The Sonic.exe 3.0 source code is organized into several folders and files:
The Sonic.exe 3.0 source code refers to the unfinished, leaked, and later "restored" builds of the popular Friday Night Funkin' (FNF)
mod. While the original development was canceled in July 2022, various community-maintained repositories and ports now host the code, primarily using the Psych Engine or Kade Engine. Technical Breakdown
The codebase is a hybrid of several languages and scripting formats common in the FNF modding scene:
Haxe & C++: The core engine logic is written in Haxe, which compiles to C++ for the final executable. This handles the rendering, audio syncing, and heavy system processes.
Lua Scripting: Many of the "3.0" builds (especially Psych Engine ports) rely heavily on Lua for stage-specific events, custom HUDs, and unique mechanics like the flash effects or camera zooms during certain songs.
JSON Configuration: Character data, song charts, and stage layouts are typically defined in .json files, making it easier for community members to add characters like Fatal Error or Chaotic without recompiling the whole game. Key Features in the 3.0 Codebase
Advanced Mod Support: The engine allows users to add "weeks" using only external Lua files, which prevents them from needing to touch the compiled source code.
Visual Enhancements: The code includes logic for better hair physics, specific stage lighting triggers, and "Event" notes in the chart editor that trigger hardcoded actions like jumpscares or screen distortions.
Restored Content: Community versions like Sonic.exe Restored have integrated assets for characters that were planned but never officially finished, including Lore-specific revivals by Sonic.exe's "godlike" powers. Legacy and Availability
Following the July 2022 cancellation of the Vs. Sonic.exe Friday Night Funkin' mod, the unfinished 3.0 source code and assets were released to the public. Developed on the HaxeFlixel engine, the leaked code includes work-in-progress elements like "Sound Test" menus, unique story mode assets, and character spritesheets for planned additions like Fatal Error. Community restoration projects have since utilized this code, available on platforms like GitHub, to finish the incomplete 3.0 build. Explore the source code and restoration efforts on GitHub, including repositories like EliteMasterEric/Sonic.exe-source. KittySleeper/exe-3.0-thing - GitHub
The official source code for the cancelled Friday Night Funkin' Vs. Sonic.exe 3.0 sonic.exe 3.0 source code
update was made public by the development team in July 2022 as a final gift to the community. Official & Community Source Repositories
Since the original mod was canned, the source code has been hosted and ported across several GitHub repositories:
Sonic-exe-2.5-3.0: An Android-supported Psych Engine version of the unfinished build.
EXE-V-Slice: A port of the 2.5/3.0 restored content to the newer V-Slice engine.
Sonic-exe-Lua-Recreation: A Psych Engine recreation that uses Lua scripts instead of hard-coded Haxe for easier modding.
EXE-2.5-Code: A historical archive of the version 2.5/3.0 development source. Important Context
Cancellation: The project was officially cancelled in July 2022 due to internal team departures.
Unfinished Content: The 3.0 source contains many incomplete assets, including early versions of songs like "Encore" tracks and various scrapped characters.
Official Release Link: At the time of cancellation, the team released the "unfinished build" via GameBanana and MediaFire as compensation for the shutdown. So Sonic.exe V3 Was OFICIALLY CANCELLED, Here's Why.
The Sonic.exe 3.0 (also known as Vs. Sonic.exe V3) source code refers to the unreleased and eventually cancelled version of the popular Friday Night Funkin' (FNF) mod. Official Status and Availability
Cancellation: The development of the V3 update was officially cancelled in July 2022 due to internal team stress, leaks, and burnout. The Sonic
Cancelled Build Release: After the cancellation, the developers released an unfinished "Cancelled Build" on GameBanana, which contains many of the assets and songs intended for the 3.0 update. Source Code Repositories
Since the original project was open-source (using Haxe/Psych Engine), various community members have hosted the code and ports on GitHub:
DANIZIN23/Sonic-exe-2.5-3.0: A repository containing code for the 2.5/3.0 builds with instructions for compiling on Android.
Zexlo/psych-engine-port: A port of the Sonic.exe mod to the Psych Engine, which is a common base for FNF mods.
duckiewhy/exe-2.5-code: Specifically contains source files like PlayState.hx for the v2.5/v3 era of the mod. Requirements for Compiling
If you are looking to build the source code yourself, you generally need the following tools as specified in repository documentation:
Haxe & Haxelib: The primary programming language and library manager used for FNF mods.
Visual Studio Community: Required for C++ compilation on Windows.
Specific Libraries: Common libraries required include extension-androidtools and extension-videoview.
Command: Running lime test windows (or lime build android for mobile) in your terminal is the standard way to compile the project.
0 build, or do you need help setting up the environment to compile it? duckiewhy/exe-2.5-code - GitHub If you'd like to contribute to the Sonic
Table_title: duckiewhy/exe-2.5-code Table_content: header: | Name | Name | row: | Name: PlayState.hx | Name: PlayState.hx | row: | DANIZIN23/Sonic-exe-2.5-3.0 - GitHub
If you'd like to contribute to the Sonic.exe 3.0 project, please:
The first hurdle researchers face is a brutal reality: There is no official "source code" in the modern sense.
Sonic.EXE 3.0 was not built in Unity or Unreal Engine. It was built using Sonic the Hedgehog ROM hacking tools. Specifically, the game runs on the Sega Mega Drive/Genesis hardware. The "source code" is actually a patched .bin file (often distributed as an .smc or .bin) applied to a vanilla Sonic 1 ROM.
When people search for the "Sonic.EXE 3.0 source code," they are usually looking for one of three things:
Historically, the creator(s) of the 3.0 version never released a clean assembly source repository. The game was shared as a pre-patched binary via MediaFire and YouTube descriptions. Consequently, retrieving the code requires retro-engineering.
Once you understand the 3.0 source, you realize it is technically very primitive. The horror relies on subverting expectations (the familiar Green Hill Zone breaking apart) rather than complex scripting.
If you have retrieved the disassembly, here is how modern developers are using it:
The infamous moment where Sonic.exe phases through the floor uses a simple flag override:
; Override collision response
Entity_SonicExe_Collision:
bset #7, (Player_Status).w ; Set "intangible" flag
move.w #$F000, (Player_X).w ; Teleport to negative X space
rts
The most interesting parts of the source code are the things the developers commented out.
In programming, "commenting out" code means turning it off without deleting it, usually to save it for later. Data miners combing through the 3.0 source code found hundreds of lines of code referencing characters that never appeared in the public build.
In standard Sonic 1, Level_Load points to the Green Hill Zone data. In EXE 3.0, the hacker inserted a hook:
; Sonic.EXE 3.0 Hook at offset 0x1A4C
Check_For_Exe_Trigger:
move.b (Ring_Count).w, d0 ; Check rings
cmpi.b #99, d0 ; Is it 99 rings?
beq.w Load_Hell_Zone ; If yes, jump to Scorched zone
jmp Standard_Level_Load
Load_Hell_Zone:
lea Scorched_Level_Data(pc), a0
jmp Load_Level_Pointers