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Releases: Ninjacornix/reo
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RE: Outbreak 1.0 (v1.0.19)
RE: Outbreak 1.0 (v1.0.19)
Resident Evil Outbreak File #1 for Windows PC: fully playable, with online co-op (openSNAP), randomizer, cheats, controller support and video settings up to 4K.
Fix geometry fast paths being disabled after later rooms load additional VU microcode.
The game rebuilds after this update. Keep about 10 GB free for the build. Your ISO, imported data and saves are retained.
Fix
Some rooms append independent microcode after the geometry program. The previous selector compared the whole bank, rejected the unchanged geometry routines and fell back to slow interpretation. This could leave display FPS at 60 while game updates dropped substantially.
The selector now verifies the complete code extent used by the compiled geometry blocks and native routines. It rejects compiled routines outside that coverage and continues interpreting the appended code normally. The default full-bank comparison and whole-program AOT rules remain unchanged.
Verification and limits
- 19 synthetic coverage checks and 34 checks against all three banks captured from the affected run pass, including covered-code mutations, bounds, ambiguity and the original comparison mode.
- A matched reproduction using the captured later-room bank suffix in the first-room workload improved from 7.48 to 30.00 game updates/sec. The fixed run's longest ordinary update was 36.18 ms.
- The normal production native, without the regression injection, also measured 30.00 updates/sec, with a 39.14 ms maximum ordinary update and no shader compilation stalls.
The reproduction is not a complete automated replay of room 7. Full-scenario stability, new multiplayer validation and a reduction in GPU utilization are not established. Existing RX 570 driver compatibility limits remain. Changed native units were recompiled against verified frozen inputs while unchanged game/SDK objects were reused; a complete cold compilation and clean-PC setup were not repeated.
First setup
- Install .NET 8 Desktop Runtime x64 if needed, and update your Vulkan graphics driver.
- Extract
RE-Outbreak-v1.0.19-Windows-x64.zipinto a new folder and openOutbreak.Launcher.exe. - Choose your own Outbreak File #1 NTSC-U v2.00 ISO (SLUS-20765), then Build game.
Keep build-inputs.zip, reo-movie-check.exe and the supplied mod examples beside the launcher. PAL, Japanese, File #2 and unsupported or modified executable revisions are not supported. Game data and precompiled game binaries are not included.
The dependency source download contains the frozen SDK source base. Matching additional sources and patches, including 0104-vu-geometry-code-coverage.patch, are included in build-inputs.zip and the tagged repository. Players need only the Windows x64 download.
RE: Outbreak 1.0 Alpha (v1.0.18)
RE: Outbreak 1.0 Alpha (v1.0.18) prerelease
Add 4× internal rendering, named output resolutions and improvements to shader preparation and Windows timing.
The game rebuilds after this update. Keep about 10 GB free for the build. Your ISO, imported data and saves are retained.
Changes
- Add 4× internal resolution (2048×1792) alongside Native (512×448) and 2× (1024×896). Preserve the additional scene detail through scanout; report unsupported GPU sampling modes.
- Offer Native, HD, FHD, QHD / 2K and 4K window resolution choices, independently of internal resolution. Existing saved sizes remain available. Borderless fullscreen uses the desktop resolution; Windows may limit windows larger than the desktop.
- Prepare shader pipelines for the selected rendering scale before gameplay, with progress shown in the launcher. Reuse the persistent pipeline cache, limit preparation to two workers and finish compiler work before the game starts. First preparation, especially at 4×, can take longer.
- Request precise Windows timers and opt out of process power throttling during gameplay. Restore the previous process policy on shutdown.
Verification and limits
450 launcher assertions, 14 performance-meter cases, shader-preparation coverage and Windows timer-policy restoration checks pass. Actual GPU checks verify Native, 2× and 4× scanout dimensions and independent pixel detail. Local startup and first-room runs cover 2× fullscreen, 4× windowed, SMAA and the seeded randomizer.
The latest fullscreen 2× repeat measured a 33.34 ms median game update, 35.44 ms at the 99th percentile and 52.55 ms maximum, with no shader compilation stalls. Occasional CPU update spikes remain; a perfectly constant update rate is not claimed. Runs differ in focus and game state, so these measurements are not a controlled speedup comparison. 4K output on a 4K display has not been tested.
Changed native code was compiled against verified frozen inputs while unchanged game/SDK objects were reused. A complete cold first-run compilation and clean-PC setup were not repeated. The RX 570 driver compatibility workaround remains; full driver stability is not claimed. This release adds no new multiplayer validation. Separate-PC/WAN play, later-room mixed-species combat, reconnects, save/resume and full scenario completion remain unverified. Start a fresh scenario for the randomizer.
First setup
- Install .NET 8 Desktop Runtime x64 if needed, and update your Vulkan graphics driver.
- Extract
RE-Outbreak-v1.0.18-Windows-x64.zipinto a new folder and openOutbreak.Launcher.exe. - Choose your own Outbreak File #1 NTSC-U v2.00 ISO (SLUS-20765), then Build game.
Keep build-inputs.zip, reo-movie-check.exe and the supplied mod examples beside the launcher. PAL, Japanese, File #2 and unsupported or modified executable revisions are not supported. Game data and precompiled game binaries are not included.
The dependency source download contains the frozen SDK source base; matching additional sources and patches are included in build-inputs.zip and the tagged repository. Players need only the Windows x64 download.
RE: Outbreak 1.0 Alpha (v1.0.17)
RE: Outbreak 1.0 Alpha (v1.0.17) prerelease
Sharper rendering, an optional performance counter, audio controls, controller rumble and randomizer fixes.
The game rebuilds after this update. Updated runtime inputs require a new game build. Keep about 10 GB free for the build. Your ISO, imported data and saves are retained.
Changes
- Add Native / 2× internal resolution in Graphics. File #1 renders at 1024×896 at 2×, independently of the fullscreen/window resolution. Retain GPU command checkpoints as an RX 570 stability workaround.
- Add Show performance counter in Graphics: display FPS, average frame time and game updates/sec appear in the top-right corner. The saved toggle applies on the next launch. Original 30 Hz gameplay and 60 Hz display pacing remain unchanged.
- Add saved Master, Music, Sound effects, Voice and UI volume sliders, with live updates and a reset button. Cinematic sound follows Master volume.
- Add native game-driven controller rumble, including DualSense support, and a saved on/off switch in Controls.
- Hide the mouse over the focused fullscreen game and restore it when switching apps or returning to a window.
- Roll a fresh 32-bit randomizer seed on every solo/host launch. Joining players continue to adopt the host's seed and pools. Progression items remain fixed; weapons, ammunition and common items use separate pools.
- Load missing randomized weapon motions, fixing grenade launcher ready poses and shots that consumed ammunition without completing.
- Remove the extra Mods introduction and cheat descriptions. Keep the first four readiness checks on Play.
Verification and limits: 445 launcher assertions, 14 performance-meter cases and 465 actual audio-mixing cases pass. Local tests cover startup and the first Outbreak room, 2×/Native, fullscreen, SMAA/direct presentation, counter on/off, live volume controls, cursor hiding and randomized grenade launcher firing. Active fullscreen 2× gameplay measured about 29.98 updates/sec. Changed native code was compiled against verified frozen inputs while unchanged game/SDK objects were reused; a complete cold first-run compilation was not repeated. The RX 570 fix is a tested compatibility workaround, with the underlying driver/ordering issue unresolved. This release does not add new multiplayer validation: the previous loopback results and limitations still apply. Separate-PC/WAN play, later-room mixed-species combat, reconnects, save/resume and full scenario completion remain unverified. Start a fresh scenario for the randomizer.
First setup
- Install .NET 8 Desktop Runtime x64 if needed, and update your Vulkan graphics driver.
- Extract
RE-Outbreak-v1.0.17-Windows-x64.zipinto a new folder and openOutbreak.Launcher.exe. - Choose your own Outbreak File #1 NTSC-U v2.00 ISO (SLUS-20765), then Build game.
Keep build-inputs.zip, reo-movie-check.exe and the supplied mod examples beside the launcher. PAL, Japanese, File #2 and unsupported or modified executable revisions are not supported. Game data and precompiled game binaries are not included.
The dependency source download contains the frozen SDK source base; matching additional source patches are under notices/source-updates inside build-inputs.zip. Players need only the Windows x64 download.
RE: Outbreak 1.0 Alpha (v1.0.16)
RE: Outbreak 1.0 Alpha (v1.0.16) prerelease
Seeded global item pools, corrected pickup models, expanded experimental enemies, multiplayer randomizer fixes and working cheat options.
The game rebuilds after this update. Updated runtime headers and original enemy continuation mappings require a new game build. Keep about 10 GB free for the build. Your ISO, imported data and saves are retained.
Changes
- One Randomizer with separate seeded weapon, ammunition and common-item pools across all five File #1 scenarios. Keys, Daylight, the lighter and starting/personal equipment stay fixed.
- Correct pickup model hierarchy and material handling, addressing invisible items and corrupted character/window textures.
- Expand the editable enemy pool to 56 profiles across 19 families. Preserve original scripted families and per-room animation limits; correct crow/wasp flight, G embryo activation and specific large-enemy continuations.
- Joiners adopt the host's seeds, complete pool and exclusions. Build the same enemy plan in spawn-ID order, independent of actor loading order. Keep scripted enemy maximum health consistent when network reconstruction clears an entrance behavior.
- Fix infinite ammunition for ordinary/randomized guns. Add Unlock everything for scenarios, difficulties, costumes, NPC characters and collection extras. Saving can keep unlocks.
- Restore controller input for both supported native build toolchains. Show player health on DualSense lights: green, yellow or red, with blue outside gameplay.
- Keep disabled game cards dark and show the running game clearly.
Verification and limits: native fixtures, 375 launcher assertions, 60 local-build tests (one skip) and 49 co-op harness tests (one skip) pass. Offline tests covered pickup/equip/firing, health/infection/ammunition cheats, unlock menus and fullscreen bounds. Two native clients connected to a private loopback server shared movement, pickups, ammunition and enemy maximum health. A randomized rocket pickup/equip/fire test also matched the enemy collapse and scripted recovery on both clients. Combat updates can still arrive late during grabs. Later-room mixed-species combat, separate-PC/WAN play, reconnects, save/resume and full scenario completion remain unverified. Randomizer and co-op remain experimental; start a fresh scenario.
First setup
- Install .NET 8 Desktop Runtime x64 if needed, and update your Vulkan graphics driver.
- Extract
RE-Outbreak-v1.0.16-Windows-x64.zipinto a new folder and openOutbreak.Launcher.exe. - Choose your own Outbreak File #1 NTSC-U v2.00 ISO (SLUS-20765), then Build game.
Keep build-inputs.zip, reo-movie-check.exe and the supplied mod examples beside the launcher. PAL, Japanese, File #2 and unsupported or modified executable revisions are not supported. Game data and precompiled game binaries are not included.
The dependency source download contains the frozen SDK source base; matching additional source patches are under notices/source-updates inside build-inputs.zip. Players need only the Windows x64 download.
RE: Outbreak 1.0 Alpha (v1.0.15)
RE: Outbreak 1.0 Alpha (v1.0.15) prerelease
One Randomizer mod now randomizes ordinary items, guns, ammunition and supported enemy spawns together. Practice Mode and the overlapping randomizer samples have been removed.
The game rebuilds after this update. The Randomizer and gameplay-speed fixes need regenerated game code and updated runtime files. Keep about 10 GB free for the build; time depends on your processor and available memory. Your ISO, imported data and saves are retained by the update.
Changes
- Import
examples/mods/randomizer.jsonon the Mods page, then enable Randomizer. Existing sample installations migrate automatically to one entry, preserving combined seeds and enemy profiles. Original sample JSON files remain recoverable underretired-samplesin the mods folder. - Randomize supported zombie, Cerberus, licker and hunter encounters. Original scripted entrances finish before species replacement, and choices persist across rooms.
- Hosts publish randomizer seeds, item exclusions and enemy profiles to joining players. An optional native asset bank provides space for the additional enemy resources.
- Keep personal equipment and scenario keys unchanged. Ordinary items retain their original quantities.
- Reduce instruction and memory-write bookkeeping when optional graphics source audits are disabled.
- Restore ordinary CPU game-code generation for normal play. Per-instruction source tracking is an explicit developer audit option.
Experimental: start a fresh File #1 scenario. Full scenario completion, save/resume compatibility and mixed-enemy co-op gameplay remain unverified. Host-to-guest settings transfer is tested separately from native multiplayer gameplay.
First setup
- Install .NET 8 Desktop Runtime x64 if needed, and keep your Vulkan driver current.
- Extract
RE-Outbreak-v1.0.15-Windows-x64.zipinto a new folder and openOutbreak.Launcher.exe. - Follow the Play page: choose your own Outbreak File #1 NTSC-U v2.00 ISO (SLUS-20765), then Build game.
Keep build-inputs.zip, reo-movie-check.exe and the supplied mod examples beside the launcher. PAL, Japanese, File #2 and unsupported or modified executable revisions are not supported. Game data and precompiled game binaries are not included.
The dependency source download contains the frozen SDK source base; matching additional source patches are included under notices/source-updates inside build-inputs.zip. Ordinary players need only the Windows x64 download.
RE: Outbreak 1.0 Alpha (v1.0.14)
RE: Outbreak 1.0 Alpha (v1.0.14) prerelease
A launcher update. The game is not built again if you already built it with v1.0.13;
coming from v1.0.12 or older, the one rebuild from v1.0.13 still applies.
New
- Graphics > Movies > Decode movies on the graphics card. The launcher checks your
graphics card when it opens. If the card has a hardware MPEG-2 decoder, the box is on
and you can turn it off to decode movies on the processor instead. Without a decoder
(for example the AMD Radeon RX 9060 XT) the box is greyed out, the reason is shown, and
the processor decodes movies.
Everything from v1.0.13 is included: full-speed gameplay (30 game updates per second),
movies on graphics cards without an MPEG-2 decoder, and much faster processor-decoded
movies.
First setup
- Install .NET 8 Desktop Runtime x64 if needed, and keep your Vulkan driver current.
- Extract RE-Outbreak-v1.0.14-Windows-x64.zip into a new folder and open Outbreak.Launcher.exe.
- Follow the Play page: choose your own Outbreak File #1 NTSC-U v2.00 ISO (SLUS-20765), then Build game.
Keep build-inputs.zip and reo-movie-check.exe beside the launcher. The build takes over an
hour on the test PC and needs about 10 GB of free space. PAL, Japanese, File #2 and
unsupported/modified executable revisions are not supported.
RE: Outbreak 1.0 Alpha (v1.0.13)
RE: Outbreak 1.0 Alpha (v1.0.13) prerelease
The game is built once more after updating (the launcher asks first; about an hour,
like the first setup).
Fixes
- Gameplay runs at full speed. Builds from v1.0.12 rendered smoothly but the game
itself advanced only about 9 times per second instead of 30, so everything moved in
slow motion. Measured now: 29.6 game updates per second. - Movies play on graphics cards without an MPEG-2 decoder. Some cards (for example
the AMD Radeon RX 9060 XT) have no hardware MPEG-2 video decoder, and the game closed at
the first movie. Before each launch the launcher now checks the card: movies decode on
the graphics card when it can, otherwise on the processor. The status line shows which
one is used. - Processor-decoded movies are much faster: from 4-5 to 27-31 frames per second on a
Ryzen 5 2600 (2018); the heaviest title-movie scene dips to 23-25. Newer processors
should keep the full 30.
Tested on a Radeon RX 570 + Ryzen 5 2600 PC: the game built from this release reaches the
title screen and the first room with no errors, with movies decoded on the graphics card
and, forced, on the processor. Not yet tested on a PC without an MPEG-2 decoder.
First setup
- Install .NET 8 Desktop Runtime x64 if needed, and keep your Vulkan driver current.
- Extract RE-Outbreak-v1.0.13-Windows-x64.zip into a new folder and open Outbreak.Launcher.exe.
- Follow the Play page: choose your own Outbreak File #1 NTSC-U v2.00 ISO (SLUS-20765), then Build game.
Keep build-inputs.zip and reo-movie-check.exe beside the launcher. The build takes over an
hour on the test PC and needs about 10 GB of free space. PAL, Japanese, File #2 and
unsupported/modified executable revisions are not supported.
RE: Outbreak 1.0 Alpha (v1.0.12)
RE: Outbreak 1.0 Alpha (v1.0.12) prerelease
The first alpha. Its new build files make future updates much faster: after this one
last full build, an update recompiles only the parts of the game that changed. That
means the game is built once more after updating (the launcher asks first).
Important fix: games built from earlier release downloads could not start: they
stopped during startup with a GPU movie error, and some GPU helper shaders were never
shipped. Both are fixed; the game built by this release starts and plays its movies on
the GPU.
Easier first setup
- The Play page tells you the next step: choose your ISO, build the game, play.
- A Before you play checklist marks what is ready and what is missing, with a
button for each fix (graphics driver page, storage settings, Choose ISO, Controls). - Choosing an ISO no longer starts the build. The disc is checked first and a green ✓
enables Import. Unsupported discs show the reason. - Use existing build is available to everyone.
- Remove game in Game files deletes the imported data, built game and compile
cache (optionally saves and build tools). Your ISO stays. - After building, temporary generated sources are deleted automatically; only a
compile cache (about 1.2 GB) is kept for fast future updates. - Clearer, higher-contrast controls; File #2 is shown as coming later.
Simpler co-op
- Co-op now offers Play alone, Host a game and Join a game, with a
player name and no Create account step. - Hosts get their game opened automatically and a Copy address button. Internet
options (VPN advice, UPnP, port list) are tucked away under Playing over the
internet. - Joiners see games hosted on their network, or type an address.
- Take me to the waiting room automatically (on by default) signs in and brings
everyone to the host's room after Play. Press any button to take over. - Player sign-up moved from TCP 80 to TCP 10128; it and the game server port can
be changed under Ports. Busy ports are reported with the program using them. - Hosting reuses an installed Python 3.12 instead of downloading one.
Co-op remains experimental. Two local clients reached the same waiting room through
the new automation; the full path from the Play button and internet play have not
been validated yet.
First setup
- Install .NET 8 Desktop Runtime x64 if needed, and keep your Vulkan driver current.
- Extract RE-Outbreak-v1.0.12-Windows-x64.zip into a new folder and open Outbreak.Launcher.exe.
- Follow the Play page: choose your own Outbreak File #1 NTSC-U v2.00 ISO (SLUS-20765), then Build game.
Keep build-inputs.zip beside the launcher. First compilation still takes substantial
time (over an hour on the test PC) and about 10 GB of free space. PAL, Japanese,
File #2 and unsupported/modified executable revisions are not supported.