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v1.5.0 — Vandal Hearts PC Port

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@HalmyLyseas HalmyLyseas released this 01 Aug 19:56

Vandal Hearts — PC Port v1.5.0

A native PC port of Vandal Hearts (US, SLUS_004.47). You must supply your own
legally-owned disc image
(.bin); the download does nothing without it.

A graphics-fidelity release, kept deliberately conservative — sharpen without reinterpreting. The art,
sprites, videos, camera feel and gameplay are untouched; the same frames are rendered more precisely, and
optionally at a higher internal resolution. Everything here applies to both modes.

Added (both modes)

  • Hardware-accurate software renderer — a fixed-point integer rasterizer that evaluates coverage
    and texture UVs at the exact GPU pixel positions, with ordered dithering (gated on the GPU dither-
    enable bit) and a 5-bit transparency blend. ~99.8–99.99% pixel-exact vs a reference-emulator video-
    memory capture. On by default (VH_ACCURATE); a softer legacy renderer remains via VH_ACCURATE=0.
  • Internal-resolution supersampling — render the 3D at 1× / 2× / 3× / 4× for crisper terrain and
    edges with no re-authored art, set live in the options overlay (INTERNAL RES) and saved to
    vandalhearts.ini (VH_INTERNAL_SCALE). Built-in crust-free tile sampling removes the tile-seam grid
    while keeping 2D UI/text pixel-aligned.
  • Multithreaded rasterizer — the higher-resolution pass is split across CPU cores (VH_RASTER_THREADS,
    automatic), so 4× still holds the 30 fps cap and battle fast-forward stays effective on a multicore CPU.

What it looks like

Set the internal resolution live in the options overlay:

Options overlay with INTERNAL RES set to X4

Each pair is native (1×) then the same view at 4× — full-size so the detail isn't downscaled.

Battle field — native (1×):

Battle field at native internal resolution

Battle field — supersampled (4×):

The same battle field at 4× internal resolution

Battle field overhead — native (1×):

Overhead battle field at native internal resolution

Battle field overhead — supersampled (4×):

The same overhead battle field at 4× internal resolution

Fixed (both modes)

  • The Chapter 2 casting-ray effect that read denser than hardware at native resolution (flagged in 1.4) is
    resolved by the accurate rasterizer.

Notes

  • Cost scales ~N² with the factor: 2× is nearly free, 3×/4× are heavier. Normal mode stays byte-for-byte
    the original. Configuration: docs/configuration.md.

Downloads

Platform File How to run
Windows 10/11 VandalHearts-v1.5.0-windows-x64.zip Unzip; put your disc in a game\ folder next to vandalhearts_pc.exe; run it.
Linux (glibc ≥ 2.34) VandalHearts-v1.5.0-linux-x86_64.AppImage + vandalhearts.ini Put both together; put your disc in a game/ folder beside the .AppImage; chmod +x and run. Needs FUSE2.

Config: edit vandalhearts.ini next to the executable (window scale, audio, etc.).

Note on contents

A release binary embeds a portion of game-derived data (the executable's static
data segment, a small BIOS-derived font, reconstructed tables) so the port can
run — © Konami / © Sony, no ownership claimed. It is a fraction of the game; the
bulk loads from your own disc at runtime. See NOTICE/DISCLAIMER.

Verify downloads against SHA256SUMS.txt.