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Releases: YaibaKamikaze/IzunaRecomp
Releases · YaibaKamikaze/IzunaRecomp
Release list
v0.2.0
Skip intro patch might be causing stutters, if you get them try disabling it.
Changelog
v0.2.0 — the first public release (Windows)
IzunaRecomp's first release: Ninja Gaiden II recompiled for Windows and drawn
natively by the Kasumi Renderer. Compared with Ninja's Dawn, which it forks:
Rendering
- The Kasumi Renderer: the game's Direct3D calls drawn through Vulkan — no GPU
emulation is built or linked. The game's shaders are recompiled from your
copy at the first start (a progress bar shows it) and kept for later starts. - Any resolution: Auto (your screen's) or 720p to 2160p, each a true
resolution; anti-aliasing, anisotropic filtering, output filters. - Threaded command recording and pipelines linked from per-shader parts, built
ahead of their first draw; video memory reserved up front, so allocations do
not stall play.
Pacing and latency
- V-Sync Auto follows the monitor (60, 120, 144 Hz…, G-Sync / FreeSync), or
60 / 59.94 Hz; a high-resolution timer instead of spinning. - Input latency Standard / Low; controllers polled on a thread of their own.
The app
- A hub (from the PS5 work) with every setting, an in-game menu, performance
readouts, saves import and DLC; keyboard play with rebindable keys;
PlayStation or Xbox prompts. - Two builds in one:
ng2.exe(AVX2) startsng2-compat.exeon older CPUs. - Crash minidumps; a Logging switch that turns all logging off.
Steadiness
- The game's file reads — including its large archive loads — run on an I/O
thread instead of the game's main thread. - Audio (XMA) and clock fixes; the cutscene audio fix keeps sound in step.
Mods
- A
Modsfolder and a MODS page: file replacement, texture replacement up to
2048 × 2048, hiding draws by shader, Lua script mods, hooks on any game
function (docs/MODDING.md).
Known issues: see the README.