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Releases: 0xl0cal/repentogxm
Release list
v0.1.1-alpha
What changed since v0.1.0-alpha
- Rendering: host replay of the sprite quad builder (
Image::PushQuad) for every sprite quad, the neutral
ColorOffset fragment path, the laser ring shadow pass omitted, cached shader attribute state. - Room loading: exact native PNG row delivery batching and bounded row reuse, a strict PNG inflate fast path,
NEON premultiply tables, faster room grid initialization. - Stability: file handles the Vita kernel invalidates across an app suspend (PS button, console lock) are reopened
at the same position and the read redone. Builds before this one stopped withArchivedFile block header is invalidon the next music-stream read after such an interruption. - Memory: a one-slot emergency allocation for the music stream queue, a lock-free read of the allocator's
terminal state, the KAGE reference-count seam, a render-skip observer ordering fix in the 60 Hz scheduler. - vitaGL: the scissor and float-output selector fixes (stock-reference patches 0028-0031).
Every change is either exact by construction or guarded by a host oracle that compares it against the original
translated code; anything not provably exact falls back to the original path.
Video on YouTube where a clear difference between this version and the previous one is visible.
Measured (profiling twin of this source, real Vita, EID mod loaded)
- Menus: 60 FPS.
- Rooms with enemies: 55-59 FPS (render median 9.9-10.3 ms per frame; 48-52 FPS in v0.1.0-alpha's successor builds
before the quad builder covered every quad). - Dense rooms: 33-34 FPS (measured before the last quad-builder change); large laser effects lower.
- Door transition with resource loads: 0.9-1.1 s; Continue from the main menu about 7 s; process start to the
menu about 4 s.
Known problems
- A very long session can exhaust the game heap (one crash on "Exit game" after 27 minutes; saves were written
first). Save often. - The on-device Save / Mod Manager and the PC sync tool still have not been tested on hardware (maybe in next release i will test and fix it).
- PS TV, standby with a run open, and languages other than the tested one: untested.
Files
| file | SHA-256 | size |
|---|---|---|
repentogxm-v0.1.1-alpha.vpk |
3a1d6399d47938c591d63c4bed1ec296d46d6455944300720861605fbabeb927 |
17,529,342 bytes |
eboot.bin inside the VPK |
87802d3fd987fc680472584b065a95fa4cc5b1953d54e611c7a4229fcb9e4886 |
13,360,635 bytes |
VPK members identical to v0.1.0-alpha except eboot.bin (verified: param.sfo, LiveArea assets, manager, alsoft.conf,
embedded PE 31846486979cfa07c8c968221553052c3ff603518681ca11912d445f96ca9404 = the supported input hash).
Built from the tagged source with the configuration recorded in release/v0.1.1-alpha.cmake
(every build option of this eboot; the file's header lists the commands that reproduce the build).
Licence: GPL-2.0-or-later for the project's code; third-party components under their own licences (THIRD_PARTY.md).
v0.1.0-alpha — first public build
First public build of repentogxm, the PS Vita port of The Binding of Isaac: Repentance.
The PC executable is statically recompiled to ARM and runs on a native Vita runtime (vitaGL, OpenAL Soft, Lua 5.3.3). Nothing from the game's resources is included: you copy them from your own PC installation.
You need
- A PS Vita with HENkaku/Enso,
kubridge.skprxloaded under*KERNEL, andlibshacccg.suprxatur0:data/libshacccg.suprx. - Your own PC copy of Repentance. Copy its
resources/packedfolder (about 1 GiB) toux0:data/isaacr001/resources/packed/. About 1.5 GiB free onux0:in total. - Full steps, mods and the save-backup procedure: INSTALL.md.
What works
- Boots, plays, saves and loads at the native 960x544. Music and sound effects (OpenAL Soft, Vorbis decoding on the third CPU core).
- Lua mods: External Item Descriptions runs. Mods go to
ux0:data/isaacr001/mods/<workshop id>/; a file nameddisable.itinside a mod folder turns it off. - Menus and ordinary rooms run at 60 FPS. Room entry takes about a second.
Known problems
- Dense rooms run at 35-37 FPS; Circle of Protection and other large laser effects drop to 30 FPS or below.
- A very long session can exhaust the game heap (crash on "Exit game" after ~30 minutes). Save often.
- The on-device Save / Mod Manager and the PC sync tool have not been tested on hardware.
- PS TV, suspend/resume and languages other than the tested one: untested.
See STATUS.md for the measured numbers and TROUBLESHOOTING.md for known failures.
Files
| file | SHA-256 | size |
|---|---|---|
repentogxm-v0.1.0-alpha.vpk |
af4300d10b6837cf26713e411e83c0e43a6297656f58e1b0ec9d035de17f1fe1 |
17,489,871 bytes |
eboot.bin inside the VPK |
e473b76f1d82f776b17433c669d4c6cee6bd934c7d05c2315948fca9be40eca8 |
13,320,962 bytes |
Built from commit 2fd2920 with the production configuration described in STATUS.md (translated-CPU fast paths, dispatch table, native PNG/inflate/Vorbis, async log and save writer; all profiling counters off).
When reporting a problem, include the eboot SHA-256, ux0:data/isaacr001/first-arm-fault.log and the game's own log.txt from ux0:data/isaacr001/Documents/My Games/Binding of Isaac Repentance/.
Licence: GPL-2.0-or-later for the project's code; third-party components under their own licences (THIRD_PARTY.md). The game belongs to Nicalis and Edmund McMillen.