomp.exe path\to\sonicthehedgehog.sms --window 3 (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 the Hedgehog (Sega Master System, 1991) statically recompiled to native C via the smsggrecomp framework.
Tech-demo-grade release. It boots and plays Green Hill Zone, rendering byte-exact to the reference interpreter oracle on that path (100% statically recompiled — no interpreter fallback). Anything beyond GHZ is largely unexercised. Bugs are expected.
Run it
- Download
SonicTheHedgehogSMSRecomp-windows-x64.zipand unzip it (keepSDL2.dllnext to the.exe). - Supply your own legally-obtained Sonic the Hedgehog (SMS) ROM (
.sms) — not included. SonicTheHedgehogSMSRecomp.exe path\to\sonicthehedgehog.sms --window 3
Controls: arrows = D-pad · Z = jump · X = button 2 · Enter = start/pause · Esc = quit.
The ROM is never redistributed — bring your own legally-dumped copy.