Carry-over release. Same ReXGlue SDK mouse-input rewrite that landed in DownpourRecomp v0.1.1 — both ports link against the same SDK, so DP1 gets the fix for free on a relink.
Highlights
- Mouse-look smoothing. The previous max-of-fresh-or-decaying virtual-stick path produced a sawtooth on slow continuous motion (each new poll's delta was smaller than the lingering decay, so the stick kept halving while the mouse was still moving — full 360° sweeps were impossible). Replaced with a direct mouse-velocity → stick mapping plus a one-pole low-pass filter (alpha = 0.5) so per-poll variance from hand tremor and integer-pixel
WM_MOUSEMOVEquantization no longer leaks through. Brief decay tail preserved so flicks tail out cleanly. - Default
mnk_sensitivitylowered to 0.15 in the bundled sample toml. The old default of 0.3 was tuned against the previous broken base scale (60/px); with the retuned base scale that became ~750/px, which overshoots for DP's slower-paced camera. 0.15 lands at ~375/px. F4 → Input →mnk_sensitivityis hot-reloadable for further tuning. - No gameplay / render changes. Recompiled code, kernel, GPU, audio paths unchanged from the maintenance-mode baseline.
What's in the zip
Binary-only build — deadlyprem.exe, ReXGlue runtime, sample toml (with PC-style Director's Cut bindings preconfigured), start.bat, README, controls cheat sheet. No game assets. Drop a legally-owned Deadly Premonition Xbox 360 file tree into assets/ next to deadlyprem.exe and run start.bat.
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