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Releases: ElGuslml/PiratesAtWorldsEndRecomp

PiratesAtWorldsEndRecomp v0.2.0

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@ElGuslml ElGuslml released this 23 Oct 05:09

A new launcher that installs the game from your disc image, achievements, updates from the launcher itself, an
installer, sharper shadows, and a faster NativeXRenderer.

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Important

You need your own original copy of the game, as an ISO image of your Xbox 360 disc. This release contains none
of the game's files: the launcher extracts them from your ISO the first time it opens.

Updating from v0.1.0

v0.1.0's launcher cannot update itself, so this one time, download v0.2.0 below:

  • Installer: choose your v0.1.0 folder as the destination to keep your game files, saves and settings there.
  • Zip: copy the contents of its folder over your v0.1.0 folder, replacing the files there.

From v0.2.0 on, the launcher finds new versions and installs them for you.

How to play

  1. Download one of these:
    • the installer, PiratesAtWorldsEndRecomp-v0.2.0-setup.exe. It installs for your user, without
      administrator rights, in %LOCALAPPDATA%\Programs\PiratesAtWorldsEndRecomp, with a Start menu shortcut;
    • the zip, PiratesAtWorldsEndRecomp-v0.2.0-windows-x64.zip. Extract it into a folder you can write to (not
      under Program Files).
  2. Run PiratesAtWorldsEnd Launcher.exe. The first time, choose or drop the ISO of your disc (a full Redump image or
    a trimmed one): the launcher checks that it is this game's USA version and extracts its files. You do not need the
    ISO afterwards.
  3. Choose your options and press Play. When you quit the game, the launcher comes back.

Requirements:

What's new

A new launcher

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  • A new design that works with any controller: Xbox, DualSense, DualShock, Switch Pro and others. LB and RB
    change the page, A selects, B goes back, Start plays. It opens in fullscreen; F11 switches to a window.
  • The game starts from it and comes back to it. For Steam, add the launcher as a non-Steam game: Steam sees the
    game running until you quit the launcher, and stopping it from Steam closes the game too.
  • First run from your ISO: the launcher checks your image and extracts the game's files, with a progress bar.
  • Controls:
    • Gamepad: choose which button of your controller presses each button of the Xbox 360 controller, with a layout
      per type of controller.
    • Keyboard and mouse (experimental): play with keyboard and mouse, with two keys per control and the mouse for
      the camera.
  • Settings: monitor, fullscreen, borderless or window, image format (fill a wide screen, or 16:9 with bars),
    internal resolution, frame rate, antialiasing, anisotropic filtering and shadow quality. Every change is saved at
    once.
  • Updates: the launcher looks for a new version when it opens and shows what's new. "Update now" downloads it,
    checks its SHA-256 and replaces the program's files; your game files, saves, achievements and settings are never
    touched. You can turn the check off.
  • If the game closes with an error, the launcher says so when it comes back, with a link to the logs.

Installer

  • For your user, without administrator rights, with a Start menu shortcut and an optional desktop one.
  • Uninstalling asks before deleting your saves and settings, and before deleting the game files (No by default).

Achievements

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  • The game's 30 achievements unlock while you play, with a notification at the top of the screen and the game's
    own icons.
  • F7 in the game shows the list, with what you have unlocked and when.
  • The launcher's Achievements page shows them too, with your totals and gamerscore, filtered by all, unlocked or
    locked.
  • They are saved in userdata\achievements.

Graphics

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  • Shadow quality (NativeXRenderer): Original, High (at least 2048²) or Ultra (at least 4096²) for the
    characters' shadow maps. Ultra takes about 250 MB more video memory and a fraction of a millisecond per frame.
  • Sharper character shadows at high resolutions, on every setting. The shadow maps were already drawn at the
    internal resolution, but the game's shaders read them at the console's 1024²; they now use all of it.
  • NativeXRenderer runs on a thread of its own, and spends less time per draw, so the game's render thread has
    more room.
  • Rendering fixes found while bringing NativeXRenderer to more games (Ghost Recon Advanced Warfighter, Kameo):
    partial clears, signed textures, textures whose memory the game reuses, and others.

Other changes

  • Quitting from the title screen: B on the title screen asks whether to quit the game. A quits, B cancels.
  • Lower CPU use: the recompiled code keeps the console's registers in the PC's registers.
  • The ReXGlue SDK is updated to its latest nightly, with better controller input (dead zones, vibration).

Known limitations

  • Keyboard and mouse controls are experimental. Please report what does not work as you expect.
  • Testing so far: the first levels have been played, in sessions of an hour. Later levels have not been tested
    yet, nor the cutscenes on ultrawide screens.
  • Wide screens: the HUD stays in a 16:9 area in the middle; it is not anchored to the screen's edges.
  • New areas: the first time one appears, a few objects can show up some frames late while their shaders compile.
    They are cached for the next time.
  • DLSS upscaling modes other than DLAA are experimental. They can only be chosen in potcawe_options.toml.

Please report problems with your log (logs\ next to the executable) and what you were doing.

Source and licenses

  • Source: this repository at tag v0.2.0, with NativeXRenderer as a submodule.
  • License: MIT for the project's own code. The components keep their own licenses: THIRD_PARTY_NOTICES.md and
    the licenses folder in the zip.
  • Trademarks: NVIDIA and DLSS are trademarks of NVIDIA Corporation. This project is not affiliated with or endorsed
    by Disney, Eurocom or Microsoft.

PiratesAtWorldsEndRecomp v0.1.0

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@ElGuslml ElGuslml released this 15 Oct 21:03

The first release of the PC recompilation of Pirates of the Caribbean: At World's End (Xbox 360, 2007).

Important

You need your own original copy of the game. This release contains none of the game's files. Extract
your own disc, or an image you made of it, and copy its files into the assets folder (see the
README).

How to play

  1. Download PiratesAtWorldsEndRecomp-v0.1.0-windows-x64.zip below, and extract it into a folder you can
    write to (not under Program Files).
  2. Copy your game files into its assets folder, so that assets\default.xex exists.
  3. Run PiratesAtWorldsEnd Launcher.exe, choose your options, and press Play.

Requirements:

What's in it

  • NativeXRenderer, the default renderer. It draws the
    game's Direct3D calls natively on Vulkan instead of emulating the Xbox 360's GPU:
    • your screen's resolution, or a lower internal resolution you choose;
    • wide screens filled, with the HUD, menus and videos kept at 16:9 in the middle;
    • SMAA, FXAA, or DLAA with NVIDIA DLSS;
    • a shader cache kept between runs.
  • The Xenos path, ReXGlue's emulation of the Xbox 360 GPU, as the alternative in the launcher. It is also
    the fallback if NativeXRenderer cannot start.
  • 60 FPS option, anisotropic filtering at 16×, and a launcher that works with mouse, keyboard or
    controller.
  • Fixes: script errors no longer close the game, lower CPU use, and the sun's glare follows the sun.

Known limitations

  • Testing so far: the first levels have been played, in sessions of an hour. Later levels have not been
    tested yet, nor the cutscenes on ultrawide screens.
  • Wide screens: the HUD stays in a 16:9 area in the middle; it is not anchored to the screen's edges.
  • New areas: the first time one appears, a few objects can show up some frames late while their shaders
    compile. They are cached for the next time.
  • DLSS upscaling modes other than DLAA are experimental. They can only be chosen in
    potcawe_options.toml.

Please report problems with your log (logs\ next to the executable) and what you were doing.

Source and licenses

  • Source: this repository at tag v0.1.0, with NativeXRenderer as a submodule.
  • License: MIT for the project's own code. The components keep their own licenses: THIRD_PARTY_NOTICES.md
    and the licenses folder in the zip.
  • Trademarks: NVIDIA and DLSS are trademarks of NVIDIA Corporation. This project is not affiliated with
    or endorsed by Disney, Eurocom or Microsoft.