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Cha-Cha 0.2.0

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@BoyClinton BoyClinton released this 11 Nov 20:28
· 4 commits to main since this release

Cha-Cha's Graphics Settings page inside the game's own Game Options

Cha-Cha now lives inside the game. The launcher is gone: Cha-Cha starts as Monster Hunter 3 Ultimate, and every
setting, mod and add-on sits in the game's own menus, drawn with its own frames and played with its own sounds. This
release also brings a new camera, five gameplay mods you can switch on and off, the DLC screen back as a working
add-on menu, fixes from your reports, and a first experimental Android build.

Important

Coming from 0.1.x? Read Upgrading below: settings moved into the game, and DLC quests
now come in through the DLC screen instead of installing themselves at start.

Everything in the game's own menus

Game Options (title screen) A second column next to the game's own: Display Settings and Graphics Settings. Controller Settings opens Cha-Cha's button remapping, and Keyboard Settings takes the place of the old Game Settings page for keys and mouse.
In-game menu: new CFG tab Display, Graphics and Camera Settings and Mods, changed and saved on the spot, in town and on quests (how).
Main menu: DLC Official DLC, your custom quests and the mods list (see below). The connection notices before it are skipped.

Every page works with a controller (L / R turn pages), the keyboard, and the mouse: hover selects, a click chooses
or changes a value. The pages show what each setting does and when it takes effect.

Change settings while you play: the CFG tab

You don't have to go back to the title screen to change anything:

  1. Open the in-game menu with − (M on the keyboard), in town or on a quest.
  2. Move right past the game's last tab to CFG (d-pad / arrow keys left and right).
  3. Pick a row:
Row What you change
Display Settings Display Mode (windowed, borderless, fullscreen), Window Size, Internal Resolution, Scaling (smooth or sharp), Frame Rate Limit, VSync
Graphics Settings Look (Original or Tri), Bloom, Depth of Field, Ambient Occlusion, Global Illumination, Reflections, Vignette
Camera Settings Modern Camera (on / off), Camera Distance (the game's own up to 200 %)
Mods Quest Scaling, Auto Carve, Texture Packs, Instant Gathering, Auto Delivery, Key Quest Markers

Left / right (or a click on a value) changes it, and it is saved at once; most changes show straight away, while
Internal Resolution, Frame Rate Limit and VSync apply the next time you start. B goes back. The same Display and
Graphics pages are also in the title screen's Options → Game Options.

Game Options with Cha-Cha's Display Settings and Graphics Settings in a second column Controller Settings: remapping the game's buttons

  • An on-screen keyboard in the game's style wherever the game asks for text: d-pad, face buttons, hover and
    click; the PC keyboard still types.

    The on-screen keyboard on the character name
  • A loading screen while the game's shaders are translated on first start: "Compiling shaders...", a bar and a
    percentage.

  • The mouse in more menus: the Argosy and the Fishmongress now follow the pointer too (#14), and hover jumps
    straight to the row under the pointer instead of walking through every row in between (main menu, Character
    Select and the rest of the game's menus).

Camera

  • Modern Camera (CFG → Camera Settings, off by default): on quests the camera orbits freely. The mouse moves it
    directly, the stick turns and tilts at once, and it drifts gently back behind you as you run. L works as before.
  • Camera Distance (#17): from the game's own distance up to 200 %, on quests and in free roam, so big monsters
    stay on screen. Towns keep their own camera.

Mods you can switch

Every mod is in DLC → Mods and in the in-game menu's CFG → Mods, ticked on or off and saved at once.

Mod What it does Default
Quest Scaling (#1) Monster HP on Port Tanzia quests follows the number of hunters: 65 % alone, 80 % for two, 90 % for three, full for four. On
Auto Carve Hold the gather button to keep carving, gathering and mining until the spot is used up. On
Texture Packs Your replacement textures from texture_replacements. On
Instant Gathering One gather, mine or bug-net swing takes everything a spot has left; each item still rolls its reward and tool breakage. Off
Auto Delivery Delivery goals are handed in as soon as your pouch holds enough (eggs and other carried items still go to camp). Off
Key Quest Markers A star on key and urgent quests in the quest lists: gold while you need them, grey once cleared. Off

The DLC screen's Mods list

The DLC screen works again

Capcom's download service is long gone, so Cha-Cha now answers the game's DLC screen itself, locally; nothing goes
online. It has three sections:

  • Official: the game's own DLC menus with Capcom's event and challenge quests, from <data folder>/bonus.
  • Quests: your custom quests, from <data folder>/custom.
  • Mods: the list above, plus Texture Dump on X.

Pick quests, choose Download, and they land at the Port Tanzia Gathering Hall. Each quest's page shows its level,
locale, time limit, reward, fee and target monsters, read from the quest file. Quest numbers and folders:
docs/mods.md.

Texture Dump writes every texture in the game (not only what you have seen) to texture_dump, already named for
texture packs, with the game's download bar showing how far it is. Cancel stops it.

Fixed

  • Water and terrain showing through each other in the distance (#15): the sea and hidden water were pulled
    forward over low rocks and banks far away.
  • Effects too fast above 30 FPS (#15): dust, sparks and other particles lived and moved up to 3× too fast at
    high frame rates; they now run at the game's own pace at any frame rate.
  • Linux tarball on FFmpeg 8 / 9 distributions (#16, CachyOS, Arch): the tarball now carries its own FFmpeg and
    SDL3 in lib/, so your distribution's FFmpeg version no longer matters.
  • Fog lookups in some shaders could read past their table.

Android (experimental)

A first arm64 APK for Android 10 and newer with Vulkan 1.1 (#18). It is the same game code as the PC builds,
compiled for ARM. It has not been run on a device yet, so expect it not to start on some phones; reports with
the log.txt are very welcome on #18.

  • Controls: a controller is needed: a handheld's built-in controls (Odin, Retroid, Ayaneo...), a Bluetooth or
    USB controller, or a clip-on one. There are no touch controls yet.
  • Your dump: connect the device to a PC over USB and copy it into a folder named game in
    Android/data/io.github.boyclinton.chacha/files. log.txt lands in the same folder.
  • Debug-signed for testing: Android will ask to allow installing it.

Upgrading from 0.1.x

  • Replace the program files and keep your data folder (%APPDATA%\Cha-Cha, ~/.local/share/Cha-Cha, or data\
    of a portable install): saves, settings, key bindings and texture packs carry over.
  • No launcher any more. What was in its Settings window is now in Game Options and the in-game menu's CFG tab. F3
    (GamePad screen) and F11 (fullscreen / window) work as before.
  • DLC quests no longer install themselves when the game starts. Quests in the old quests folder still show up:
    open DLC → Official (or Quests), tick them and choose Download.
  • HP scaling and hold-to-gather are now the Quest Scaling and Auto Carve mods, on by default as before.

Not fixed yet

  • The red markers above characters still move too fast above 30 FPS (#7).
  • Underwater god rays and the roar dimming under water (#15).

Downloads

Windows 10 / 11 x64 Cha-Cha-0.2.0-windows-x64.zip: extract anywhere you can write to, run Cha-Cha.exe
Linux x86-64 (glibc 2.35+) Cha-Cha-0.2.0-x86_64.AppImage: chmod +x, then run it. Or Cha-Cha-0.2.0-linux-x86_64.tar.gz: extract, run ./Cha-Cha
Android 10+, arm64 (experimental) Cha-Cha-0.2.0-android-arm64.apk

Graphics: Vulkan 1.2 on PC, 1.1 on Android. You need your own dump of Monster Hunter 3 Ultimate (US) with update
v32; see the README.