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v2026.11.2

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@github-actions github-actions released this 05 Nov 13:30

Play in your language, bring your saves, and a menu you can read on the
Deck.
This release also smooths stage 2 at 16:9 and tidies the
widescreen HUD.

  • Your language. The menu's Game page now offers the six languages
    BLiNX 2 ships in. Pick one and the game uses it from the next start;
    English stays the default.
  • Bring your saves. ./blinx2 saves import --from PATH brings saves
    from a console copy, another install or a zip (the menu's Saves export
    too) into your game, re-signed for your build. Your current saves are
    backed up first. See "Bring your saves" in the README.
  • A menu sized for your screen. On the Steam Deck the menu is now
    large enough to read, and on a high-DPI desktop it follows your scale.
    Render scale and shaders no longer change its size, the Size setting
    applies at once, and taps reach every button at render scale 2 and 3.
  • Stage 2 at 16:9 no longer slows down. Widescreen kept the game from
    merging its draws, so it issued over twice the draws of 4:3; it merges
    them again, with the same picture.
  • Widescreen HUD: the boss health bar and the boss stage's Team block
    sit at the screen edges at 16:9, and a long health bar no longer splits
    in two (GitHub #6).
  • BLiNX 1 crystals, now named for what they do. The crystals mod is
    now "BLiNX 1 crystals" on the Mods page: turn it on to collect crystals
    the BLiNX 1 way, in a row of four. Heart crystals now show in the row,
    drawn with the heart above your heart gauge, and the hearts above the
    gauge light up for them again. Your
    mods."crystals.enable" setting and RECOMP_CRYSTALS keep working.
  • Bloom on the Mods page. The game's bloom, the project's first
    tweak, is now a mod: turn it off or set its strength (0 to 2) from the
    menu and see it at once. Your [fx] glow and glow_intensity settings
    and the RECOMP_GLOW keys keep working as before.
  • Free camera from the Deck's pad. Hold Back then R3 for 0.4 s to
    start and stop the free camera where Guide never reaches the game (Steam
    on the Deck, the Game Bar on Windows), as Back+L3 opens the menu.
  • See the stage's collision. A new Collision mod on the Mods page
    (F4) draws the stage's collision around you in the game itself,
    coloured by slope, with x-ray and edge options. It is off by default
    and only for the curious: it changes nothing in play.
  • A clear warning for another release. If your dump is another
    region or revision than the one this port was made from, the wizard
    says so and asks before building, instead of failing at the very end
    with no reason.

For developers

  • Pins: xboxrecomp-cli v0.21.0 and toolkit blinx2-v0.14.0, up from
    v0.20.0 and blinx2-v0.13.0. The bootstrap blinx2.py is unchanged.
  • Keys that waited for the pin: [xbe] region, version and title
    record the reference release, so fingerprint, doctor, the wizard
    and the build stamp (release=) name a dump of another release;
    [saves] describes the save import; [system] languages lists the six
    languages for system.language (RECOMP_SYSTEM_LANGUAGE). v0.20.0
    refused all three.
  • Readable gen names: [pipeline] symbols points analyze at
    config/symbols.toml, so 196 gen functions carry their reverse-
    engineered names. Gen is otherwise identical to a stock regen.
  • Mod API 8: a 3D debug draw (draw3d_*) over the frame at the flip,
    on D3D11 and Metal; the collision mod is its first user. The CPU
    backend draws nothing yet.
  • Texture dumps for packs: RECOMP_DEBUG=tex_dump=<dir> writes each
    texture once by the hash the pack loader looks up; the texture
    inventory in analysis/ sizes the upscale work.
  • Toolkit groundwork, off by default: the in-window game reset's stop
    probe, statics scan and guest unwind (openspec game-reset), and
    deterministic mode stepping its clock only at frame-wait loops (about
    32 flips per virtual second, up from 8).
  • .gitattributes: JSON stays LF on Windows checkouts, so a
    core.autocrlf=true clone never rewrites hook_functions.json.

v2026.11.1

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@github-actions github-actions released this 03 Nov 21:01

The Windows build wizard works again, and your saves can travel.
2026.11.0's wizard stopped partway on many Windows PCs; this patch fixes
it and brings a mouse-friendly menu along.

  • Windows wizard fixed. Builds on a stock Windows PC finish again: no
    more UnicodeEncodeError in the hook scan, no more refusal of
    shaders/param-kinds.toml, and Retry works after a failed step.
  • Move your saves. The menu's new Saves page exports your saves to a
    zip and imports one on another PC. Your current saves are backed up
    first, and the game closes so its next start loads the imported ones.
  • Share your settings. The Files page exports your settings or a
    shader profile and imports one back, with a file browser in the menu.
  • The menu takes the mouse. Hover, click, drag sliders and scroll;
    an on-screen keyboard pops up for renames on a touch screen.
  • A tidier menu. Compact and expanded sizes (R3), a toolbar that
    folds to icons and button glyphs in the footer.
  • Free camera, easier to fly. A small indicator and a controls
    reminder while you fly, bindings drawn as the buttons and keys you
    press, mouse buttons for fly controls and one row to reset them.
  • Fixed: at 16:9 the lit heart crystals now move with the health
    panel instead of floating at their 4:3 spot.

For developers

  • Pins: xboxrecomp-cli v0.20.0 and toolkit blinx2-v0.13.0, up from
    v0.19.0 and blinx2-v0.12.0. The CLI writes every text file as UTF-8,
    clones the toolkit with core.autocrlf=false and heals an older CRLF
    clone; the toolkit's .gitattributes keeps packaged text LF. The
    bootstrap blinx2.py is the CLI's refreshed template.
  • Why a patch release: the fix lives in the CLI and the toolkit, and
    the wizard runs the pinned CLI, so the pins had to move before players
    could build again. The menu and mod changes already on the toolkit
    come along rather than being held back.
  • Collision class names: [[extract.collision_class]] rows name
    BLiNX 2's collision classes in blinx2 extract --collision, so the Godot
    scene lists them by name. v0.19.0 refused the key, so the table waited
    for this pin.
  • Mod API 7: glyph_name, the {ctl:} token and a per-mod status
    panel; the free camera's flight panel uses them. Off with the camera,
    so goldens draw nothing.
  • Deterministic mode (RECOMP_DEBUG=deterministic, off): a virtual
    clock, a fixed thread order and pad records on the title's poll clock,
    so a pad replay repeats state hash for state hash on one host. It is
    a debugging tool; stock runs read the clock as before.
  • Frame dumps as PNG: blinx2 frames compact keeps dumps lossless
    at a fraction of the BMP size, and the shot tools read both.

v2026.11.0

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@github-actions github-actions released this 01 Nov 20:11

A widescreen HUD, sharper CRT shaders and a handful of new mods.
Everything new is off until you turn it on, except the HUD at the
screen edges, and that one changes nothing at 4:3.

  • Widescreen HUD. At 16:9, 16:10 or 21:9 the HUD moves out to the
    edges: panel, Time and radar on the left; TS, the item counter, the
    goal message and the REW/PAUSE legend on the right. On by default;
    HUD at the screen edges on the Mods page turns it off, live.
  • The title movie fills a wide screen. It crops to the width instead
    of sitting in black bars (display.movie brings back black or fit).
  • CRT shaders fixed at high scales. The shader picture sits in the
    game's frame, and the scanlines no longer band at render scale 2 or 3.
  • Shader profiles. Chain up to 8 shaders, tune them, save them by
    name on the Shaders page and switch between them. On/off effects are
    toggles now, not sliders.
  • A friendlier menu. Changed rows are marked, Save and Revert work
    from any page, leaving with unsaved changes asks first, and the
    selected row explains itself in the footer.
  • Free camera on the Mods page. Turn it on, set speed, mouse
    sensitivity, invert and fast/slow, and rebind its controls there.
    Guide+Y starts it on a pad.
  • New mods, all off until you pick them:
    • Enemies: spawn a copy of the nearest enemy, defeat the nearest
      one, or give enemies up to 10 times the hp.
    • Crystal sets: BLiNX 1's rules, where a row of crystals grants a
      time control (Sweepers stages).
    • Shop: change shop prices and gun power, speed and ammo. Never
      saved; off puts them back.
    • Debug menu: opens the game's own debug menu and stage select
      from the title screen.
  • The real audio DSP, on by default. The game's own reverb, effect
    sends and mix, instead of a plain stereo fold. RECOMP_APU_DSP=0 in
    config/launch.env brings the old sound back.
  • Less disk wear. The cache partition lives in memory (up to the
    console's 750 MB) instead of being rewritten on your disk.
    ram_cache = false under [storage] puts it back on the disk.
  • Fixed: rewinding no longer loops when the cache partition is full.
  • Heads-up: the free camera's default keys moved: End freezes the
    world and Home resets the camera (were F8 and F5). The old
    free_*_key lines in your config.toml still work.

For developers

  • Pins: xboxrecomp-cli v0.19.0 and toolkit blinx2-v0.12.0, up from
    v0.16.0 and blinx2-v0.9.0. The toolkit adds the HUD anchor layer with
    its full stretch key, mod API v4 to v6 (hooks on recompiled
    functions, guest_call, guest_alloc), shader profiles, the menu's
    Save and Revert, and the lifter's 8- and 16-bit mul/div (19 sites
    in gen change).
  • Why the HUD mod is on by default: it is the one exception to
    default-off among the mods. At 4:3 it returns before any table lookup,
    so stock frames are untouched, and wide-screen players should not have
    to find a switch to see their HUD. The table keys 201 call sites in 18
    groups; each moved draw is restored byte for byte after it. Goldens run
    with mods=none.
  • Why display.movie = "fill": at 16:9 a cropped title movie looks
    better than a stretched or pillarboxed one. It does nothing at 4:3.
  • Regenerate gen: the HUD, entities, shop and walls mods add hook
    slots (config/hook_functions.json), so a build tree needs
    blinx2 analyze then blinx2 recomp.
  • Mod APIs: the entity API (src/ent_api.h: list, spawn, kill and
    hp scale for class-1 enemies, run on the guest thread through
    guest_call) and the shop and weapon API (catalogue, story-shop price
    lists, weapon stats) give mods typed access instead of raw guest
    memory.
  • Walls (experimental, off): a walls mod keeps the near face when
    the player sits inside a wall thinner than its own diameter, where the
    game's single best contact can push it through. That clip happens on
    original hardware too and may matter to speedruns, so it stays opt-in.
  • Gamepads on by default on every host, macOS included; only an
    input script or RECOMP_HOST_PAD=0 keeps them out. Packaged builds
    already had them on.
  • Per-title hard disk: dev runs without RECOMP_HDD_DIR now use
    <data>/xboxrecomp/<title id>, copying old saves once from the shared
    root. Installed builds are unchanged.
  • Pad scripts and recordings (RECOMP_PAD_SCRIPT, pad_record) now
    drive BLiNX 2, which polls its pads itself, and recordings can anchor
    to file opens so a longer load no longer drifts the presses.
  • Symbol map and extraction: config/symbols.toml gathers the
    functions, globals and fields named so far, each with its source, and
    imports into Ghidra; feeding it into gen through the CLI's
    [pipeline] symbols comes later. blinx2 extract turns the owner's
    stages into a local Godot project, with floor reflections, mirrored
    skies and additive glows; nothing it writes is shared.
  • Extract keys: [extract] in game.toml gains the stages'
    collision trees (M64 has none), the placement sets with per-stage
    layers, and 168 placement models with the collectible set, for
    blinx2 extract --collision and --placements.
  • Why the DSP is on: it is the faithful path; the stub skipped the
    game's effects mix. The default moved into the toolkit
    (XBOXRECOMP_APU_DSP ON where a dsp56300 archive exists), and a tree's
    own OFF stays OFF.

v2026.10.4

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@github-actions github-actions released this 30 Oct 05:36

CRT shaders, an in-game menu and a lighter Steam Deck. Everything new is
off until you turn it on, except the menu, and the menu only shows when you
open it.

  • CRT looks. Shadow mask, scanlines and a gentle curve on the final
    picture: crt-lottes, crt-lottes-fast, crt-hyllian, or AMD's fsr
    upscaler. Metal and Direct3D 11, with nothing extra to install on
    Windows.
  • A Shaders page. Pick a shader in the menu and tune its curvature,
    mask, scanlines and bloom live, with a Reset to preset. Save keeps only
    what you changed. The page shows only where this system can run the
    shaders.
  • An in-game menu, on by default. F10, Guide+A or Back+L3 held for a
    moment (and an Elite's P1 on macOS) opens it over the game: change the
    options while you play, rebind the host actions, turn mods on or off. On
    a Steam Deck, SteamOS keeps Guide+A: use Back+L3, or bind R4 to F10 once
    in Steam Input.
  • A stats strip. F3 shows fps, frame time, pacing, scale and backend in
    the corner.
  • Lighter on the Steam Deck. A heavy frame's draw work went from about
    18.5 to 14.4 ms.
  • Render scale switches at once. Textures stay loaded when you change
    the scale, on Metal and Direct3D 11.
  • Clean 2D at high scales. "2D on guest grid" (render.snap_2d, on
    the menu's Render page) removes the seams in loading screens and HUD
    tiles at scale 2 and up.
  • Character detail mod. On the Mods page: characters keep their
    detailed models further away, following the render scale.
  • Borderless fullscreen on macOS. No separate Space, and Cmd-Tab away
    and back just works.
  • The far sea fills widescreen. The distant sea now reaches the
    edges at 16:9 and wider.
  • Nintendo pads by position. On macOS and Linux, Switch Pro and
    GameCube pads map like an Xbox pad: the right face button is B whatever
    its label says. Windows is unchanged.
  • Heads-up: if you edited [input.bindings] or [input.actions] in
    config/config.toml, some names changed. See below.

Breaking: new names for controls and keys

The game now uses upstream xboxrecomp's names in [input.bindings] and
[input.actions]. The old names are not read any more: rewrite your own
lines with the table below (config.default.toml is updated for you).
Until you do, each old name logs an unknown control, unknown input or
unknown name line, and:

  • an old control name (ltrigger = ...) is ignored, and that control
    keeps its default;
  • an old key name is skipped but the rest of the line still applies, so a
    line left with no valid entries unbinds that control
    (start = "KPEnter" leaves Start with no key);
  • an action line such as menu.open keeps only its valid entries.
Old New
ltrigger rtrigger left_trigger right_trigger
lthumb rthumb left_thumb right_thumb
lstick_up lstick_down lstick_left lstick_right left_stick_up left_stick_down left_stick_left left_stick_right
rstick_up rstick_down rstick_left rstick_right right_stick_up right_stick_down right_stick_left right_stick_right
back+lthumb@400 (the menu chord) back+left_thumb@400
KP0 .. KP9 Numpad0 .. Numpad9
KPEnter KPPlus KPMinus NumpadEnter NumpadAdd NumpadSubtract
KPMultiply KPDivide KPPeriod NumpadMultiply NumpadDivide NumpadDecimal
LBracket RBracket LeftBracket RightBracket
MouseLeft MouseRight MouseMiddle Mouse1 Mouse2 Mouse3

Every other name works as before (Return, Esc, Mouse4, WheelUp
...), and Pause, CapsLock and Control are new. RECOMP_TRACE=key
prints each key by its new name ([KEY] down enter). The full list is in
docs/input.md.

For developers

  • Pins: xboxrecomp-cli v0.16.0 and toolkit blinx2-v0.9.0, up from v0.10.1
    and blinx2-v0.6.0. The toolkit now carries upstream xboxrecomp v0.15.0
    and v0.16.0, and the POSIX hosts link SDL3 instead of SDL2.
  • Why the menu is on by default: closed, it draws nothing and takes no
    input but the Guide+A and Back+L3 chords, and players should find F10
    without editing a file. A Deck A/B at stage 1 read 30.00 flips/s with it
    on and 29.99 off. enabled = false under [menu] turns it off; the
    goldens run with RECOMP_MENU=0. Every other new option stays off by
    default.
  • Why the rename breaks old configs: one vocabulary with upstream
    means every game on the toolkit reads the same file the same way. An
    old name is refused and named in the log, never guessed at.
  • Shaders: present.shader (RECOMP_PRESENT_SHADER, default none)
    runs a RetroArch slang preset through librashader v0.12.0 at present.
    The library is fetched at build time, pinned by sha256, and loaded at
    run time, never linked: without it the game logs one line and looks
    stock. On x86-64 Windows it is the toolkit's own D3D11-only build of the
    unmodified v0.12.0 source, which imports only system DLLs, so it runs
    on a stock Windows 11 without D3DX9 or the Visual C++ runtime. The CPU
    renderer ignores it.
  • Licences: every package carries the full third-party notices. The
    Windows exe's MinGW-w64 and llvm-mingw runtime terms are in LICENSES/
    with a NOTICE naming what each one links; the macOS app ships each
    bundled dylib's licence in Resources/LICENSES with
    BUNDLED-LIBRARIES.md; librashader's MPL-2.0 text and crate notices sit
    in shaders/.
  • Shader parameters: the Shaders page reads each preset's
    #pragma parameter table and sets values live on Metal and D3D11.
    Overrides live in [present.shader_params.<preset>] as
    <param> = <number>, and RECOMP_MODS_DESCRIBE=json lists every
    bundled preset's parameters. My wrapper presets calm the curvature
    (crt-lottes warpX 0.031 to 0.01, warpY 0.041 to 0.02; crt-lottes-fast
    CURVATURE 0.02 to 0.01); the vendored upstream files are untouched.
  • No fringing under gamescope: with a shader running, the present
    surface is the output, not the 640x480 frame, so gamescope no longer
    rescales the mask and scanlines by a non-integer factor.
  • Deck draw cost: D3D11 skips unchanged vertex constants and
    output-merger state, and the pushbuffer decode and per-batch setup are
    memoised within a flip (Metal gets the constant-upload skip too).
    RECOMP_D3D11_MEMO=0 turns the skips off for A/B runs.
  • Audio: the stub fix promised in v2026.10.3 ships: the stub re-arms
    its interrupt only when the sequencer is switched off, so the game's
    audio recovery runs once per boot, not about 23 times a second. The
    emulated audio DSP (MIT dsp56300 JIT) is now compiled into every build,
    but the stub stays the run-time default until the DSP shows no frame-rate
    cost; RECOMP_APU_DSP=1 turns it on.
  • cpuid: the game sets RECOMP_CPUID_NO_SIMD=1 by default again. The
    v0.16 toolkit reports MMX and SSE in cpuid, and the game's MMX JPEG
    decoder has not been checked lifted yet; RECOMP_CPUID_NO_SIMD=0
    reports them.

v2026.10.3

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@github-actions github-actions released this 22 Oct 04:29

Updating works again. If v2026.10.2 failed to build when you updated an
older install, run this release's wizard and choose Update.

  • Updates that build. The wizard now moves the toolkit to this
    release's version before it builds, so an update no longer compiles
    against old code.
  • Clearer build errors. When a build fails, the wizard shows the
    compiler's error lines first, not just the end of the log.
  • Widescreen and free camera, documented. The README now has sections
    and screenshots for [display] aspect (Hor+ 16:9, 16:10, 21:9) and the
    free camera (F6), plus the new options in the settings table.

For developers

  • Pins: xboxrecomp-cli v0.10.1 and toolkit blinx2-v0.6.0 (unchanged),
    so the game runs the same code as v2026.10.2.
  • Why updates broke: setup only checked that a toolkit clone existed.
    An update moved the [toolkit] pin but kept the clone at the first
    setup's tag. The CLI now marks the clones it makes and moves a marked
    clone to the pin (a developer's own checkout is left alone), and
    doctor reports a clone that is off its pin.
  • New release gate: scripts/release_build_check.py builds a clone of
    the previous release, updates it in place and packages it, the path
    that broke. It reproduces the v2026.10.1 → v2026.10.2 failure, and
    docs/packaging.md runs it before every tag.
  • Coming next, already merged in my toolkit:
    • Audio stub fix. The stub that stands in for the audio DSP re-armed
      its interrupt on every recovery, so the game ran its audio recovery
      about 23 times a second. It now runs once per boot. It ships in the
      next toolkit release.
    • An emulated audio DSP, opt-in at build time and at run time. The
      stub has no DSP, so games lose reverb and 3D effects, surround is
      folded to stereo, and Burnout 3's menu music is silent. The real
      programs now run on the MCPX's two DSPs through the MIT-licensed
      dsp56300 JIT. It stays opt-in until the goldens and the Deck and
      Windows numbers show it costs no frame rate. Licence rule: permissive
      or LGPL code only, no GPL, so the glue is written from hardware facts,
      not from xemu's GPL files.
    • Groundwork for a native Linux build (x86-64 MMIO handling). The
      plan: native by default on SteamOS with Proton as the opt-in, after
      the move to SDL3.

v2026.10.2

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@github-actions github-actions released this 21 Oct 21:03

Widescreen, a free camera and a friendlier build wizard. Built with
xboxrecomp-cli v0.10.0 and the toolkit at blinx2-v0.6.0. Every new option
is off by default, so the game looks and plays as before until you turn
one on in config.toml.

Added

  • Hor+ widescreen on Metal and Direct3D 11: [display] aspect = "16:9"
    (or "16:10", "21:9") shows more of the world at the sides instead of
    stretching it. The HUD keeps its 4:3 layout, and movie chooses how
    the cutscene movies fill the wider frame ("black", "fit", "fill").
  • A free camera: [camera] free = "on", then F6 starts and stops it. Fly
    with the pad or the mouse while BLiNX stands still; F8 stops and
    restarts the world, F7 shows or hides the HUD and F5 goes back to the
    game's camera. The keys and speeds are in config.default.toml.
  • [display] overscan crops the edges of the picture, as a TV did, for
    games that leave a border there. 0 (the default) shows the whole frame.
  • The build wizard can build for several platforms in one go, and its
    Welcome page, Fresh and Update choices and error messages are clearer.

Fixed

  • Audio under Proton (Steam Deck, Linux) has a deeper buffer, which
    removes the occasional crackle when the game is idle.
  • macOS: events the game sets and resets in quick succession now wake
    every thread waiting on them, as on Windows.

v2026.10.1

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@github-actions github-actions released this 18 Oct 03:17

Updates are now patches: from this release on, the build wizard
rebuilds only what changed and installs it over your current version,
instead of downloading and building the whole game again. Built with
xboxrecomp-cli v0.8.0 and the toolkit at blinx2-v0.5.1.

Added

  • Incremental builds and patch installers. Rebuilding gives the same
    files byte for byte, so an update ships only the files that differ
    from your installed version. A 2026.10.0 install can take this
    release as its first patch; on Windows, the first update moves the
    install to the new versioned layout and may be a full install once.
  • docs/frame-generation.md: how to get a 60 fps look with outside
    frame-generation tools (Lossless Scaling, lsfg-vk) while the game
    itself runs at its stock 30 fps.

Fixed

  • Direct3D 11 and Metal: texture-shader clip planes now cut what they
    should, as the software renderer already did. No BLiNX 2 scene seen
    so far uses them, so nothing in the game is expected to look different.

Known issues

  • The game crashed once in stage 5-1 on macOS, after about 90 seconds;
    it has not happened again in later runs and is still being watched.

v2026.10.0

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@github-actions github-actions released this 17 Oct 20:57

The first stable release. It builds and installs the game from your own
disc image with the build wizard for Windows, macOS and Linux (Steam Deck
included), and fixes what the release candidates left open. Built with
xboxrecomp-cli v0.7.7 and the toolkit at blinx2-v0.5.0.

Added

  • Anisotropic filtering: aniso under [render] in
    config/config.toml (2 to 16; 0, the stock look, by default) sharpens
    ground and walls at a distance, on Direct3D 11 and Metal.

Fixed

  • The game no longer freezes after the Tom Tom Gang rank exam.
  • macOS: the game no longer crashes when started from the Finder,
    including the first boot with no saves.
  • Steam Deck: controllers work again. The Proton release the bundle used
    started no controller driver, so the game saw no pads; the Deck build
    now uses GE-Proton11-7, which updating downloads once.
  • Steam Deck: a second launch while the game is starting says so instead
    of starting it twice, and the "Checking the Steam Linux Runtime" notice
    shows only once.
  • Controllers: a pad connected after launch on macOS and Linux is picked
    up, and a replugged pad takes its old port back. A controller on a
    second slot (Steam Deck Desktop Mode) now reaches player 1.
  • The stage 1 ocean and the Boss 3 ripple draw their bump-mapped
    surfaces instead of a plain texture. The Direct3D 11 side is by
    @hgeorgilas.
  • The characters on the Story Mode menu no longer go missing.
  • Sound: a voice the game is still updating no longer plays as a short
    burst, and a wide ADPCM block no longer overruns the decoder. Both
    fixes build on Matt Graham's (@MattSG)
    voice processor work in upstream xboxrecomp
    (#217); he
    co-authors them.
  • The game's cache files no longer share a folder with the hard disk's
    cache partitions, where they could collide.

Known issues

  • The game crashed once in stage 5-1 on macOS, after about 90 seconds;
    it has not happened again in later runs and is still being watched.

v2026.10.0-rc.2

v2026.10.0-rc.2 Pre-release
Pre-release

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@github-actions github-actions released this 16 Oct 04:34

Added

  • The wizard's Building page lists each part of the build in order, with
    its own progress, time and log, and shows that the build is still
    working during the long, quiet recompile step.
  • You choose where the finished build goes; by default it is a folder
    beside the wizard, not hidden in your user data.
  • When a build fails, the wizard shows which step failed, an excerpt of
    its log and the folder with the full logs.
  • Credits for this project, the tools it is built with and the
    third-party software, with their licences in NOTICES.txt.
  • The wizard has a gamepad icon on every platform.

Changed

  • The font hint for the sharper HUD appears only when the font is
    missing, with a link to get it.
  • Stopping a build asks first and says what a new run will reuse.
  • Releases carry these notes, and release candidates are marked as
    pre-releases.
  • Built with xboxrecomp-cli v0.7.5 and the toolkit at blinx2-v0.3.1
    (unchanged).

Fixed

  • The build wizard now builds on Windows. In rc.1 a Windows build stopped
    while packaging; the setup program's disk space estimate also left out
    the game files.