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RetroRecomp v1.2.1 — steadier sound, cleaner menus and more sprites

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@ArthurReboulSalze ArthurReboulSalze released this 22 Oct 20:50
· 113 commits to main since this release

RetroRecomp v1.2.1 — steadier sound, cleaner menus and more sprites

  • Adaptive sound reserve on every console. Games now watch their own sound
    output. When the sound device runs dry while the game is still producing
    audio, or stalls and forces old audio to be dropped, the output reserve grows
    by 5 ms (up to +60 ms). It shrinks again after a clean period of twice the
    interval between the last two gaps, four seconds at least. A machine with
    headroom stays at +0 ms, so its latency is unchanged; a small machine keeps
    the reserve it needs instead of crackling. Pauses and menus never count. The
    cost is a few integer operations per audio callback.
  • Sharp X68000 music. The X68000 player started its sound with a single
    frame queued and no margin, so continuous music could break up on a small
    machine while short sound effects survived. Playback now starts with about
    40 ms queued, plus the adaptive reserve. On the Debian test machine (AMD
    A4-5000), two minutes of R-Type played without a gap.
  • Super Nintendo: Donkey Kong Country background colours. Light, brick-like
    tiles could appear in the jungle backgrounds and spread as you walked back
    and forth. When the CPU stopped on its wait instruction exactly as a raster
    palette transfer was due, the transfer was performed a line late, mid-picture,
    and landed in the background palettes. A waiting CPU now gives the bus to the
    transfer at once. The issue dated back to 1.0.0; quick states saved before
    this release keep the damaged colours until the game reloads its palettes.
  • More sprites on screen: NES and Game Gear (F5). On every NES game, F5 now
    draws the objects the console drops beyond eight per line, behind the
    original ones and without changing what the game sees (overflow flag,
    sprite-zero hit and cartridge counters are untouched; MMC5 keeps the original
    limit). Zapper options are now a page of F2 (press Tab). Game Gear gets the
    Master System's existing F5 sprite option.
  • One look for every in-game menu. All consoles now use the converter's
    identity: near-black panels and gold lettering. Only colours changed; games
    carry no new image or font.
  • Quit with a single key or button. In the in-game options (F10, or O / Y
    from a menu), the quit binding now accepts one key or one controller button as
    well as a combination. Holding it for one second quits, as before.
  • Lighter games: five in-game languages. Generated games now include
    English, French, Italian, Spanish and German. The converter keeps Chinese,
    Japanese and Russian for its own interface; games made from it in those
    languages start in English. Each game drops about 38 KB of glyph tables.

Regenerate games to receive these changes. Your compilation library, fallback
hints, settings and cartridge saves are kept. F8/F9 quick states made with
earlier NES, Mega Drive, Super Nintendo and Neo Geo executables are not loaded
by regenerated games; make a new one after regenerating. Master System, Game
Gear, Game Boy and Sharp X68000 quick states are unaffected. Sound figures come
from host-side counters on the test machines; they are not physical latency or
listening qualification.
Linux remains qualified on Debian 13 / glibc 2.41; other baselines need testing.