v0.11 - Eye-dump measurement, correct stereo in both eyes, clean title screens
Everything here is new since v0.10.
Added
- Dump Eye Images button in the VR menu. It writes exactly what each eye rendered to eyedump_L.bmp and eyedump_R.bmp next to the exe, plus an eyedump_info.txt naming the view mode, stereo depth and render scale they were captured under. Both eyes come from the same frame, so anything that looks wrong in one eye can be measured and compared instead of described. It's a menu button rather than a hotkey because under a headset the desktop window never has focus.
- Instant Play checkbox (Options > Misc). Experimental and off by default: it presses Play for you at launch, but on a heavy mod set it still lands on the vanilla title screen rather than in the game. The Play button itself is unaffected and goes straight into the game as always.
Fixed
- The castle sun carpet renders correctly in both eyes, and it was never the z-fighting it looked like. An eye dump settled it: the left eye drew the full octagon while the right collapsed it into a crushed, stippled wedge - broken geometry, which is why every near-plane, depth-bias and render-layer fix bounced off it. The single-walk stereo replay was responsible and has been removed outright; each eye walks the display list itself again, the way it did before that optimisation existed. That gives up about 3 ms a frame and buys back a renderer with one path instead of two.
- No HUD on the title screens - and it was never the game drawing it. Lives, stars and the power meter over the Mario head came from the mod HUD layer (character select draws its counters there), which no amount of gating the game's own HUD could reach. That layer, the game HUD and nametags all stand down on any start screen now.
- Disabling a mod and applying properly unloads it. Applying used to rebuild the active mod list without tearing the old one down, so a romhack's levels, actors, behaviors and camera overrides stayed registered and kept overriding vanilla with its checkbox cleared. The apply now runs the same teardown leaving a session does, then rebuilds - and it returns you to the castle grounds rather than reloading the level you were standing in, because a romhack's level number usually still resolves once its mod is gone. Turning mods ON still keeps you where you are.
Changed
- Toast notifications sit at the bottom right, clear of the star counter and the camera-mode corner.
- Stereo Depth ships at 50 in every view mode. A saved value still equal to that mode's old stock number moves up with it; anything you dialed in yourself stays exactly where you put it.
- "Stop Hosting" in the pause menu reads "Return to Main Menu", which is what it does when you're playing solo.
sm64coopdx-vr-v0.11-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/
Known issues: leaving the menu completely untouched for a while can end up on the Mario head screen - it isn't the attract demos and isn't a special warp (both ruled out by tracing), so the level script takes that route on its own; harmless now that no HUD draws there, and any input keeps you away from it. The save-file screen reached through Classic Boot is also missing its button face textures; the rest of that screen renders correctly.