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Releases: Pallypots/ProjectOogie
Release list
Project Oogie 0.2.2
Project Oogie 0.2.2
Fixes the crash when deflecting projectiles, and two sound bugs.
Fixed
- Crash when deflecting projectiles (GitHub #2). When you knock a
projectile back, such as a gargoyle's fireball, the game looks up what
should happen next in a small table. Some entries in that table pointed at
parts of the game's code the port had never converted, so the game froze
and then closed. All 19 missing parts are now converted. A new scan of the
whole game for tables with the same gap finds none left. - Short voice lines were silent (GitHub #1). Voice lines shorter than
about a second and a half never played. Mr. Hyde's save-point lines were
among them. Those lines now play in full. - Sounds cutting off early. Some sounds stopped a moment after they
started. Mr. Hyde's longer lines and the Soul Robber in the Shadow Oogie
fight were affected. This came from a timing problem in how the port
handled the sound chip. In testing, sounds no longer get cut off.
Thank you to DeliriumGuylol for the log that showed exactly where the
deflect crash happened, and to Bzshizzle for reporting the missing voice
lines.
Tested
- Deflecting gargoyle fireballs in the graveyard: no crash (tested in play).
- All 24 chapters, 2 minutes each, with the new build: no crashes, no
stalls, 60 fps. Each chapter also checked at startup that all 19
converted parts are present. - All 24 chapters again after the two sound fixes.
- Mr. Hyde's two silent lines now play, about 1.2 seconds each.
Not checked yet: the results-screen announcer, which likely had the same
missing-voice bug, and the Soul Robber in the Shadow Oogie fight itself. If you still hit a crash or missing sound, please
attach logs/play.log from the game folder to a GitHub issue.
Project Oogie 0.2.1
Project Oogie 0.2.1
A fix for Steam Machine, Steam Deck and other Proton / Linux players.
Fixed
- Crash right after setup under Proton (GitHub #1). On some systems the
memory addresses the game prefers are already in use, and two of the areas
it needs (a copy of the game's memory and the area used for drawing) ended
up on top of memory Proton was using. The game crashed at its first drawing
step. The program now reserves the whole area it needs before it starts
placing anything, so nothing else can be in the way. This is on
automatically under Proton / Wine, and on Windows PCs where the same
problem would occur.
Thank you to Bzshizzle for the log that showed exactly what went wrong.
Tested
- The crash reproduced on Windows by blocking the same addresses, and gone
with the fix (the game played normally at 60 fps). - Under Wine 10 with DXVK: setup and the title screen.
- All 24 chapters with the new memory mode forced on.
- Normal Windows PCs keep using the same memory layout as 0.2.
Still not confirmed on real Steam hardware. If it still fails for you,
please attach logs/play.log from the game folder to a GitHub issue.
Project Oogie 0.2
Project Oogie 0.2
Second test release of the native Windows port of The Nightmare Before
Christmas: Oogie's Revenge. You still need your own copy of the original
Xbox disc. Thank you to everyone who tried 0.1 and reported back on Reddit
and GitHub: this release comes from your reports.
Steam Deck, SteamOS and Linux (Proton)
0.1 would not start under Proton for several people (GitHub #1, Steam Deck
reports on Reddit). Four causes were found and fixed:
- The 0.1 zip stored its folders with Windows-style separators, which Linux
unpacked as single files with backslashes in their names. The zip is now
built with normal separators. - Wine's own shader compiler could not build the game's shaders. Microsoft's
shader compiler (d3dcompiler_47.dll, redistributable) now ships next to the
program and is used first. - Started from Steam, the program wrote no log. It now always writes
logs\play.log. - The freeze detector could crash under Wine while reading a thread's stack.
It now stays out of the way there.
Tested under Wine 10 with DXVK 3.1.1, the graphics path Proton uses:
first-start setup from the disc image, booting three times, and the title
screen with a correct picture, all without crashes. Not yet tested on a
real Steam Deck in Game Mode: reports are very welcome. See "Steam Deck" in
the README.
Fixes
- Widescreen: the area-loading transition (the growing tree) now fills the
whole screen instead of stopping at the 4:3 edges with orange bands at the
sides.
Weaker PCs
- Two places where the game's graphics code busy-waited on the (emulated)
graphics chip are removed: less CPU use, heat and battery drain. On two
low-power laptop cores Casino Clash runs at about 49 fps on the Low preset.
If you have an older PC, a log from it helps a lot.
Reporting problems
- The version number is now in the window title and in the settings menu
(F1, About). - The first lines of
logs\play.lognow say which build it is, which Windows
(or Wine / Proton) version, processor and memory you have.
When something goes wrong, please attachlogs\play.logto a GitHub issue.
Known issues
- The results screen can skip some announcer lines (#47).
- Not yet tested on a real Steam Deck.
- French and other European languages are not supported yet (planned).
Project Oogie 0.1
The first public build of Project Oogie: The Nightmare Before Christmas: Oogie's Revenge (Xbox, 2005) running natively on Windows, by static recompilation of the original game.
You need
- Windows 10 or 11 (64-bit) and a Direct3D 11 graphics card
- Your own disc image (.iso) of the USA Xbox version (title ID 42560004). The game's art, sound, films and levels are not included; they are copied from your disc on the first start.
How to play
- Download
ProjectOogie-v0.1.zipbelow and unzip it anywhere. - Run
Project Oogie.exe. The first time, choose your disc image; it is checked and the game files are copied next to the program (about 3.5 GB, once). - Press F1 for the settings menu.
What's in 0.1
- Widescreen (more of the world, HUD at the screen edges), any resolution up to your screen's native size, quality presets Low to Ultra
- Anti-aliasing, sharpening, anisotropic filtering, mipmaps, field of view
- Locked 60 fps, battery-aware Auto resolution
- Xbox controllers and PlayStation 5 DualSense (tested), other SDL2 pads, keyboard and mouse, full rebinding
- Accessibility: colour-blind filter, auto-repeat for button mashing
- In-game settings menu in the game's own art, skip intro logos, F11 fullscreen, F12 screenshots, save backups, crash reports
- Mods: replacement files and texture packs
Known issues
- The widescreen door transition is missing its side pieces (#60); the results screen skips some announcer lines (#47).
- Played by hand into Chapter 7; every chapter starts and runs in automated checks.
- Please report problems with
logs\play.log(next to the program) attached.
Unofficial fan project, not affiliated with Disney, Capcom or TOSE. The program contains the game's code translated to native code; please own the game.