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Releases: InLineR495/BBLIT-Remaster
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BBLIT Remaster 1.0-beta2
Second beta of Bugs Bunny: Lost in Time on a modern renderer. It replaces 1.0-beta.
New since 1.0-beta
- Four editions in one DLL: the European 1.0, North American 1.6, Russian 1.6 and Spanish 1.0
bugs.exe(772 096 bytes each; the SHA-256 table is in the README) are recognised at start-up. The mod stays off with any other file, including patched copies. - No disc needed: the CD check of the European and North American releases is switched off in memory (the Russian release never had it). The game files are not modified.
- HUD counters stay within a 16:9 frame on ultrawide screens (
hud_aspect); startup logos fill the whole screen; save slots in the main menu stay inside their panel. - "Hey What's Up, Dock?": no palm tree "stuck" on the ship, the floating platform is drawn as ground, Bugs' shadow falls on the barrel, and the helm and the drawbridge no longer pop in and out.
- Characters at the longer draw distance: the world is kept whole at level start, without mass pop-out (bigger part pool,
part_extra). - Burrows in the docks level: diving into the burrow by the floating barrels no longer throws Bugs back (
dive_gate;dive_gate=0switches it off). - Looping sounds (torch fire, fuses) no longer play forever after Bugs walks away (
fix_sfx;fix_sfx=0switches it off).
What's in it
- Any refresh rate (60/120/144 Hz) at the correct game speed: logic stays at its native 30 ticks, and the frames in between are drawn from the game's own geometry with movement, camera and animation interpolated. This is not frame generation: no images are guessed, physics and the rest of the game logic are untouched.
- Hor+ widescreen without stretching; HUD anchored to the screen edges.
- 2× draw distance (4× for characters) with smooth fade-in. Fog to the sky colour so the bigger world doesn't end in a hard edge; ground haze in "Wabbit on the run!" and "Magic Hare Blower".
- PS1-like brightness (the PC port rendered the world about half as bright).
- 4× MSAA, correct PS1 transparency, no cracks in cliffs and no holes when swinging the camera.
- Native XInput: analogue walk/run, camera on the right stick, jump buffer, Start = pause.
- Fixed: Bugs no longer sinks into pushable stones; the time machine no longer sticks through the title logo; hub holes no longer flicker; horizon silhouettes are dark as on the PS1; a leaf in front of the camera no longer cuts holes in what is behind it; no seams along leaf edges and inside hub holes; level-entrance vortices spin smoothly.
- Hybrid CPUs (Linux/Proton): the main thread runs on the fast cores (Legion Go 2 at 10 W: 119–120 fps in the heaviest scenes).
Install. Extract the archive into the game folder (ddraw.dll and remaster.ini go into BIN) and run BIN\bugs.exe /opengl /win /b0 /x800 /y600. Under Linux/Proton, prepend WINEDLLOVERRIDES="ddraw=n,b" PROTON_NO_NTSYNC=1 PROTON_NO_FSYNC=1 PROTON_NO_ESYNC=1 %command%. Full instructions are in the README.
Beta. Tested on Linux (Proton). The Russian edition was played through the levels of the first era and spot-checked elsewhere; the European and North American editions got only a short check (they start, and a level loads and draws); the Spanish edition was not run with this build (a contributor tried an earlier, separate build on Windows). Windows is otherwise untested, so reports in the issues with BIN\remaster.log are very welcome. Requires an OpenGL 4.6 GPU (older drivers down to 3.3 should also work).
BBLIT Remaster 1.0-beta
First public release: Bugs Bunny: Lost in Time on a modern renderer.
What's in it
- Any refresh rate (60/120/144 Hz) at the correct game speed: logic stays at its native 30 ticks, and the frames in between are drawn from the game's own geometry with movement, camera and animation interpolated. This is not frame generation: no images are guessed, physics and the rest of the game logic are untouched.
- Hor+ widescreen without stretching; HUD anchored to the screen edges.
- 2× draw distance (4× for characters) with smooth fade-in. Fog to the sky colour so the bigger world doesn't end in a hard edge; ground haze in "Wabbit on the run!" and "Magic Hare Blower".
- PS1-like brightness (the PC port rendered the world about half as bright).
- 4× MSAA, correct PS1 transparency, no cracks in cliffs and no holes when swinging the camera.
- Native XInput: analogue walk/run, camera on the right stick, jump buffer, Start = pause.
- Fixed: Bugs no longer sinks into pushable stones; the time machine no longer sticks through the title logo; hub holes no longer flicker; horizon silhouettes are dark as on the PS1; a leaf in front of the camera no longer cuts holes in what is behind it; no seams along leaf edges and inside hub holes; level-entrance vortices spin smoothly.
- Hybrid CPUs (Linux/Proton): the main thread runs on the fast cores (Legion Go 2 at 10 W: 119–120 fps in the heaviest scenes).
Install. Extract the archive into the game folder (ddraw.dll and remaster.ini go into BIN) and run BIN\bugs.exe /opengl /win /b0 /x800 /y600. Under Linux/Proton, prepend WINEDLLOVERRIDES="ddraw=n,b" PROTON_NO_NTSYNC=1 PROTON_NO_FSYNC=1 PROTON_NO_ESYNC=1 %command%. Full instructions are in the README.
Beta. Tested on Linux (Proton). Windows is untested, so reports in the issues with BIN\remaster.log are very welcome. Requires an OpenGL 4.6 GPU and an unpatched bugs.exe 1.6 (772 096 bytes, SHA-256 7342f72443aad4f6efb366449f123dbe2baf7d45cbd1f3e8512aa70506512139).