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theMagicalKarp/README.md
open-spyro C-match progress map, one tile per function, sized by code bytes

A byte-for-byte matching decompilation of Spyro the Dragon (PS1, NTSC, SCUS_942.28). Every commit rebuilds the executable, all 37 overlays, and WAD.WAD byte-identical to the original disc, and stays runnable in an emulator. Functions not yet matched in C link in as the original assembly, so progress is simply the fraction of code bytes expressed as verified-matching C.


wasmdoom logo

A small, portable WebAssembly build of the DOOM engine: a pure state machine you feed inputs into and get video and audio out of, with little to no dependencies to run. Play it at themagicalkarp.github.io/wasmdoom, or check out wasmdoom-examples for projects built on top of it, like emoji-doom, which plays DOOM in your terminal rendered as emojis 😈.


A CPU-based ray tracer written in Rust, built while working through the Ray Tracing in One Weekend book series. Scenes are defined in TOML and rendered from the command line.

ray-traced render

A collection of GLSL shaders written to explore the rendering pipeline: ray marching, volumetric clouds, and refraction with chromatic dispersion. Runs in the browser at shaders.sheehy.network.

ray-marched scene with reflective spheres and shadows volumetric cloud rendering refractive gem with chromatic dispersion

A running log of my Blender work: 3D modeling, shading, and lighting studies made in short daily bursts since 2024. Each project keeps its references alongside a sequence of renders, so the repo reads as a progression rather than a gallery of finished pieces.

translucent shapes resting on sunlit dunes gas station lit at night sculpted head study, two views

painted green sea under a pale sun

A Pokémon Emerald ROM hack built on the game's decompilation. Adds quality-of-life improvements (nature, EV, and IV display in the summary screen), rebalanced moves, and increased challenge, while preserving the look and feel of the original game.


dither

An implementation of Floyd–Steinberg dithering in Go, reducing images to a limited palette by diffusing each pixel's quantization error onto its neighbors.


GAME OVER NES demo

A NES demo written in 6502 assembly, built to learn how the NES actually works. The ROM shows off basic graphics and audio capabilities, and you can play it in your browser at nes.sheehy.network.


donut spinning in the terminal

A ray-marched 3D renderer that runs entirely in your terminal, written in Zig. Orbit the camera, zoom, and flip between multiple animated scenes, all in ASCII.


iter logo

A simple and ergonomic Go library for implementing and using iterators. Ships an easy-to-implement Iterable interface plus an itertools-style toolset for working with them.


Pinned Loading

  1. open-spyro open-spyro Public

    Spyro the Dragon (PS1, NTSC, SCUS_942.28) Decompilation

    Assembly 3

  2. wasmdoom wasmdoom Public

    WASM Port of Doom

    C 1