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Built on THPS64Host v0.2.0: split screen, Picture Border, rebinding, draw distance and the Original and Enhanced
presets. It runs the USA v1.1, USA v1.0 and Europe releases of the N64 game, on macOS (universal) and Windows x64.
Added
- Graphics > Picture Border (
border = fill,--border fill): the 3D picture reaches the edges of the window, without
the thin black frame the game leaves for a TV's overscan. It shows a little more of the scene at the same size (no
zoom). Menus and loading screens keep their own frame. In a two-player split screen, both views reach the edges too
and meet at the game's thin divider line in the middle. - Rebinding in the settings menu: the Controls tab has a row per N64 input with two controller slots and two keyboard
slots. Choose a slot and press the new button or key; a button another action uses trades places with it, and
Default puts a row back. A slot that differs from the layout shows in yellow, and Reset all to default (it asks first)
puts every binding back. Changes work at once and are saved tocontrols.cfg(MANUAL). - A Controllers list in the Controls tab: which controller is player 1 or 2, what it is pressing right now, and buttons
to swap players or give a controller either player. One controller on player 2 with the keyboard alone on player 1
makes a two-player game with one controller. The choice lasts until you quit. - Test sessions
menu-controls,menu-controls-reloadandmenu-ports(virtual pads). - Draw distance (Graphics tab,
draw_distanceingraphics.cfg,--draw-distance): Original (the game as it
was), 2x, 4x and Full (the whole course, including the scenery the game hides by area as you skate; secrets and
items a goal reveals stay hidden until the game shows them). It applies at once, shorter or longer, with no restart: the
game always gets a bigger matrix buffer at start-up and uses only its own part of it at Original. It steps back on its own if a frame comes close to
filling one of the game's buffers. Full also draws the scenery that skips the game's distance test but is hidden by
area (Downhill Jam's lower end: the pool, the blocks and the building below the BRETT wall no longer pop in as you come
over the edge).dd_buffers = originalingraphics.cfg(--dd-buffers original; not in the menu)
keeps the game's own buffers and memory layout exactly; it needs a restart. - Tests: Europe's own reference pictures, for the few screens that differ from USA v1.1 (
OWN_REFSin
tests/scenarios.py), are recorded bytest.sh --version thps1_eu --record. - Fog (
fogingraphics.cfg,--fog; not in the menu or a preset): Original (the default), Soft or Off. The game's
fog is thin by design, a haze over the far end of the view (in most courses the last eighth). Soft starts it at 70 %
of the draw distance, so far scenery fades in instead of popping in; Off shows a long draw distance most clearly. At
Full draw distance the game's fog is far beyond the courses, so Soft looks like Original there. Test sessions
fog-check(in the suite) andfog-shot(opt-in pictures).
Changed
- Built on THPS64Host v0.2.0.
- Frame Rate (Graphics tab,
refreshingraphics.cfg,--refresh) is now Original (30) or 60, default 60. "Match display"
and 120 are gone: at 120 Hz (what "Match display" gave on a ProMotion Mac) the picture stuttered. Agraphics.cfgwith
refresh=displayor another rate moves to 60 once, with a log line. - Graphics > Preset (
--preset original|enhanced): Original sets 4:3, the HUD in the 4:3 area, the 4:3 split screen,
the black frame, 30 fps and the game's draw distance, as on the N64. Enhanced sets 16:9, the HUD at the screen edges,
the wide split screen, Picture Border Fill, 60 fps and Full draw distance. Choosing one replaces your choices in those
six rows; Custom shows when they match neither. A new install starts with Enhanced. An existinggraphics.cfgkeeps
its values, and a setting it lacks takes the new default (so an older file gets Picture Border Fill and Full draw
distance). Fog is in neither preset. - Removed the known issue "at 21:9, a far wall can drop out at the right edge". It doesn't happen in v0.1.0. New tests
check that widescreen never hides scenery at the edges of the picture. - Two-player split screen fills the picture in widescreen (16:9, 21:9, following the window): each player's view is widened
to its half, and each player's HUD sits at its own view's edge (also with HUD Placementoriginal). 4:3 is unchanged.
It's on by default; Graphics > Two-Player Split Screen (split,--split original) keeps both views in the 4:3 area,
each with its HUD inside it, and black bands at the sides. - Level starts freeze the picture for about 0.13 s instead of 0.2 s, and the attract demo's pauses are a third shorter:
the shared host unpacks the game's data twice as fast and runs the game'smemsetandmemcpynatively. - BUILDING.md: on Windows use
pythoninstead ofpython3and aC:/...path inTHPS1_ROM, with a link to the Windows
test checklist; howtools/check.shshares the build's runtime;--first-runneedsbuild_host.py --splitfirst; where
the test output goes; how to test Europe.
Built on THPS64Host v0.2.0.
Check a download against SHA256SUMS with shasum -a 256 -c SHA256SUMS (macOS) or Get-FileHash (Windows).