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Soulbrandt 0.1.2 (alpha)

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@github-actions github-actions released this 10 Nov 19:50
Immutable release. Only release title and notes can be modified.
bacd5cb

Soulbrandt 0.1.2 (alpha)

An update to 0.1.1. Your saves and settings are kept: start the game and it offers the update, or unpack this
download into a new folder. After the update, setup builds the game once more, as on the first start.

New versions of the game

  • The Japanese and Asian discs (BCJS30022 and BCAS20071), updated to 1.04 (issue #432). The discs alone are an
    earlier build that doesn't work; with the 1.04 update their program matches the others. Setup finds the update
    beside the game or in RPCS3, as a folder RPCS3 installed or as a .pkg file, which your RPCS3 then installs. They
    play online in one world with the US and European versions.
  • The PlayStation Store versions of the US and European game (NPUB30910 and NPEB01202), installed in RPCS3. They
    are the same game as the discs. The setup page says if one step in RPCS3 is still needed.
  • Several copies in RPCS3: setup now lists them under Which copy to build from, with the region, disc or
    store, version and folder of each, and says why a copy isn't ready.

Languages

  • Japanese on the US disc. Settings > Game > Language now shows on the US disc too, with Japanese.
  • Japanese, Chinese (Traditional) and Korean on the European disc, beside its five languages.
  • Saves and online play are the same whatever the language.

Faster

Speed numbers in these notes come from one PC with a 16-thread processor and an RTX 5070 Ti, unless they say
otherwise.

  • The PS3's SPU programs run faster, because they are now built in larger pieces (issue #310). The dragon's fire
    on the 1-2 bridge used to halve the frame rate for about two seconds: there it goes from about 89 to 110 fps. Normal play: about 205 to 217 fps, and
    168 to 195 fps with the game held to 4 threads.
  • The thread that sends the drawing to the graphics card does less per draw and waits less for its helpers:
    about 5% more frames at the Tutorial and 11% on the 1-2 bridge, and 8% on the bridge with the game held to 4
    threads.
  • Small trims to how SPU programs run: about 2% more frames.

Smoother on processors with 2-4 cores

  • No more frame drops when you break barrels and crates. On 4-thread processors (an i5-6500, an i7-7700) every
    break, above all by rolling, dropped the frame rate, which never happened in RPCS3. An SPU program waiting on
    another now steps aside sooner. On this PC held to 4 threads, the frames around breaks went from about 160-187 to
    203-205 fps; held to 2 cores at 60 fps, from about 33-39 to 57 fps.
  • Fewer choppy frames between breaks. The physics engine's threads now run at normal priority. On 2 cores at 60
    fps, frames over 25 ms away from breaks went from about 3% to 0.5%.

Fixes

  • Enemies no longer T-pose for a frame above 30 fps. An enemy turning, stopping or stepping to adjust could
    snap into a T-pose for a frame or two. The game blends in its default pose while a new move fades in, and above 30
    fps it drew several frames of that blend instead of one.
  • No more sudden closing in 1-1 at high frame rates. Above 30 fps the game's scripts could run out of memory and
    the window closed with no message. The game now clears out its scripts' memory sooner above 30 fps, and gives
    them more room if they ever fill it.
  • A crash now always shows the crash dialog. When the game ended itself with an error, the window just closed.
    Now you get the dialog and a report to send.
  • Distant walls and floors no longer glitter (issue #413). Textures now have all their smaller versions, as on
    the PS3. Settings > Display > Mipmaps turns them off to compare.
  • The Pantheon's door no longer hangs on "Retrieving Pantheon Data" (issue #452).
  • Lock-on marker in the right place at 16:10 (issue #472), as on the Steam Deck. The marker and the floating
    health bars sat too high or too low.
  • The statue dialog's character turns at the same speed at any frame rate. Above 30 fps it spun too fast.
  • The looping sound in Stonefang Tunnel should be gone (issue #435). The sound mixer's work is about 17% cheaper,
    so it keeps up on older processors. We couldn't make it loop on our PCs, so tell us if you still hear it.

New in the Nexus

  • The Pantheon shows other players. Its statues show the characters of the players at the top of each board,
    and the server now keeps the boards when it restarts. Every record is checked before it is sent or shown.
  • Change Appearance at the statue (issue #463). Turn on Settings > Game > Change appearance in the Nexus,
    then press Cross facing the statue in front of where you wake. It opens the game's own Edit Appearance with your
    character. Off by default.
  • The privacy note now says what the server keeps for the Pantheon. Because other players see more of you, the game
    asks you to agree to it again before you go online.

New settings and features

  • Button icons for your controller or keyboard. The game's prompts and the item slot show the buttons of the
    controller you used last, or the keys you set. Settings > Game > Button icons: Automatic, PlayStation, Xbox,
    Nintendo, or Keyboard and mouse.
  • A deadzone slider for each stick (issue #455). Settings > Controls > Left stick deadzone and Right stick
    deadzone
    , from 0 to 70% of the stick's tilt, the same on every controller, with a live picture of your stick.
    Left alone, sticks behave as before.
  • Exclusive fullscreen on Windows (issue #396). Settings > Display > Display mode: Window, Borderless
    fullscreen (the old Fullscreen) or Exclusive fullscreen. Vulkan no longer switches to exclusive by itself.
  • Your Discord status shows that you're playing, the area you're in and whether you're online, while the Discord
    app is open on the same PC. Settings > Network > Discord status turns it off.
  • A tune from the game when you earn a trophy, the short one after the Monumental's first talk. Settings >
    Interface > Trophy sound
    turns it off.

Setup

  • Setup checks every file of your copy (issue #418). A copy missing some of its files used to build, then broke
    at the end of the tutorial. Now setup warns you, says which files are missing, and offers Continue anyway.
  • Import from RPCS3 finds more copies (issue #453): a disc game RPCS3 keeps in dev_hdd0/game, and a copy that a
    leftover entry in RPCS3's list used to hide.
  • A game folder Windows won't let setup read (issue #473) no longer stops setup with "unexpected error". It says
    which folder and how to give access, or to copy the game into a folder of your own.
  • "The setup files are missing" now says which files and why (issue #431).
  • Setup's guide and the credits name RPCS3 without a link.

Steam Deck

  • Faster on the Steam Deck, with better sound. Our Steam Deck tester reports a clear improvement over 0.1.1.
  • Tip: in the Quick Access menu, under Performance, turn on Manual GPU Clock Control and set it to
    800 MHz, and set the Thermal Power (TDP) Limit to 15 W. This replaces 0.1.1's tip of 1600 MHz.
  • Breaking boxes and barrels still lowers the frame rate on the Deck for 2-3 seconds (from 60 to about 48-55), much
    less than before.

Not supported yet

  • The Japanese and Asian discs without the 1.04 update.
  • The Japanese PlayStation Store version (NPJA00102) and the US demo.
  • Everything else in 0.1.0's list still applies.

Reporting a problem

Press F1 and choose Report an issue. Drag the .zip it saves into the issue form's Report file (.zip)
box: without it, a problem can rarely be found. Say which version of the game you have and which language you play
in.

For questions and help, join the Discord.

Every change since 0.1.1

Soulbrandt: #419 Mipmaps row, #422 README for 0.1.1, #425 setup checks every file, #428 physics threads at normal
priority, #429 pin, #430 Discord status, #433 button icons, #434 Discord application, #436 setup files message,
#439 more languages on the European disc, #440 pin, #441 Japanese on the US disc, #442 Japanese and Asian discs,
#443 pin, #444 trophy tune, #445 setup has RPCS3 install an update package, #446 RPCS3 named without a link,
#447 release packaging, #449 display modes, #450 SPU programs in larger pieces, #456 script memory at high frame
rates, #457 Import from RPCS3, #459 privacy: Pantheon scores, #461 pin, #464 statue dialog turn speed, #465 privacy:
Pantheon statues, #466 Pantheon record checks, #468 stick deadzones, #469 PlayStation Store versions and several
copies, #470 Change Appearance, #474 unreadable game folder, #475 lock-on marker at 16:10, #476 crash dialog on the
game's own errors, #478 T-pose above 30 fps, #479 pin.

ps3recomp: #260 texture mip levels, #261 SPU waits step aside sooner, #262 button icons, #263 cheaper SPU sound
work, #264 a disc game's update, #265 a runtime build option, #266 exclusive fullscreen, #267 FIFO thread trims,
#268 less waiting on vertex helpers, #269 SPU runtime trims, #270 a hook for a game's own fatal end, #271 Pantheon
door, #272 Pantheon records, #273 stick deadzones.

Demon's Souls is a trademark of Sony Interactive Entertainment. This project is not affiliated with or endorsed by
Sony Interactive Entertainment, FromSoftware or Atlus. It contains no game code, game files, firmware or keys.

Soulbrandt 0.1.1 (alpha)

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@github-actions github-actions released this 07 Nov 19:44
Immutable release. Only release title and notes can be modified.
8c44837

Soulbrandt 0.1.1 (alpha)

An update to 0.1.0. Your saves and settings are kept: start the game and it offers the update, or unpack this
download into a new folder.

What's new

  • The European version works. Setup now takes BLES00932 (version 1.00) as well as the US version, BLUS30443.
    Its five languages are all there: English, French, German, Spanish and Italian. Choose one in Settings > Game >
    Language
    (shown only for the European version; it starts in your PC's language when it is one of the five, and
    needs a restart). The two versions play online together, on the same server.
  • Faster on Linux and the Steam Deck. On a Steam Deck in Game Mode, a frame takes about 12-15% less time than in
    0.1.0:
    • The graphics card now copies the finished picture back into the game's memory, as it already did on Windows.
      Before, the processor did it.
    • The thread that sends the game's drawing to the graphics card gets a processor core to itself.
      RSX_CORE=0 turns that off.
  • Online play comes back by itself after a server restart. Before, a restart of the server (as for an update)
    left co-op and invasions off until you restarted the game. Now the game connects again on its own, within about a
    minute of the server being back.
  • You no longer need the PS3 system software. Setup asks only for the game. The one part of the system software
    the game used, libsre.prx, now runs on the project's own code. A copy you already gave setup is left alone. One
    that doesn't match (another version, or still locked) is simply left out, so setup no longer stops at the unlock
    step over it (issue #369).
  • Sound no longer stutters when the processor is busy. On a handheld or a busy PC, the sound could break up in
    fights. The game's sound threads now get ahead of the rest, and the threads that mix the sound further still. On a
    PC held to two cores, that leaves a small part of the gaps there were: about a quarter after the first step, and the
    second step cuts what is left to about a third.
  • No more looping sound (issue #403). On some processors the game's sound mixing fell behind in busy places, and
    the last fraction of a second of sound played over and over until you walked away. The sound synthesizer now does
    its math the way the PS3 does, which is much cheaper for the processor on many PCs, and it gets ahead of the game's
    other threads.
  • A little faster with Vulkan. The processor no longer waits for the graphics card before each batch of drawing:
    about 3% more frames in our test scene. Linux, the Steam Deck and older GeForce cards use Vulkan; D3D12 is
    unchanged.
  • No more crackling sound on Linux (issue #381). The game now gives PulseAudio and PipeWire about 21 ms of sound at
    a time, instead of 5 ms.
  • Older GeForce cards: Vulkan by default (issues #205, #372 and #398). On the GTX 10 series and older (GTX 1060,
    GTX 1070 and the like), D3D12 made the graphics driver reset again and again. If your game is set to D3D12 on one
    of these cards, it switches to Vulkan once. You can still pick D3D12 in Settings > Display > Renderer.
  • Choose where setup builds the game. The setup screens have a Build folder row with Change, so the game
    no longer has to go on drive C:.
  • Setup works in any folder. A folder name with square brackets, such as Demon's Souls [PS3], stopped setup at
    its "nids" step (issue #385).
  • A portable install keeps everything in its own folder (issue #364), and still works after you move or rename
    the folder.
  • No more "SAVE DATA is corrupted" from an antivirus (issue #370). On some PCs, an antivirus held the save's
    picture while the game wrote it, so every save stopped half made and the game called it corrupted at every start.
    The game now waits for the file, writes it another way if it has to, and leaves the picture out if it's still
    blocked, so your progress is saved.
  • New saves work on every PC. Where Windows' memory randomization (ASLR) was turned off, for the game or the whole
    PC, the game could never make its first save: "Creating SAVE DATA..." came back again and again. The game now places
    its memory itself, so that setting no longer matters.
  • No more crashes a minute into Boletarian Palace with heavy mods (issue #400). Drawing some particles could write
    just past the end of the game's vertex memory, and frames as busy as a remaster mod's reached that end often. Any PC
    could hit it, more rarely without mods.
  • Arrows stuck in you move smoothly above 30 fps. An arrow stuck in your character jumped back a little every few
    frames as you moved, and dead bodies and debris moved unevenly. Both now follow every frame.
  • A save that can't be written now says why in the log. A new save whose files could not all be written no longer
    counts as done.

Steam Deck tip

Setting the GPU clock by hand makes the game faster again: in the Quick Access menu, Performance > Manual GPU Clock
Control
, set 1600 MHz. On our test Deck, at the start of 1-1, 0.1.0 ran at about 41 fps; this version at
1600 MHz ran at about 52.
One player heard an audio problem at 1600 MHz that went away at the normal clock. If you hear one, turn it back off.

Not supported yet

  • Only the US version (BLUS30443) and the European version (BLES00932), both version 1.00. Other versions don't work.
  • Everything else in 0.1.0's list still applies.

Reporting a problem

Press F1 and choose Report an issue, as in 0.1.0. The issue page now opens a form with the details filled in.
GitHub can't attach the report file for you, so drag the .zip into the form's Report file (.zip) box: without
it, a problem can rarely be found. Before your first report, the game asks you to attach it. Say which version of the
game you have (US or European) and which language you play in.

For questions and help, join the Discord.

Demon's Souls is a trademark of Sony Interactive Entertainment. This project is not affiliated with or endorsed by
Sony Interactive Entertainment, FromSoftware or Atlus. It contains no game code, game files, firmware or keys.

Every change in this release

Soulbrandt 0.1.1.
Changes since v0.1.0:

New and changed

  • The European disc (BLES00932), with its five languages (#365)
  • Reports open the report form, and the first report asks to attach the zip (#379)
  • setup: choose the build folder (start screen and Ready to build) (#382)
  • libsre's queue families on our own code by default (no libsre loaded) (#390)
  • Setup: the PS3 system software is optional (docs/133 phase A) (#393)

Fixes

  • Player download: setup's des_region.py and the European address table (#367)
  • setup: take 4.90's libsre.prx as it is, a second tested copy (#369) (#375)
  • setup: a portable install keeps setup's folder beside the program; ready.txt's paths survive a move (#364) (#380)
  • setup: a build folder with brackets in its name finds its sources (#385) (#386)
  • settings: Vulkan is the Renderer's default on a GeForce GTX 1070 (#372, #205) (#387)
  • settings: Vulkan is the Renderer's default on GeForce cards before the RTX 20 series (#398) (#399)
  • Physics cap: stuck arrows follow the pose, ragdolls blend by the leftover (#414)

Tools, build and CI

  • VERSION: 0.1.1, after v0.1.0 (#333)
  • tools/des: halgate --exe-b, two builds on one route (#371)
  • GitHub: a report form with a required zip box, and a reminder for reports without one (#377)
  • tools/des: loads.sh, Quit Game and continue loads in one run (DES_ROUTE=loads) (#391)
  • VERSION: 0.1.2, after v0.1.1 (#397)
  • release: post each game release and its notes on Discord (#415)
  • VERSION: 0.1.1 again, for the re-cut with the stuck-arrows fix (#416)

Other

  • Pin: ps3recomp a8d4e033 (#242-#245), and RSX_CORE=auto on Linux (#366)
  • Pin: ps3recomp ba6bcafb (#246 psnr dials again, #247 render-thread cuts) (#374)
  • Pin: ps3recomp b7adbb05 (#250 save write errors, #251 audio gaps and Linux crackle) (#384)
  • Pin: ps3recomp 16886645 (#252 brackets in the game's folder) (#388)
  • Pin: ps3recomp 2c5b8721 (#248 LIBSRE_TRACE, #249 LIBSRE_OWN, both off) (#389)
  • Pin: ps3recomp 079f5aad (#254 an empty SpursQueue poll takes no lock) (#394)
  • release: pin ps3recomp des-0.14.0-5 for 0.1.1 (#395)
  • Pin: ps3recomp 9f3576f0 (#256 room for a restart list's carried triangle, #400) (#401)
  • Pin: ps3recomp 0ee71255 (#255 a save file another program holds) (#402)
  • release: pin ps3recomp des-0.14.0-6 for 0.1.1 (#409)
  • release: pin ps3recomp des-0.14.0-7 for 0.1.1 (#411)

ps3recomp

Built with ps3recomp des-0.14.0-7 (aae1a0e752fb), from https://github.com/JonathanDC64/ps3recomp.
Changes since des-0.14.0-4 (9ff4bd239f6c):

New and changed

Fixes

Read more

Soulbrandt 0.1.0 (alpha)

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@github-actions github-actions released this 05 Nov 23:00
Immutable release. Only release title and notes can be modified.
5757846

Soulbrandt 0.1.0 (alpha)

The first public release of Soulbrandt: Demon's Souls (PS3, 2009), running natively on Windows and Linux, with no
emulator.

This is an alpha. The game plays from start to finish (a tester has beaten it), but not every part has been
tried on every setting, so expect bugs, and please report them (see the end).

You need your own copy of the game: the US version, BLUS30443 (version 1.00). This download has no game
files. Setup builds the game on your PC from your copy.

Questions and help: join the Discord.

Highlights

  • Up to 240 fps or unlocked, with the game's timing fixed. Up to 4K, ultrawide, 16:10 and HDR.
  • Online play on this project's own server: messages, bloodstains, ghosts, co-op and invasions.
  • Roll in any direction while locked on, not only forward, back, left or right.
  • A stat respec in the Nexus (optional): get back the souls your levels cost and spend them again.
  • Keyboard and mouse, Xbox controllers, DualSense and DualShock 4.

Which file to download

  • Windows 10 or 11: DemonsSoulsRecomp-0.1.0-windows.zip
  • Linux: DemonsSoulsRecomp-0.1.0-linux.tar.xz
  • The source zip is for building it yourself, and the symbols zip is for developers reading crash reports. You
    don't need either to play.

Getting started

  1. Unpack the download into a folder of its own and start Soulbrandt.exe (on Linux, Soulbrandt). Setup opens.
  2. Choose how setup gets your game's files:
    • Import from RPCS3: setup finds the game in your RPCS3 and has RPCS3 unlock its files. It can also bring
      your save, trophies and some settings across.
    • I have decrypted files, if you already did that yourself.
    • Show me how, for step-by-step help with free tools.
  3. Start the build. It runs on your PC and can take a while (setup shows an estimate first). You can stop it and carry
    on later.
  4. Choose a preset: Original plays as on the PS3; Enhanced sets 60 fps, a resolution that fits your screen,
    sharper edges and textures, fullscreen, and HDR when Windows has HDR on for your screen. Then a few choices (HDR
    among them, on Windows) and your online name. You can change anything later.
  5. Press Play. Press F1 (or L3 + R3 on a controller) at any time to open the menu.

What you need: your game as a folder with PS3_GAME in it (setup can't read ISO files yet); RPCS3 with the PS3
system software 4.93 installed (to unlock the game's files); a processor with SSE4.1 (most have it since about 2011); a DirectX 12 graphics card on Windows, or a Vulkan
driver on Linux; and an internet connection during setup (it downloads about 60 MB on Windows, 130 MB on Linux).

Windows may warn you the first time you start it ("Windows protected your PC"), because the program isn't signed
yet. Click More info, then Run anyway.

What's in it

Picture

  • Play at 30 fps (the original), 60, 120, 144, 165 or 240 fps, a number of your own, or unlocked. The game's timing is
    fixed, so it still plays the way it should.
  • Cutscenes play at 30 fps by default, or at your frame rate if you prefer.
  • V-sync on or off, "Even frames" for smooth motion, and G-Sync / FreeSync.
  • Render resolution up to 300% (4K), ultrawide screens (21:9 and 32:9), and 16:10 for the Steam Deck's screen
    (Settings > Display > Aspect ratio). At 16:10 the HUD sits a little in from the top and bottom edges.
  • Smoother edges (FXAA or SMAA), sharper textures (anisotropic filtering up to 16x), and a sharp scaling filter.
  • HDR on HDR screens (Windows), with brightness, peak and shadow settings. Setup turns it on with Enhanced when
    Windows has HDR on for your screen.
  • Turn off the game's depth of field and motion blur.
  • Window or fullscreen (Alt+Enter switches).
  • Two renderers: DirectX 12 and Vulkan. Windows starts on DirectX 12, Linux on Vulkan.

Controls

  • Xbox controllers, DualSense and DualShock 4, over USB or Bluetooth, with vibration. Pick which controller the game
    uses when several are connected.
  • Keyboard and mouse, laid out like the Souls games on PC, with mouse look (Settings > Controls).
  • Change which buttons and keys do what.
  • Mouse sensitivity, inverted axes, and switching lock-on targets with a flick of the mouse.
  • Roll in any direction while locked on: the roll goes where the stick points. It's on by default; turn off
    Roll toward the stick in Settings > Controls for the original's four directions.
  • Point and click in the game's own menus (experimental, off by default).

HUD

  • Move, resize, hide or show each part of the HUD, and choose where it goes on wide screens.

Game

  • Skip the logos and the opening movie, and go straight into your last save.
  • Stat respec: the Maiden in Black, or the statue in front of where you wake in the Nexus, puts your stats back
    to your class's and gives back the souls your levels cost, to spend again. Off by default: turn on Stat respec in
    the Nexus
    in Settings > Game.
  • Use several soul items at once, as Drop does. On by default: turn off Use several souls at once in Settings >
    Game for the original's one at a time.

Online

  • On by default, on this project's own server: messages, bloodstains, ghosts, co-op and invasions.
  • Change your online name, or turn online play off, in Settings > Network. RPCS3 players use other servers, so you
    won't meet them.
  • A matchmaking password, so you meet only your friends.
  • Show or hide other players' messages, bloodstains and ghosts.

The program

  • A menu over the game for every setting, with a short help text for each. Most apply right away.
  • Trophies, with pop-ups. Setup can bring your trophies and save across from RPCS3.
  • Updates: the game checks for a new version when it starts and asks before changing anything. Your saves and settings
    are kept, and you can go back one version.
  • Report an issue in the menu opens a GitHub issue with your PC's details filled in, and makes a zip to attach
    that includes your save, so the problem can be seen where it happened. If the game crashes or stops responding, a
    window offers to do the same, and setup's errors have a Report the problem button.
  • Little touches in the menu: a sword from the game as the cursor (the Large Sword of Moonlight, or one of four others,
    at the size you like), and a dancing crystal lizard (both can be turned off).
  • On Windows, setup gives the program its icon from your copy of the game.

Not supported yet

  • Only the US version (BLUS30443) works. The European version is being looked at; other versions are not supported.
  • Setup can't read ISO files, and it needs RPCS3 to unlock the game's files (or files you decrypted yourself). With
    PS3 system software 4.90 in RPCS3 it fails: install 4.93.
  • macOS isn't supported, and running the Windows download through CrossOver hasn't been tested all the way through.
    Linux is less tested than Windows, and the Steam Deck has been tested by one player so far. On a Steam Deck, keys and the mouse stay out of the game while its controls are on; PAD_KEYBOARD_WITH_PAD=1 brings them back for a docked keyboard. In Game Mode, Report an issue saves its zip and says where, since no browser opens there.
  • On-screen button prompts always show PlayStation buttons, even with a keyboard or an Xbox controller.

Reporting a problem

Press F1 and choose Report an issue: it opens a GitHub issue with your PC's details filled in, so you only
have to say what happened, and makes a zip for you to attach. The zip holds your save, so the problem can be loaded
right where it happened. Your save has your characters' names in it, and issues are public, so leave the zip out if
you'd rather not share them. Where you were, and what you did just before, helps the most.

For questions and help, join the Discord.

Source of the libraries: the FFmpeg and vkd3d source that the download's licence files mention is on its own release, not on this page.

Demon's Souls is a trademark of Sony Interactive Entertainment. This project is not affiliated with or endorsed by
Sony Interactive Entertainment, FromSoftware or Atlus. It contains no game code, game files, firmware or keys.

Every change in this release

Soulbrandt 0.1.0.
The first release: everything up to it.

New and changed

  • des_options: cutscenes play at 30 under DES_FPS (#13)
  • port: DES_VSYNC option; DES_FPS above 60 keeps vsync (#24)
  • port: wrapper UI (menus, settings, live frame rate, startup shader pass, crash and issue reports) (#27)
  • port: UI sized by the display's scale; close button asks; auto-continue waits for Play (#28)
  • port: option to turn off the camera motion blur (#36)
  • Separate options to skip the boot logos and the opening movie (#37)
  • The exe's icon from the game's ICON0.PNG (#38)
  • port: option to turn off depth of field (DES_DOF=0) (#40)
  • port: Change Buttons, a window to remap the gamepad and the keyboard (#41)
  • UI: the game's on-screen keyboard in the menus, with controller support (#42)
  • UI: Render resolution setting (RSX_SCALE); docs/37 what was built (#43)
  • Frame rate: Unlocked and Custom (#47)
  • DES_CUTFPS=1: cutscenes at the frame rate, with the camera's keys blended (#50)
  • ui: Scaling filter in Settings, Display (Bilinear / Sharp) (#51)
  • ui: Anti-aliasing in Settings, Display (Off / FXAA) (#52)
  • port: ultrawide aspect ratios (DES_ASPECT), with the HUD kept 16:9 in the middle (#56)
  • Mouse look (DES_MOUSE_LOOK, Settings > Controls > Mouse) (#55)
  • UI: trophy pop-ups with the trophy's icon, a "Trophy pop-ups" setting, DES_TROPHY_TEST (#57)
  • UI: a Trophies window, from the menu bar and the start screen (#68)
  • UI: Settings, Display, Cutscene frame rate (DES_CUTFPS) (#73)
  • port: developer cheats behind cmake -DDES_DEV=ON (docs/5...
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Source of FFmpeg and vkd3d

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@JonathanDC64 JonathanDC64 released this 05 Nov 00:13
Immutable release. Only release title and notes can be modified.
49af03b

You don't need these to play. To play, get a game release: https://github.com/JonathanDC64/Soulbrandt/releases

These are the source archives of two LGPL libraries in the game's downloads, kept here so that each game release's page stays simple. They are the exact archives the libraries were built from.

Archive Library SHA-256
ffmpeg-8.1.3.tar.xz FFmpeg (libavcodec, libavutil), for the game's movies 7138d28c96d9d3e3af4ee3d8cad72741f8ffb40da90c1112235dea3ecd3178a3
vkd3d-2.1.tar.xz vkd3d, in the Linux download 7510146aff2adfb4ae07ab890701a607e5ff7c66e57100cfc9f630ec92eeda6a

When a game release moves to a new version of one of them, its archive is added here. The older ones stay for as long as the releases that use them.

LLVM 22.1.8-2 for Linux (setup's compiler)

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@JonathanDC64 JonathanDC64 released this 25 Oct 18:07
a9d085d

clang, ld.lld and clang's headers from LLVM 22.1.8, for setup on Linux (docs/86, docs/87). Revision 2: adds zstd's licence (LLVM's Linux build links zstd into clang and lld). The LLVM archive workflow (target linux) attaches the download and its JSON. A draft until the maintainer publishes it.

LLVM 22.1.8-1 (setup's compiler)

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@JonathanDC64 JonathanDC64 released this 23 Oct 11:08
b14200d

The compiler that setup downloads to build the game: clang and lld-link from LLVM 22.1.8 for Windows x64, with clang's headers and the licences. The LLVM archive workflow makes it from LLVM's own release archive, after checking its size, SHA-256, build attestation and signature (docs/86). Not a game release.