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JSRF Unleashed 0.5.8

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@JuMatt JuMatt released this 26 Oct 19:54
· 6 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)

Shaders ready from the first visit

The first minute of every area used to stutter: each of the game's shaders was built the first time it was needed, with the game waiting -- on a phone a single one could freeze the picture for a quarter of a second. The engine now carries a list of the game's shaders, collected by going through the title, the Garage and fourteen areas, and builds them ahead on the first start of a new version: in the background while the title runs (Mac, iPhone), or on loading screens (Windows, Linux, Android). It takes about 30 ms to prepare, then nothing waits for it.

The sound no longer stutters with the picture

Whenever the renderer was busy -- building a shader, or a heavy frame on a phone -- it also held up the game's vertical-blank handler, and that stopped every other game thread with it, the one streaming the music and the voices among them. A small thread now keeps the vertical blank and the system clock going while the renderer is busy, and the sound's own thread runs above the game's on every platform where the system allows it.

The camera on the right stick

New, on every platform, on by default: the right stick (or the arrow keys) turns the camera around the skater and tilts it, the controls follow the view, and the camera eases back behind the skater when the stick is let go. The L trigger still puts it straight behind at once. For the original camera, turn it off: Controls › Camera on the Right Stick on the Mac, the Controls menu or F7 on Windows, F7 on Linux, the settings on the iPhone and on Android.

Windows laptops: the dedicated GPU, and full screen remembered

On a laptop with two GPUs the game now asks for the dedicated one (NVIDIA or AMD) instead of the integrated chip -- the flicker a player saw in full screen came from that. And the game starts the way it was left, in full screen or in a window (--fullscreen and the new --windowed choose for one start).

How it was tested

On a Mac, with Metal and with OpenGL: Shibuya Terminal and Kibogaoka Hill from an empty save folder, with the list and without it (every shader the game asked for was ready, against 75 built while the game waited at Shibuya Terminal), the right stick turning the camera there and the sound's output never running dry; then the release build on the title, on Dogenzaka Hill with SMAA and MSAA 4× and in the Fortified Residential Zone. Linux (Mesa): the attract demo with the list, F7, the portable switch, and the new sound thread on that slow software renderer (the game's vertical-blank handler 46 times a second instead of 39). Windows (under Wine): the title as an upgrade from 0.5.7, F7 and the Controls menu, the dedicated-GPU switch. The Android and iPhone builds were built and checked, not run.

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