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ReChan v1.0.2

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@gennariarmando gennariarmando released this 13 Oct 07:35

Updates of this release:

Crashes

  • Fixed the crash at the first enemy in the session right after extracting assets.
  • Fixed PSX fonts not loading for the rest of the session after extraction.
  • Fixed a use-after-free on exit.
  • Fixed a null dereference at startup when the game is launched from the wrong folder; it now falls back to the exe’s folder or shows a message.
  • Linux: fixed assets not being found until restart after extraction.
  • Level files: out-of-range attribute counts and filename lengths are now rejected instead of trusted.

Enemies and AI

  • Only the blocks near the player are active now, as on PSX. Before, most of the loaded level was awake at once.
  • Shaolin Temple final room: enemies now arrive two at a time instead of all at once or not at all.
  • Enemies circle at mid range and attack only up close; the two closest range bands were swapped.
  • Enemies now actually stay back when they back off, and keep the player as their target while doing so.
  • Fixed inverted height checks and an inverted up/down attack choice.
  • Fixed decision timing being one tick late and out of step with the original random sequence.
  • Enemies flagged to wait until they are on screen no longer wake early.
  • Enemies that unload and come back restart idle or fighting, as on PSX, instead of resuming stale state.
  • Fixed the door-with-dialog cutscene script resolving to the wrong data (door not opening after the first enemy, then a soft-lock).
  • Fixed mirrored characters inheriting another character’s left/right hand and foot mapping.

High frame rate

  • Blended animation transitions no longer pop.
  • Thrown and dropped weapons start from the correct hand position.
  • End-of-level tally, ambience fades and collectible spin run at the correct speed.
  • Dialog timeouts no longer expire early in menus and while paused.
  • Level-transition fade no longer cuts dialog lines off after two seconds.
  • Stacks toppled before first being drawn no longer resolve at the world origin.
  • Bobble-head cheat: head no longer spins while paused.

Rendering

  • Widescreen: objects and enemies at the screen edges no longer pop in.
  • Palette animations no longer drop their last frame each cycle and now draw with the current frame’s palette.
  • Fixed depth buffer not clearing after a blended draw ended the previous frame.
  • Performance: GPU buffers and scratch memory are reused, sorted effect draws are batched, and only the changed part of the VRAM texture is uploaded.
  • Shaders moved out of the renderer library into the game.