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v0.10 - Recenter from inside the headset, VR menu everywhere, first-person carry fixes

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@RaYRoD-TV RaYRoD-TV released this 02 Aug 03:48
· 0 commits to main since this release

Covers v0.9 and v0.10 - v0.9 landed in the tree on July 23 but never got its own download, so everything below is new since the v0.8 zip.

Added

  • Recenter from inside the headset: hold the right stick click about half a second and the world, menus and HUD snap to your current gaze, with a haptic tick (a tap still cycles the view mode). There's also a Recenter View button at the top of the VR menu, and the headset's own recenter (the runtime dash one) now lands properly in any session state. Before this the only reliable recenter was switching view modes, which only worked by side effect.
  • The VR menu is on the title screen now (Options > VR), not just the pause menu, and its flatscreen version shows the full VR Mode picker (Diorama / Third-person / First-person) instead of hiding it. Pick a view without the headset and that's what the next VR launch uses - picking First-person drives the flat first-person camera right away, same as the d-pad up cycle. Flatscreen VR menu changes save now too (they used to last only until you quit).
  • More VR Mods button on the main menu - opens rayrodtv.com in your browser.
  • Classic Boot (Options > Misc): start the game the way the console did - the Super Mario 64 splash, the interactive Mario head, PRESS START, the file select - then the game begins from your chosen file with the full opening on a fresh save, while mods, saving and co-op work exactly like a Play game underneath. Applies on the next launch. (The title screen's attract demos stay off in this mode for now.)
  • Playing solo skips the Lakitu-and-letter opening by default, even on a new file - the full opening lives in Classic Boot. The Skip Intro host setting still controls it for hosted games.

Fixed

  • Carrying something in flatscreen first person is visible again: a grabbed bob-omb used to vanish into your invisible hands (the first-person body hide also hid whatever it was holding). The carried object now renders in front of the view at carry height, stays steady while you turn, and hands back to the normal carry the moment the camera pulls out.
  • Throws and drops in first person land where you stand. The game places a released object at the last spot the hand actually rendered, which froze while the body was hidden - so a thrown bob-omb teleported back to wherever you grabbed it. The release point stays current now, in flat and VR first person both.
  • The decal shimmer in VR is gone: castle rugs, Mario's shadow and wall art no longer flicker or z-fight when you move your head. The eye near plane sits at 5 cm now and decals get a stronger depth bias in the eyes; the flat game renders exactly as before.
  • A crash affecting any camera-less level is fixed engine-wide: the renderer's lighting pass read the camera matrix without checking a camera exists.
  • Switching view modes no longer flings the camera backward - leaving First-person used to let the chase camera glide from Mario's head back out over a second or more, which in VR reads as the whole world rushing through you. Mode switches cut instantly, the same way warps do.
  • Move Where You Look is first person only now - it no longer attaches head-steering to the third-person camera. Head-look steering also reacts in less than half the time, registers smaller head turns, no longer risks whipping Mario the long way around near the tracking seam, and goes quiet while tracking is lost or a recenter is still settling.
  • The first-person toggles (Flip Cam / Ease-Back) no longer revert when you leave a game or join a lobby in flatscreen.
  • Headless logs work: launching with output redirected to a file used to produce an empty log (stdout was silenced unless --console was passed, and buffering ate the rest). Redirected output streams live now.

Changed

  • FP Flip Cam is on by default - backflips, side flips and rollouts roll the view out of the box. Same toggle as before if it's too much; the settings file can't tell an old deliberate "off" from "never touched" (off WAS the default), so existing setups start on once, and turning it off again sticks.
  • Mute When Unfocused (Options > Sound) is on by default - the game goes silent while its window is in the background. A config that already saved the old default keeps it off; flip it in the Sound menu if yours stuck.
  • VR performance: draw batches are 4x larger (the old ceiling forced ~80 pointless batch breaks a frame in heavy scenes), each eye's GPU work kicks off as soon as the eye finishes instead of piling up at frame end, and the Desktop Mirror defaults to Off in VR (the monitor re-render cost about 30% of the frame and the headset never sees it; your saved mirror choice wins over the new default).

sm64coopdx-vr-v0.10-win64.zip is the whole thing: unzip anywhere, drop a US ROM named baserom.us.z64 in the folder, and start your VR runtime before launching the exe. No Nintendo files inside - the game reads its assets from your own ROM. VR settings live in-game: Options > VR on the title screen, or pause > VR during play.

More of my VR ports & projects: https://rayrodtv.com/

Superseded by v0.11, which fixes a stereo bug this build still had.