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Modding Support: levels, skaters, and modifications to the game's assets can be made. See docs/modding.md for more details.
SDL Input: gamepads are now using SDL2's input system, which means more controllers should be supported natively. Support for the PlayStation Classic controller has also been added.
64-bit: Releases will now include 64-bit builds of the game, which should make it easier to run on modern Linux distros.
Fixes
Draw Distance: when the Draw Distance setting was set to Entire Level, some geometry that is normally hidden until certain triggers are hit would appear at the start of the level. This was most obvious in the Downhill Jam level where water pipe blasts were active before the valves were hit. This should now be fixed.
Mall Lighting: the glowing coronas around the lights in the mall level should no longer flicker and should have a better fall off effect. This is currently an approximation and will be fixed in future versions to be more accurate.
School Gym Lighting: the black level geometry in the School gym has been fixed and lighting should be more accurate.
Sparks and Smoke: certain sparks and smoke particle effects are now drawn at the correct depth so they are hidden behind level geometry. This was most visible with the CRT sign in Minneapolis, the record store in Mall, and the waterfall in Mall.
Dreamcast Assets: models from the Dreamcast dataset that had large amounts of vertices no longer crash the game. Misaligned/misnamed sound effects now map properly. This should fix #1.
Audio DSP: the PS1 reverb effect is now implemented from translated MIPS assembly, and the balance between music and sound effects has been fixed.
FMV: the INTRO, 411, EVENRUDE, and ERNIES movies now play correctly.
Tables: the trick table and several other data tables that were translated correctly are now fixed.
Under the Hood
PS1 HLE Removed: this port no longer uses HLE to emulate any PS1 hardware. Everything is now native code, including geometry maths (GTE), audio (SPU, including reverb effects), audio/FMV streaming, video decoding (MDEC), and 2D drawing.
Native Memory: the game code has been retargeted to the game/ diectory and no longer builds from the matching decompilation. The heap, pointers, and globals are ordinary native memory with no virtual PS1 RAM mapping. This was needed in order to produce 64-bit builds.
Null-Pointer Read Mitigation: previously some mitigation was put in place to handle null dereferences throughout game code. This worked on the PS1 as low-memory addresses could be accessed safely, but this is not possible on PC. These pointers have been fixed and any access to low memory address space is now a fatal error. If you crash and see due to low memory (visible in the log) please submit an issue for resolution.
Code Cleanup:
Most of the code is now proper C++. Remaining unnamed functions got inferred names, and the PC platform layer was restructured into C++ classes.
Text is now represented as inline string literals instead of global data.
Level scripting opcodes and commands now have properly documented names in code.