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JSRF Unleashed 0.5.3

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@JuMatt JuMatt released this 21 Oct 18:56
· 15 commits to main since this release

Jet Set Radio Future, natively on Mac, Windows, Linux, Android, iPhone and iPad. You need your own copy of the game (the standalone US disc): these downloads are the engine only.

Download For
JSRF-Unleashed-windows-x86_64.zip Windows 10 and 11, 64-bit
JSRF-Unleashed-macOS-arm64.zip macOS 12 or later, Apple Silicon
JSRF-Unleashed-linux-x86_64.tar.gz Linux x86_64, glibc 2.34 or later
JSRF-Unleashed-android-arm64.apk Android 10 or later, 64-bit, OpenGL ES 3.0
JSRF-Unleashed-iOS.ipa iPhone and iPad, iOS 15 or later (AltStore, SideStore, Sideloadly)

Thanks to spriteice

The fixes in this version were found by spriteice, who plays JSRF Unleashed on a ROG Xbox Ally X and went through the engine in his fork. Thank you! Each commit links the one of his it comes from, and says where it was adapted.

The graffiti you pick now shows

The graffiti picker loads each design you choose into the same image, in place. The engine recognised a texture by 64 bytes sampled from it, and when those 64 bytes happened not to change, the preview and the posters on the walls kept the default graffiti. The engine now also compares the whole picture of the textures on screen, a few at a time at the end of each frame, so a texture rewritten in place is shown a few frames later. It costs nothing measurable.

Less video memory

The game frees an area's textures when it leaves it, but the engine kept them on the graphics card until 4,096 of them had piled up: on spriteice's Ally X, video memory went from 55 MB to 306 MB in a minute and a half. They are now let go as soon as the game frees them. This matters most on iPhone, iPad and Android, where memory is tighter.

The save folder is no longer 10 GB

The engine stands in for the Xbox's hard disk with six image files in its save folder (Partition0.img to Partition5.img), created at the console's partition sizes: 9.77 GB together. On most disks they took almost no actual space, but the folder showed as 10 GB in Explorer, in Finder and in the iPhone's Files app, and a backup or a copy to a USB stick could write all of it. They now hold only what the game writes, about 120 KB, and the old ones shrink the first time 0.5.3 starts. Your saves are not in these files (they are in UDATA in the game folder) and are not touched.

Windows

Two values meant to be kept per thread were shared by every thread in the Windows build. One of them is the file the game has just opened, which the cutscene player reads back: another thread could replace it in between, and a cutscene not play.

How it was tested

On a Mac, with Metal: New Game, then 99th Street for four minutes, against 0.5.2, run back to back: the same frame rate and the same number of slow frames, and the save folder's disk images at 120 KB. Windows (under Wine) and Linux (Mesa): the game starts and runs its title screen and attract demo. The Android and iPhone builds were built and checked, not run.

Everything else is in the changelog, and installation instructions are in the README.