Repository navigation
Download
| System | File |
|---|---|
| Windows 10 or 11 x64 | DisruptorRecomp-win-Setup.exe installs the launcher that updates itself |
| Windows, without installing | DisruptorRecomp-win-Portable.zip the launcher that updates itself, no install |
| Linux x64, glibc 2.35 or newer | DisruptorRecomp.AppImage the launcher that updates itself |
In this release
| Change | |
|---|---|
| Gamepad | Dual analog sticks, with Classic and Southpaw |
| Second keys | Every action takes a second key, a mouse button too |
| Launcher | CHD disc images, a quicker start |
| Display | CPU and GPU usage optimizations, Resolution, Dynamic resolution, Render thread |
| Sprites face the camera | Enemies, pickups and shots turn to face you |
| Main menu | EXIT closes the game |
| Loading | No pause at the prison's H Block |
| Fixes | Ceilings, sky, near walls and floors, bodies behind walls, a crash |
| Memory cards and save states | A crash while saving no longer damages a card |
Note
Before you update
- A gamepad uses Dual analog by default now, 0.8.0 worked as Classic
- Stick layout on the Gamepad tab brings Classic back
- Settings, keys and memory cards stay as they are
Gamepad
| Setting | Where | Default |
|---|---|---|
| Stick layout | Controls, Gamepad tab, and the game's Controls tab | Dual analog |
| Turning speed | Gamepad tab | 100% |
| Turning dead zone | Gamepad tab | 20% |
| Invert vertical stick | Gamepad tab | Off |
Stick layout
- Dual analog: the left stick moves and strafes, the right stick turns
- Classic: the left stick moves and turns, as in 0.8.0
- Southpaw: Dual analog with the sticks swapped
Turning speed and Turning dead zone
- Turning speed sets how fast a full push turns, from 25% to 300%
- Turning dead zone is how far the stick moves before it counts, raise it if the view drifts on its own
Looking up and down
- With Vertical mouse look on, the right stick looks up and down too
- Invert vertical stick turns that around
The Gamepad tab of the Controls page:
Second keys
- Every action on the Keys tab takes a second key
- A second key may be a mouse button: left, right, Mouse 4 or Mouse 5
- Key profiles keep the second keys too
The Keys tab with its second column:
Launcher
- The launcher takes the game disc and a language disc as a CHD made with chdman, about 425 MiB in place of 607 MiB
- The game starts about 2 seconds sooner when no mod is on
- A launcher opened while the game runs holds settings, Play and updates back until the game closes
Display
| Setting | Where | Default | For |
|---|---|---|---|
| Resolution | Display | Desktop | A set window size or fullscreen mode |
| Dynamic resolution | Display | Off | Weaker graphics cards |
| Render thread | Display | Off | Slower processors and integrated graphics |
Resolution
- Sets the display mode in exclusive fullscreen and the window's size in a window
- Borderless fullscreen keeps the desktop's size
- Exclusive fullscreen with Desktop takes the desktop's display mode now, 0.8.0 took the window's size
Dynamic resolution
- Lowers the internal resolution while the graphics card cannot keep up, and raises it back when it can
- Meant for weaker graphics cards, integrated ones above all
Render thread
- Can make the game smoother on slower processors and integrated graphics
- Has no effect with in-between frames on
Other changes
- 16x MSAA and 16x SSAA are gone, a saved 16x reads as 8x
- In a window or borderless fullscreen on Windows each frame is shown at once, as with Immediate
- The game asks less of the graphics card at the same settings, the picture stays the same
The Display page with Resolution, Dynamic resolution and Render thread:
Sprites face the camera
| Setting | Where | Default |
|---|---|---|
| Sprites face the camera | Enhancements, the game's menu | Off |
- Enemies, pickups and shots stand in the world like cut-outs and face you
- Without it they turn with the view when you turn on the spot
- Toward the screen's sides they get wider, as walls there do
facing-sprites.mp4
Main menu
- EXIT under CREDITS closes the game
- It is translated for the game's German and French discs: BEENDEN and QUITTER
The main menu with EXIT chosen:
Loading
- The level data the game streams during play arrives at once instead of at the console drive's speed
- The pause of about a second and a half near the prison's H Block is gone
Fixes
Near H Block
- With a longer Draw distance or the smooth fade, the game no longer stops for several seconds near the prison's H Block
hblock-stall.mp4
A crash after long play
- The game no longer closes with an access violation (0xC0000005) after an hour or more of play
The teleport at a level's end
- The green wave and the fade after it stay in widescreen now, 0.8.0 showed them at 4:3 with black bars
teleport-wave.mp4
The pause menu under 60 FPS gameplay
- With many enemies, bodies or pickups in view, the pause menu no longer shows broken pictures and streaks of text
pause-menu.mp4
The menu's demo
- With a longer draw distance or a wide screen the menu's demo no longer runs slow
Ceilings at the screen's edge
- Ceilings at the screen's edge no longer show grey patches
ceilings.mp4
Sky
- Looking out of a doorway, the sky no longer turns into a flat purple rectangle
A doorway onto the sky:
sky-doorway.mp4
- Where the skies of two rooms meet, the clearer one shows now, 0.8.0 left a pale band of sky beside a pillar
The sky beside a pillar:
sky-meet.mp4
- With geometry correction on, walking beside a wall with smooth mouse aim no longer flashes a strip of sky at the screen's edge
A pillar's edge with the depth-sorted world
- With the depth-sorted world on, the line between two faces of a pillar no longer jumps back and forth
At half speed:
pillar-line-slow.mp4
Walls and floors right in front of you
- A texture right in front of you, such as the striped frame round a wall button, no longer changes its shape while you turn
A wall button's frame up close:
near-texture.mp4
near-texture-turn.mp4
- The floor or wall right beside you no longer opens onto the sky at the screen's corner
The floor under a wall button:
floor-corner.mp4
Staircases
- Climbing a staircase onto its landing no longer opens a strip of empty background under the landing's edge
staircase.mp4
Bodies and enemies behind walls
- A body behind a column no longer shows through the column's base
- An enemy just behind a wall no longer shows over the wall
Fog
- With Smooth distance fade on, far shapes in the fog no longer show a faint blue line along an edge, as the terraformer's claws on Triton did
Memory cards and save states
- A game that closes or crashes while saving no longer leaves the memory card empty or cut short
- A save the disk refuses shows as failed in the game, it was reported as saved
- A memory card that cannot be read is left as it is, it was replaced by a blank card
- A save state that cannot be loaded is refused and the game goes on as it was
- Save states of 0.8.0 are carried over by the launcher on the first start
Thanks
- Discord user M-state, for the reports that many of these fixes came from
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
datafolder
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




