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@Solganis Solganis released this 21 Oct 00:22
380328a

Disruptor Recompiled and its launcher

Download

System File
Windows 10 or 11 x64 DisruptorRecomp-win-Setup.exe
Windows, without installing DisruptorRecomp-win-Portable.zip
Linux x64, glibc 2.35 or newer DisruptorRecomp.AppImage

In this release

Change
Draw distance as on the PlayStation, fixed regression in 0.4.0 The far fogged shapes are back under Smooth distance fade
Draw distance 1.25x Walls, enemies and pickups drawn a quarter further
Slowdowns 20% less processor time a frame, big fights hold 60 FPS and higher
Save states States from 0.4.x are carried over, capsules are not
Settings Settings you never changed run as the launcher shows them

Draw distance as on the PlayStation, fixed regression in 0.4.0

With Smooth distance fade on:

  • The far fogged shapes the game shows are back
  • The world fades out just short of where the game stops drawing it
  • Blocks still do not pop in

In 0.4.0 everything past the fog's end dissolved, so the world looked shorter than on the console

draw-distance-lake.mp4

At half speed:

draw-distance-lake-slow.mp4

Draw distance 1.25x

  • Back on Enhancements, beside Original
  • Walls, enemies and pickups are drawn a quarter further
draw-distance-125.mp4

At half speed:

draw-distance-125-slow.mp4

Slowdowns

The emulation takes about 20% less processor time a frame than in 0.4.0. Measured on the same scenes with the same settings

Scene Processor time a frame
Many enemies on screen 20% less
An open level 21% less

What was made faster, the largest gain first:

  • Counting the console's processor cycles. It runs after almost every instruction of the game, and its common case is now a single add
  • The interrupt check at the end of each block of game code. The full check runs only when an interrupt may be due
  • Matching draws between frames for the in-between frames. Each draw is hashed once, word by word
  • Per-vertex statistics. They are gathered only with Detailed logging on
  • Writes to memory. They skip the game's write hooks while those are idle
  • Smaller ones: instruction cache hits, GTE bookkeeping, joined cycle counts, BIOS calls

With 60 FPS gameplay

  • A big fight far out on an open level should no longer drop to 30 FPS
  • The game's own processor runs eight times faster inside a frame, instead of four
  • The game itself does not speed up. Its world still moves by the console's frame clock

This is part of ongoing performance work that continues in the next releases

Save states

The game's code was translated anew in this version

  • Save states from 0.4.x are carried over when the game starts from the launcher
  • The launcher tries each one once and keeps the original in saves/old-states
  • A state that does not run here stays with 0.4.x
  • Capsules from 0.4.x do not load
  • Memory card saves are not affected

Settings

  • Settings you never changed now run as the launcher shows them
  • That holds when the game starts without the launcher too
  • Settings added in later versions start on their defaults
  • The release no longer ships a settings file of its own
  • Fog shape's Even is now called Original, like the first choice of Draw distance. The fog is the same

Install

Your own Disruptor (USA, SLUS-00224) disc image is needed

Windows 10 or 11 x64

  • Download DisruptorRecomp-win-Setup.exe and run it
  • It installs the game into %LocalAppData%\DisruptorRecomp, with shortcuts on the desktop and in the Start menu
  • Your files are kept in %LocalAppData%\DisruptorRecompData
  • Or, without installing, unpack DisruptorRecomp-win-Portable.zip into a folder of its own and run Disruptor Recompiled.exe
  • The portable copy needs the Microsoft Visual C++ x64 Redistributable
  • The portable copy keeps your files in its data folder

Linux x64, glibc 2.35 or newer

  • Download DisruptorRecomp.AppImage
  • Make it executable: chmod +x DisruptorRecomp.AppImage
  • Run it
  • Your files are kept in ~/.local/share/DisruptorRecompData