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v1.1.2p

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@flafmg flafmg released this 03 Nov 02:45

this is a pre-release, it has a lot of new stuff and wasnt tested as much as a full release, so expect some bugs, please report anything you find!

heads up: the settings system was rewritten, so your settings from previous versions are reset to the defaults

Changes

  • added language packs (put them in the translations folder)
  • added a game text language option, separate from the interface language
  • added room extension (settings > display), fills the area outside the room on widescreen with custom fills, a color fill, or tun off
  • added room fills for most rooms of the castle, some still need revision tho
  • added support for slang/libretro shader presets through ShaderMod
  • added the Asset Pack manager and an in-game Asset Pack Editor to create and edit packs
  • texture replacement now works properly on alucard, enemies, items, hud and tilesets with a custom provider (games sends this data weirdly by default)
  • added true 24bit color option
  • added option to control the display of the dithering
  • added autohide for top bar
  • added autohide mouse after 5 seconds
  • added a crash popup that shows where the crash log was saved
  • added skip prologue to the QoL options
  • disabling letterbox now zooms the image to cover the bars instead of removing the bars
  • fixed water in the underground caverns, reverse caverns, castle entrance and scylla fight in widescreen
  • fixed lava glow in the catacombs in widescreen
  • fixed trees and foliage in the castle entrance intro in widescreen
  • fixed the castle destruction effect in the prologue in widescreen
  • fixed static backgrounds ending at the 4:3 border in some rooms
  • fixed characters disappearing early near the screen edges, they now fade
  • richter's hud now follows the widescreen margin correctly
  • fixed the game over screen melting effect being corrupted without letterbox, the game over image being stretched and the title screen corrupting after it
  • fixed richter not being able to slide near the screen edges in widescreen
  • fixed richter's whip, subweapons and effects disappearing near the screen edges in widescreen
  • fixed richter's cross, rebound stone and agunea disappearing before leaving the screen
  • fixed a one frame jump on horizontal room transitions
  • improved stability overhaul
  • improved other widescreen effects

Just to reinterate, this is a pre-release version, some stuff is not yet fully tested or finished

Dependencies

You're required to install dotnet 10 runtime to run the recomp, otherwise the game will not open, ideally also make sure to install OpenAL, as of the current version no further dependencies are required

you can find instructions downloading dotnet 10 for linux systems that dont have it on their packages here, or you can run "run.sh" wich will install dotent if not available and execute sotn for you

v1.1.1p

v1.1.1p Pre-release
Pre-release

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@flafmg flafmg released this 03 Nov 00:06

pre-release version

Dependencies

You're required to install dotnet 10 runtime to run the recomp, otherwise the game will not open, ideally also make sure to install OpenAL, as of the current version no further dependencies are required

you can find instructions downloading dotnet 10 for linux systems that dont have it on their packages here, or you can run "run.sh" wich will install dotent if not available and execute sotn for you

v1.1.0p

v1.1.0p Pre-release
Pre-release

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@flafmg flafmg released this 02 Nov 22:37

notes to be added

a note from flaffy

Hello there, im flaffy, the "lead" developer? i think? i just want to say that i will be taking a small break after this release, my univeristy semester started and things are getting messy, i will go on for smaller projects for fun, this doesnt mean SymphonyRecomp will be abandoned xD there still a team and i will be still arround fixing some minor bugs, it will just not be my main focus for now

if you want to follow what i will be up to next you can follow my youtube channel, i plan on doing some devlogs of the stuff im up to, i also made a patreon but since i dont want to make it related to the recomp, due to legal reasons, i wont link it here.

See you all arround! i hope you enjoy this project, me and the rest of the team have put a lot of effort on it! <3

Dependencies

You're required to install dotnet 10 runtime to run the recomp, otherwise the game will not open, ideally also make sure to install OpenAL, as of the current version no further dependencies are required

you can find instructions downloading dotnet 10 for linux systems that dont have it on their packages here, or you can run "run.sh" wich will install dotent if not available and execute sotn for you

v1.0.0p

v1.0.0p Pre-release
Pre-release

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@flafmg flafmg released this 21 Oct 02:29

1.0.0 pre release, only download if you want to participate in the playtesting

v0.5.1b

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@flafmg flafmg released this 19 Aug 01:28

AHOY!!! BIG UPDATE AHEAD!

0.5b is a bit of a big update, it massively revamps the UI, and makes the game way more stable!

Requirements have been lowered once again, now even if your gpu is from 2009 you can play, tho opengl 2.1 still a bit unstable!

2026/10/03 update

hello, im just writing this to say the project IS NOT ABANDONED, ive been working on the 1.0 release for this time, but uni and medievilrecomp have limited my time a bit, 1.0 is planned to release soon, i will not provide a specific date yet, follow our discord to stay tuned!

A quick note

I am tired of seeing people invalidate our work by already speculating this is a vibe-coded port, i get that the ps1 recomp space is FLOODED with slop(afaik we are the only non-slop recomp for ps1), so i will put a big disclaimer here: THIS DOES NOT USE AI, we have put a lot of time and effort in this, this uses its own recompiler tool and was made with human care, it doesnt mean its perfect, we are not perfect, but different from a souless machine we care about fixing the issues and improving it (just compare 0.1b with the current version xD), i wouldnt say i am completly against AI, but i can say that it is destroying the meaning of "recomp", now people automatically associate "recomp" with "ai slop" and this is infuriating, sorry for bothering your changelog, i just felt that it was necessary to state this here, now back to the changes:

Changes

  • massive UI rework, added themes, different langauges, and better font, currently supported languages are: english, spanish (latam), portuguese (brazilian), japanese, and simplified chinese
  • added a hard reset option and a soft reset one
  • added a controller selector in settings
  • added .chd suport
  • reduced minimum opengl requirement to 2.1, it is highly experimental still and has problems
  • improved opengl 3.3 rendering backend, some minor graphical problems and slowdowns have been fixed
  • replaced the "native resolution" toggle with a proper resolution scale slider
  • entities, collision and enemy processing now work on the extended screen instead of being faked around it, so there is no pop in and out on the sides
  • sotn gets more virtual memory(to help the tile memory being exceeded in some parts of the castle causing some tiles not to render)
  • mods dropped into the mods folder are now detected automatically
  • added an experimental asset replacement system, documentation for it will come in the near future(it may have already come when you read this)
  • fixed some minor bugs on randomizer
  • randomizer now saves metadata on your save, so when you load a randomized save the same configuration is applied again!
  • randomizer now warns when you enter a save with different settings applied, also pretty notification system yay
  • other stability improvements
  • removed herobrine

v0.5.1b

  • fixed a problem with stagesym and with naming that caused widescreen to not worked properly in some inverted castle stages

future plans

these are short and long-therm plans for the future of the 0.5b version, this will come in the next subversions for it

  • proper system to take panels out of the main window
  • polishing of the asset replacing system, adding menus to manage loaded assets and etc, also make it easier to use whenever possible
  • finish the mod hub and mod browsing system

known bugs

  • opengl 2.1 support has problems with bitmasking not working properly, i havent found a proper solution yet

Removed

  • linux-arm64 build was removed, the libraries dont have good support for it and i dont have the necessary hardware to make proper testing

Help Wanted!

If you want to help the development but dont know how to code, you can help us by providing(human made) translations for the UI! we tried to the best of our abbilities to add support to the most langauges we know, but any improvement and addition is welcome!

a note from flaffy

Hello there, im flaffy, the "lead" developer? i think? i just want to say that i will be taking a small break after this release, my univeristy semester started and things are getting messy, i will go on for smaller projects for fun, this doesnt mean SymphonyRecomp will be abandoned xD there still a team and i will be still arround fixing some minor bugs, it will just not be my main focus for now

if you want to follow what i will be up to next you can follow my youtube channel, i plan on doing some devlogs of the stuff im up to, i also made a patreon but since i dont want to make it related to the recomp, due to legal reasons, i wont link it here.

See you all arround! i hope you enjoy this project, me and the rest of the team have put a lot of effort on it! <3

Dependencies

You're required to install dotnet 10 runtime to run the recomp, otherwise the game will not open, ideally also make sure to install OpenAL, as of the current version no further dependencies are required

you can find instructions downloading dotnet 10 for linux systems that dont have it on their packages here, or you can run "run.sh" wich will install dotent if not available and execute sotn for you

v0.5.0b

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@flafmg flafmg released this 18 Aug 23:57

AHOY!!! BIG UPDATE AHEAD!

0.5b is a bit of a big update, it massively revamps the UI, and makes the game way more stable!

Requirements have been lowered once again, now even if your gpu is from 2009 you can play, tho opengl 2.1 still a bit unstable!

Changes

  • massive UI rework, added themes, different langauges, and better font
  • added a hard reset option and a soft reset one
  • added a controller selector in settings
  • added .chd suport
  • reduced minimum opengl requirement to 2.1, it is highly experimental still and has problems
  • improved opengl 3.3 rendering backend, some minor graphical problems and slowdowns have been fixed
  • replaced the "native resolution" toggle with a proper resolution scale slider
  • entities, collision and enemy processing now work on the extended screen instead of being faked around it, so there is no pop in and out on the sides
  • sotn gets more virtual memory(to help the tile memory being exceeded in some parts of the castle causing some tiles not to render)
  • mods dropped into the mods folder are now detected automatically
  • added an experimental asset replacement system, documentation for it will come in the near future(it may have already come when you read this)
  • fixed some minor bugs on randomizer
  • randomizer now saves metadata on your save, so when you load a randomized save the same configuration is applied again!
  • randomizer now warns when you enter a save with different settings applied, also pretty notification system yay
  • other stability improvements
  • removed herobrine

future plans

these are short and long-therm plans for the future of the 0.5b version, this will come in the next subversions for it

  • proper system to take panels out of the main window
  • polishing of the asset replacing system, adding menus to manage loaded assets and etc, also make it easier to use whenever possible
  • finish the mod hub and mod browsing system

known bugs

  • opengl 2.1 support has problems with bitmasking not working properly, i havent found a proper solution yet

Removed

  • linux-arm64 build was removed, the libraries dont have good support for it and i dont have the necessary hardware to make proper testing

Help Wanted!

If you want to help the development but dont know how to code, you can help us by providing(human made) translations for the UI! we tried to the best of our abbilities to add support to the most langauges we know, but any improvement and addition is welcome!

a note from flaffy

Hello there, im flaffy, the "lead" developer? i think? i just want to say that i will be taking a small break after this release, my univeristy semester started and things are getting messy, i will go on for smaller projects for fun, this doesnt mean SymphonyRecomp will be abandoned xD there still a team and i will be still arround fixing some minor bugs, it will just not be my main focus for now

if you want to follow what i will be up to next you can follow my youtube channel, i plan on doing some devlogs of the stuff im up to, i also made a patreon but since i dont want to make it related to the recomp, due to legal reasons, i wont link it here.

See you all arround! i hope you enjoy this project, me and the rest of the team have put a lot of effort on it! <3

Dependencies

You're required to install dotnet 10 runtime to run the recomp, otherwise the game will not open, ideally also make sure to install OpenAL, as of the current version no further dependencies are required

you can find instructions downloading dotnet 10 for linux systems that dont have it on their packages here, or you can run "run.sh" wich will install dotent if not available and execute sotn for you

v0.4.3b

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@flafmg flafmg released this 09 Aug 04:07

IF YOU ARE RUNNING 0.3b OR EARLIER YOU NEED TO MANUALLY DOWNLOAD THIS UPDATE FROM THE RELEASE PAGE!!! THE AUTO-UPDATER WILL NOT WORK PROPERLY

note

the next update will be 0.5b, it will bring a ton of updates, so it will take a while, please be patient, the reported bugs are going to be fixes in 0.5b, please avoid duplicating issues, if a problem you had already has an issue open it propably means it will be fixed in 0.5b

Changes

  • fixes an issue with the mod's hooking system, mods should work correctly now
  • fixed inverted castle having problems with the widescreen patches and transition patches
  • reduced minimum opengl requirement to 3.3 (4.5 will still be used when available, it will be eventually droped if gl3.3 is stable enough)
  • added vsync option
  • fixes RSL bug being accidentaly patched (oops) game nows uses original behaviour when using original aspect ratio
  • fixed alucard's rendering overlays having an incorrect offset
  • added an patch to extend the view on st0(dracula fight as richter) using the tiles from TOP(catle top as alucard), its just an image not an new tileset
  • added shader mod (crt-geom included, you can put custom shaders, feel fre to open a pr to include other shaders!)
  • reworked Recompone's rendering backend
  • some of the screen fades and flashes now display correctly to your selected aspect ratio
  • added linux arm64 build

0.4.1b

  • fixed some overlay functions duplicate not being properly named causing issues with the widescreen patches not having all necessary functions on inverted castle (wich was suposed to be fixed in 0.4b) this issue is now fixed

0.4.2b

  • fixed colission problems on some bosses
  • added an script to run it on imutable systems (can work on other systems too)
  • randomizer fixes

0.4.3b

  • fixed some runtime graphic backend issues
  • reworked top bar
  • fixed japanese familiars being in the wrong order
  • update various panels to have clearer language
  • fixed file selector not working on arm mac devices
  • should fix problems with display scailing, althought this was not properly tested yet

removed

  • bordeless fullscreen was removed, im not very sure how to correctly implement it im sorry, exclusive fs was made a bit better (wont auto-minimize anymore)

known bugs

  • display scale can cause issues with the gui
  • ogl 3.3 does not display the photo post richter dracula battle correctly
  • ogl 3.3 can have some slowdowns and minor graphical problems
  • file picker will not properly work on linux arm build, you need manually provide the path

UNTESTED

  • OGL 3.3 support has not yet been fully tested and can have minor issues

WARNING

from 0.4b onwards you are required to have dotnet 10 installed, if you dont the application will fail to launch, from now on every changelog will include the section bellow for new users

the reason betwen this decision is to reduce file size and fix the modding system, it doesnt work in single file publish, having it self contained creates a montain of files, so removing it from self contained both reduces the ammount of files and the size of the application

Dependencies

You're required to install dotnet 10 runtime to run the recomp, otherwise the game will not open, ideally also make sure to install OpenAL, as of the current version no further dependencies are required

you can find instructions downloading dotnet 10 for linux systems that dont have it on their packages here, or you can run "run.sh" wich will install dotent if not available and execute sotn for you

v0.4.2b

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@flafmg flafmg released this 07 Aug 01:48

IF YOURE RUNNING 0.3b OR BELLOW YOU NEED TO MANUALLY DOWNLOAD THIS UPDATE FROM THE RELEASE PAGE!!! THE AUTO-UPDATER WILL NOT WORK PROPERLY

Changes

  • fixes an issue with the mod's hooking system, mods should work correctly now
  • fixed inverted castle having problems with the widescreen patches and transition patches
  • reduced minimum opengl requirement to 3.3 (4.5 will still be used when available, it will be eventually droped if gl3.3 is stable enough)
  • added vsync option
  • fixes RSL bug being accidentaly patched (oops) game nows uses original behaviour when using original aspect ratio
  • fixed alucard's rendering overlays having an incorrect offset
  • added an patch to extend the view on st0(dracula fight as richter) using the tiles from TOP(catle top as alucard), its just an image not an new tileset
  • added shader mod (crt-geom included, you can put custom shaders, feel fre to open a pr to include other shaders!)
  • reworked Recompone's rendering backend
  • some of the screen fades and flashes now display correctly to your selected aspect ratio
  • added linux arm64 build

0.4.1b

  • fixed some overlay functions duplicate not being properly named causing issues with the widescreen patches not having all necessary functions on inverted castle (wich was suposed to be fixed in 0.4b) this issue is now fixed

0.4.2b

  • fixed colission problems on some bosses
  • added an script to run it on imutable systems (can work on other systems too)
  • randomizer fixes
  • window initialization was using gl 4.5 instead of the lowest available to avoid issues on mac, mac builds should now be working as intended

removed

  • bordeless fullscreen was removed, im not very sure how to correctly implement it im sorry, exclusive fs was made a bit better (wont auto-minimize anymore)

known bugs

  • display scale can cause issues with the gui
  • ogl 3.3 does not display the photo post richter dracula battle correctly
  • file selection dialog does not work properly on arm mac and linux (this will be fixed for mac soon, not sure about what to do for linux arm as of now)

UNTESTED

  • OGL 3.3 support has not yet been fully tested and can have minor issues

WARNING

from 0.4b onwards you are required to have dotnet 10 installed, if you dont the application will fail to launch, from now on every changelog will include the section bellow for new users

the reason betwen this decision is to reduce file size and fix the modding system, it doesnt work in single file publish, having it self contained creates a montain of files, so removing it from self contained both reduces the ammount of files and the size of the application

Dependencies

You're required to install dotnet 10 runtime to run the recomp, otherwise the game will not open, ideally also make sure to install OpenAL, as of the current version no further dependencies are required

you can find instructions downloading dotnet 10 for linux systems that dont have it on their packages here, or you can run "run.sh" wich will install dotent if not available and execute sotn for you

v0.4.1b

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@flafmg flafmg released this 06 Aug 04:19

YOU NEED TO MANUALLY DOWNLOAD THIS UPDATE FROM THE RELEASE PAGE!!! THE AUTO-UPDATER WILL NOT WORK PROPERLY

Changes

  • fixes an issue with the mod's hooking system, mods should work correctly now
  • fixed inverted castle having problems with the widescreen patches and transition patches
  • reduced minimum opengl requirement to 3.3 (4.5 will still be used when available, it will be eventually droped if gl3.3 is stable enough)
  • added vsync option
  • fixes RSL bug being accidentaly patched (oops) game nows uses original behaviour when using original aspect ratio
  • fixed alucard's rendering overlays having an incorrect offset
  • added an patch to extend the view on st0(dracula fight as richter) using the tiles from TOP(catle top as alucard), its just an image not an new tileset
  • added shader mod (crt-geom included, you can put custom shaders, feel fre to open a pr to include other shaders!)
  • reworked Recompone's rendering backend
  • some of the screen fades and flashes now display correctly to your selected aspect ratio
  • added linux arm64 build

0.4.1b

  • fixed some overlay functions duplicate not being properly named causing issues with the widescreen patches not having all necessary functions on inverted castle (wich was suposed to be fixed in 0.4b) this issue is now fixed

removed

  • bordeless fullscreen was removed, im not very sure how to correctly implement it im sorry, exclusive fs was made a bit better (wont auto-minimize anymore)

known bugs

  • display scale can cause issues with the gui
  • ogl 3.3 does not display the photo post richter dracula battle correctly

UNTESTED

  • OGL 3.3 support has not yet been fully tested and can have minor issues

WARNING

from 0.4b onwards you are required to have dotnet 10 installed, if you dont the application will fail to launch, from now on every changelog will include the section bellow for new users

the reason betwen this decision is to reduce file size and fix the modding system, it doesnt work in single file publish, having it self contained creates a montain of files, so removing it from self contained both reduces the ammount of files and the size of the application

Dependencies

You're required to install dotnet 10 runtime to run the recomp, otherwise the game will not open, ideally also make sure to install OpenAL, as of the current version no further dependencies are required

you can find instructions downloading dotnet 10 for linux systems that dont have it on their packages here

v0.4b

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@flafmg flafmg released this 06 Aug 01:20

YOU NEED TO MANUALLY DOWNLOAD THIS UPDATE FROM THE RELEASE PAGE!!! THE AUTO-UPDATER WILL NOT WORK PROPERLY

Changes

  • fixes an issue with the mod's hooking system, mods should work correctly now
  • fixed inverted castle having problems with the widescreen patches and transition patches
  • reduced minimum opengl requirement to 3.3 (4.5 will still be used when available, it will be eventually droped if gl3.3 is stable enough)
  • added vsync option
  • fixes RSL bug being accidentaly patched (oops) game nows uses original behaviour when using original aspect ratio
  • fixed alucard's rendering overlays having an incorrect offset
  • added an patch to extend the view on st0(dracula fight as richter) using the tiles from TOP(catle top as alucard), its just an image not an new tileset
  • added shader mod (crt-geom included, you can put custom shaders, feel fre to open a pr to include other shaders!)
  • reworked Recompone's rendering backend
  • some of the screen fades and flashes now display correctly to your selected aspect ratio
  • added linux arm64 build

removed

  • bordeless fullscreen was removed, im not very sure how to correctly implement it im sorry, exclusive fs was made a bit better (wont auto-minimize anymore)

known bugs

  • display scale can cause issues with the gui
  • ogl 3.3 does not display the photo post richter dracula battle correctly

UNTESTED

  • OGL 3.3 support has not yet been fully tested and can have minor issues

WARNING

from 0.4b onwards you are required to have dotnet 10 installed, if you dont the application will fail to launch, from now on every changelog will include the section bellow for new users

the reason behind this decision is to reduce file size and fix the modding system, it doesnt work in single file publish, having it self contained creates a montain of files, so removing it from self contained both reduces the ammount of files and the size of the application

Dependencies

You're required to install dotnet 10 runtime to run the recomp, otherwise the game will not open, ideally also make sure to install OpenAL, as of the current version no further dependencies are required

you can find instructions downloading dotnet 10 for linux systems that dont have it on their packages here