Repository navigation
ReChan v1.0.2
Pre-release
Pre-release
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.