Master Chief and TASM2 Spider-Man ship appearance presets whose EBX lists a type reference on the
slot of an import, which the game's load reads as a type index and crashes on (Skate.exe+0x3def285
and +0x3def262 in Sentry). The merge now checks every mod's own EBX, including bundles it would pass
through whole, and takes such entries (or a repeated one) out of the copy in the merged patch and of
the copies carried into other mods' bundles; the mod's original still feeds any combine, and the
merge notes say how many per mod and bundle. The check reads only the fixup lists.
A material lookup row pointing past the shader programs the game ships is left out of the merged
lookup, with a note, instead of reaching the shader registry. Tests for both.
Players reported the game hanging for about a second while skating. A
profile showed the memory line in the log walking every heap
(HeapSummary) on the client thread, 0.5 to 2 s every two minutes. An
audit of everything that runs on the game's update and render threads
found more of the same, and Sentry's top crashes had causes of ours.
Freezes:
- Memory log line: no heap walk or thread snapshot; the GPU part and the
write happen on a thread of their own.
- Profile database: synchronous=NORMAL in WAL mode. A save is still kept
when the game crashes; every play event no longer waits for the disk
inside the game's hooks.
- ReSkate's own preferences and values (menu clicks, session sliders,
Discord) are saved by a background writer in order; reads see a value
until it is saved.
- Input: the foreground window and the keyboard are sampled on a thread
of their own (GetAncestor and GetAsyncKeyState stalled the client tick
40-50 ms when another program held Windows' lock); flight input uses
the sample; ClipCursor at most twice a second while a menu has the
pointer.
- Hooks installed while the game runs go in one transaction per place
(HookBatch): throwdowns, remote players, the party, Hall of Meat.
- Off the update thread: the host's map package lookup (one table read in
the background, not the Mods folder per offer), the trainer's map file
and settings save, Board Break's settings save, mod music playlists and
their covers, the Spotify station covers.
- Off the render thread: the Modding page's and the deck card's Mods
folder reads. The overlay's three startup waits share five seconds.
- Less work per frame: Steam names reused while one a frame is asked
again, 2 friends a tick, steam_api64.dll checked once per process,
cosmetic names read in place rather than a system call per character,
an outfit load no longer copies the inventory per slot, the throwdown
type scan runs at background priority over resident memory, the Board
Break deck label is kept a minute.
Crashes:
- Render-resource pool: the metadata fields are written to the state
owner only. The other renderer is 0x2daa00 bytes, and +0x11aae28 is far
past its end (store_field crash; heap corruption in every release).
- Other players' skateboard effects: a stale skateboard component is no
longer followed, and the joint lookup is walked with a bound first (an
endless loop in reused memory ended in GameStall).
- Launcher: Oodle decodes into the buffer it asks for with corrupt data
possible, and its assertions no longer stop the process (heap corruption
in the store-copy scan; a breakpoint in oo2core).
Timings (Send performance timings):
- A frame of half a second or more in a level is sent as game.freeze:
where the time went (ReSkate's tick, the game's frame, or outside it),
whether the renderer kept presenting, and ReSkate's busiest zones.
- Closing the game sends the level session it was in.
Music after a connection drop:
- Spotify device: an account Spotify could not be reached with is kept and
tried again (3 s doubling to a minute); a session that drops is taken
up again. Only an account Spotify refuses is asked for anew.
- YouTube playlist pictures that could not be fetched are tried again,
from 30 s to 10 minutes apart.
As in skate. 3: when the local skater bails, the bones it hurt show over
the world through the body, yellow where a hit bruised one and red where
one broke it, with the bail's Meat card in the bottom left corner in the
place of skate.'s own HUD there: its time, hits (head hits double,
vehicles half again), broken bones, road rash, airtime, fall, top speed
and rotations, each scoring, and the map's best. A bone breaking pulses
the screen's edges red and, in single player, slows the game down a
moment. Off until switched on, as in skate.: in skate.'s menu (Custom
Stuff > Player) or with `hallofmeat 0|1`, saved with the profile.
Everything it draws is skate.'s own, read from the installed game: its
skeleton mesh (the Dem Bones costume) posed with the renderer's own
skinning matrices, its scoring icons, the THRASHER wordmark and its UI
brush strokes. Nothing is shipped.
How it works: No Bail already hooks the skeleton response, which runs
once a physics step right after the body contacts; it now hands that step
on, with the local skater it follows, but only while Hall of Meat is on.
Each step reads what every ragdoll body hit and how hard, and whether the
skater is a ragdoll; the bail runs on the game's own clock so slow motion
measures what the body did. The feature's own hooks, on the renderer's
skinned draw packets and main view and on the UI model's write, are
prepared at startup and switched on only with the feature, and off again
once the HUD corner and the game's speed are given back: switched off, the
game never calls them and the physics step pays nothing. The skeleton mesh
is read the first time it is on; only the images are read at startup,
since the overlay builds its atlas once. The renderer's picture of the
skater is read only while a bail shows. The menu's switch reads the
overlay model like the others. Every address is in the build table with a
fingerprint checked before use. Extension/HallOfMeat/README.md describes
the parts; its tests build with DINGOSDK_BUILD_HALL_OF_MEAT_TESTS.
The slow motion changes SimulationTime's rate, frame cap and time scale as
a session override and steps the local skater along, since skate. sets a
skater's step only when it builds its core. It runs the same at every
break, but never faster than the game ran: with the trainer's game speed
below 1 it only takes the part that is slower still. Afterwards it writes
back what it found, each setting only while it still holds what the slow
motion wrote, so the trainer's speed comes back as it was; a setting
changed from elsewhere meanwhile is left as it is and ends that slow
motion. named_setting_value reads a setting's value for it.
Tuned in play: a bruise from 7 m/s and a break from 12 m/s along the
contact normal (raised twice: a hard fall on flat ground broke bones), a
break worth ten of the lightest hits (a heavy bail's hits and breaks
outweighed the rest of the card) and a fall half of skate. 3's rate.
Fix: the overlay now draws in the back buffer's pixels, not the window's,
so it lines up on displays Windows scales (1920x1080 borderless on 4K).
The skater's render hooks, its skeleton and its body maps were first
found by gBGYo's ReSkate fork (github.com/gBGYo/ReSkate).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>