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RetroRecomp v1.2.8 — upgrading games without rediscovery
RetroRecomp v1.2.8 — upgrading games without rediscovery
- Upgrades without rediscovery. When a converter update only changes the
player shell (menus, options, on-screen text, filters, sound output,
artwork, notices) and a game has nothing new to learn, its export is rebuilt
from the paths already learned instead of replaying discovery. The native
code is still compared with the reference CPU on the quick routes, and any
interpreter fallback is still reported. The report keeps the original
discovery, and the collection still flags the fallback it met. - When a full conversion still happens. A change to anything that can
alter which code runs, how it is translated or how it is validated; new
gameplay hints (F12) or imported knowledge for that cartridge; different
scan settings; or a forced conversion from the queue. Reconvert in the
collection upgrades when it can. - One classification for every machine. Each converter input is either
host (the interactive shell) or game. The same menu core, text, filters and
sound output files are host on every console, plus one shell per machine
family. Anything unclassified counts as game, so it triggers a full
conversion. See
upgrading exports. - Game Boy cleanup. The Game Boy shell patches now live apart from the
machine patches; the generated project is byte-identical.
Measured on Windows with real conversions: Bubble Bobble (Game Gear) took
23 s in full and 13 s as an upgrade; Columns (Mega Drive) 96 s and 51 s; an
unchanged game is recognised as current in 0.1 s. The saving grows with the
Extended and Thorough scan levels, whose routes are not replayed. The first
batch after updating to 1.2.8 still converts each game once in full: older
receipts do not record the game part. An upgrade is not a fidelity or latency
measurement. Linux remains qualified on Debian 13 / glibc 2.41; other
baselines need testing.