Jill
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jill.scrungus.club
Jill
@jill.scrungus.club
Sometimes gamedev
Current focus is Psychonauts.

I'm @ScrungusCrungus on the bird website

https://jillcrungus.com/projects/psychonauts/blog/
Thank you and the whole team for making it a reality!
November 16, 2025 at 4:30 AM
As I understand it, "Dependencies" is the spiritual successor. I've used it a couple times. No idea if it works on 11 but I can't imagine a reason it wouldn't.
github.com/lucasg/Depen...
GitHub - lucasg/Dependencies: A rewrite of the old legacy software "depends.exe" in C# for Windows devs to troubleshoot dll load dependencies issues.
A rewrite of the old legacy software "depends.exe" in C# for Windows devs to troubleshoot dll load dependencies issues. - lucasg/Dependencies
github.com
October 29, 2025 at 3:46 AM
It's a lot, honestly. (Undiagnosed) ADHD does not help matters. But I want Astralathe 2.2.0 to be something special and I have a lot of features planned for it. Maybe I should consider an intermediate release? I'll think about it.
October 4, 2025 at 12:20 AM
I've been meaning to bring over a lot of my old content into my blog to make things more accessible. I've also been intending to create a personal blog for subjects outside of Psychonauts, to fill the void that Cohost left in my heart.
October 4, 2025 at 12:20 AM
I've primarily been putting my reverse engineering expertise to use to allow them to polish the game more than they would be able to otherwise, and have also somehow ended up working on hero balance for some reason. Rest assured though , I will find time to continue work on Astralathe eventually.
October 4, 2025 at 12:20 AM
Reposted by Jill
Bc of Astralathe I've decided to hand redraw the model textures. I started with Raz, ofc, and have gotten through 1/2 of them so far. Behold HD Raz:
September 9, 2025 at 12:19 AM
I can't believe the issue #7 one actually managed to age poorly.
August 21, 2025 at 5:42 AM
Oh hey! We actually have the file for this! I don't know if I've ever posted about it before but I thought it was really neat to see.
August 20, 2025 at 2:51 PM
It technically is, but there's still a lot of work to be done before the tools are really ready for most people to use. There's a lot of missing quality of life stuff, features that aren't supported yet, and so on. Some day though.
July 10, 2025 at 5:38 PM
The only hurdle was what appeared to actually be an existing bug in the engine that I had to fix. I want to keep this short so I won't go into it right now but I might go more in detail later. It works now, though.
June 23, 2025 at 6:21 AM
Now, when loading a texture, Astralathe will check mods for the existence of equivalently named PNG, TGA, BMP and JPG files and load those instead. STB Image made this fairly easy because all I need to do is read in the image data and put it into the game's inbuilt bitmap class.
June 23, 2025 at 6:21 AM
I can't actually test the MS Store release myself since I use Windows 7 but the new version has been confirmed to work. Officially, Astralathe still doesn't support it which just means that I can't guarantee every new release will actually work with it, but I'll do my best to fix reported issues.
May 28, 2025 at 8:23 PM
Interestingly, this is the first case I've seen where one of the modern digital releases of the game has a storefront specific difference. I've been testing on both the Steam and GOG versions and they seem pretty much identical, so this is pretty fascinating.
May 28, 2025 at 8:23 PM
The root cause was that I never tested my error handling for when a hook fails. It turns out that the MS Store release lacks a function I was hooking to facilitate Discord Rich Presence, so that's now disabled in the MS Store release (along with error handling)
May 28, 2025 at 8:23 PM
I'm also not fond of Dedan's new dialogue sound and I'm not 100% sure why that sound in particular got replaced? The actual replacement for Fake Orchestra is fine and I think it's a good track though after sitting with it for a bit, the Bonetrousle nod does detract a bit IMO. Game's good otherwise.
May 28, 2025 at 7:41 PM