NEFARIOUSJOSIAH

SYSTEMS · GAME INTERNALS · SOFTWARE ENGINEER

01SVR RECOMP

WWE SmackDown vs. Raw 2008, 2009 and 2010, recompiled from Xbox 360 to run natively on PC. No emulator: each game's PowerPC executable is translated into C++ and built for x86-64.

Runs on Windows with Direct3D 12, and on Linux and Steam Deck with Vulkan. Each game runs from your own copy.

SvR 2010, Road to WrestleMania, native on PC in 1080p.
PLAYERS
2,183 across all three games combined.
RECOMPILATION
Static recompilation of each Xbox 360 executable from PowerPC to C++, built with clang. 29,135 functions for 2008, 30,572 for 2009, 46,130 for 2010.
GRAPHICS
A native renderer on D3D12 or Vulkan. Shaders converted ahead of time, no GPU emulation. Up to 4K, 16x anisotropic filtering, precompiled pipelines so nothing stutters the first time.
60 FPS
Found the game's frame-rate state in Ghidra and hooked the calls that set it, so the game runs at the right speed at double the frame rate. Menus went from about 46 fps to a locked 60.
PERFORMANCE
Crowd-heavy entrances, up to about 5,250 draws a frame, hold 60 fps on a GTX 1060. SvR 2010 matches load in about 15 seconds instead of over a minute.
EXTRAS
DLC from your own packages, an in-game settings menu, an updater that backs up saves, and Xbox, PlayStation, Switch Pro and Steam Deck controllers.
LAUNCHER
C++20, SDL3 and Dear ImGui. Finds your discs, identifies each game, and sets resolution and frame rate per game.
STATUS
2008 at v1.0.4. 2009 at v0.6.4. 2010 at v0.6.7. All three are fully playable.
SvR 2008.
SvR 2009.
SvR 2010.
The in-game settings menu: resolution, display, frame rate, screen shape
The in-game settings menu.

02MARRY

A 3D game engine written from scratch in C++17 and OpenGL 3.3, and Project S, a fixed-camera horror prototype with two-player online co-op built on it.

Physically based rendering, rigid-body physics and ragdolls, skinned animation, UDP networking, positional audio.

Two networked copies of Project S side by side
Project S. Two networked copies of the game, side by side.
Model import. From an 88-triangle key to a 10,767-triangle character, drawn, lit and captioned by the engine itself.