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Quest 64 Tale: Recompiled v1.1.6
Quest 64 Tale: Recompiled v1.1.6
Fixes Mr. McCloud drifting away from Brian during door transitions. Door poses
are centered on the character feet; the matching native Brian XYZ foot path is
applied separately in game units, independent of model size and facing.
The Maya door clips were corrected using the original Brian scene as reference.
Door placement now follows the root matrix actually submitted by the native
renderer, including its translation masks and scripted door movement. This
prevents the unmasked Maya path from being added again during a transition.
The tail is animated throughout the clips; staff grip and intersecting arm poses
were adjusted in the rig. The original Maya files remain untouched.
The native actor, camera, collision, shadow calculations and smooth vertex
interpolation remain active. The updated character pack requires v1.1.6.
Adds CustomChrMr.McCloudMod, a custom Brian replacement with all 30 animation
clips, the animated staff, original vertex colors and original-resolution PNGs.
The character faces Brian's forward direction, including the opening dialogue.
Eyes hold open for about three seconds, followed by a half-second blink at 12 fps:
001, 002, 003, 004, 003, 002 (the requested frames 17 through 22).
Texture UVs use Maya-style repeat wrapping and no low-resolution half-texel
shift, preserving small atlas details such as the nose and arm textures.
The GLB also animates eyelids through standard skinned geometry; no proprietary
texture-animation extension is required.
Custom-character support now accepts this more detailed model (3,725 triangles),
vertex colors and animated texture sequences. The native collision, attachment
and moving-shadow calculations and isolated rendering from v1.1.4 are preserved.
Both custom characters now use stable RT64 vertex-interpolation groups so
their baked animation poses blend together at 60 fps and higher. Body, head
and staff share one interpolated pose; UVs and eyelid textures remain discrete.
The existing high-speed interpolation guard is retained.
Kid Mage remains supported. Enable one custom character at a time in Mods.
Install the separate CustomChrMr.McCloudMod.qsmod and enable it in the launcher.
Requires v1.1.6. Profile mods load before executable-folder mods. Windows profile:
%LOCALAPPDATA%/Quest64Recompiled/mods. Linux: ~/.config/Quest64Recompiled/mods.
Includes all v1.1.4 and earlier game, camera, battle, save, travel, FMV and HUD fixes.
Game ZIPs contain no ROMs, extracted game assets, custom models, saves or personal
settings. Supply your own supported USA ROM. The separate mods ZIP has fifteen
installable packs. Character packs include their model, PNGs and pose cache.
Quest 64 Tale: Recompiled v1.1.2
Quest 64 Tale: Recompiled v1.1.2
Fixes an access violation when loading a saved game and entering gameplay.
The gameplay and accelerated door-check hooks now sign-extend guest addresses
before accessing game memory on a 64-bit host. Existing saves need no conversion.
Includes the latest readable vertical attack preview, spell/staff damage
percentages, and accelerated character/camera rendering changes. Game Speed
offers Default (1x), 2x, 4x and 8x in its Configure menu.
Debug travel uses normal grounded arrival coordinates for every selectable
location and all eight bosses, clearing leftover door input locks. This
avoids replaying a door animation that places Brian behind level geometry.
Ordinary door travel retains its native animations.
Mods load from the user profile's Quest64Recompiled/mods folder first, then
the mods folder beside the executable. The profile copy wins duplicate IDs.
On Windows the profile is %LOCALAPPDATA%/Quest64Recompiled; on Linux it is
~/.config/Quest64Recompiled. Restart the launcher after installing mods.
Controller Pak reads prefer the profile, then fall back to the game folder.
Successful writes mirror to both locations. Keep the header and numbered
Controller Pak save files together. Auto Save checkpoints remain separate.
The game archives contain no ROM, extracted game assets, saves, movies or
personal settings. Supply your own supported USA ROM. Optional mods are
distributed separately.
Quest 64 Tale: Recompiled v1.1.1
Quest 64 Tale: Recompiled v1.1.1
Mods and saves
Place the separate mod packs in mods/ beside the executable. The launcher
scans this folder regardless of its launch directory. Open Mods Folder and
Install Mods use this same folder. Restart after adding packs.
Controller Pak reads prefer %LOCALAPPDATA%/Quest64Recompiled on Windows,
or ~/.config/Quest64Recompiled on Linux, then fall back to the game folder.
Successful Controller Pak writes update both the profile and game folders.
This includes controllerPak_header.sav and controllerPak_file_*.sav.
If a destination cannot be written, the game reports the mirror failure in
its log. Existing saves are not overwritten merely by loading them.
Portable mode still controls launcher settings; save priority remains the same.
Separate Auto Save checkpoints retain their existing profile location.
Gameplay updates
- Optional Game Speed mod: Configure 2x, 4x or 8x. Walking, attacks, enemies,
spell effects and combat timers accelerate. Menus, dialogue and transitions
stay at normal speed. Camera, audio and FMV playback retain normal timing. - Spell Preview displays element multipliers (50%, 100%, 125%), estimated
damage ranges and damage as a percentage of enemy maximum HP. Staff damage
appears when the locked enemy is in reach. Predictions assume a hit. - Debug arrivals use the opposite side of the selected door/stair entrance.
- Includes the latest world-sprite, battle orientation, camera-relative
movement, widescreen compass and bounded 3D-arrow rendering fixes. - Includes all existing gameplay mods and the three-clip Solvaring FMV support.
The game ZIPs contain no ROM, extracted game assets, movies, saves or personal
settings. Supply your own supported USA ROM. The optional mods ZIP contains
thirteen installable packs only, including the Brian texture and FMV packs.
Quest 64 Tale: Recompiled v1.0.9
Quest 64 Tale Recompiled v1.0.9
Adds built-in fullscreen FMV playback for optional door-triggered movie mods.
Enable Solvaring Backstory FMV in the launcher before leaving the monastery.
After Brian exits the monastery's main front door and the door animation/fade
finishes, the supplied Solvaring backstory plays with sound. Gameplay pauses
and its audio is muted until the movie finishes. Escape, Enter, Space or the
controller's B/Start button skips the video and resumes outside the monastery.
The movie plays once per game session. Restarting the game allows it to play
again after another actual exit. Loading directly outside or using an interior
monastery door does not trigger playback. The FMV pack requires v1.0.9 or later.
Video preserves its original aspect ratio and letterboxes other screen shapes.
No external video player or codec installation is required.
Install the separate .qsmod pack in the game's Mods folder. Windows normally
uses %LOCALAPPDATA%/Quest64Recompiled/mods and Linux uses
~/.config/Quest64Recompiled/mods. Portable profiles have their own mods folder.
The game ZIP contains no ROM, original game assets or movie media. Supplied
movie media is included only in the optional FMV mod pack.
Quest 64 Tale: Recompiled v1.0.8
Quest 64 Tale Recompiled 1.0.8
Right stick: orbit left/right, raise toward an overhead view, or lower toward
the ground. Camera collision moves the view inward near loaded map surfaces.
Works during exploration and battles; scripted camera sequences keep control.
Walking follows the visible camera. Z cycles medium, far, furthest and near
distances. The camera searches for a clearer orbit when severely wall-blocked.
In battle, A acquires an enemy and aims attacks toward it; L cycles living
targets. Battle starts with a living target selected and retains the final
enemy. Yellow brackets encompass the target's body. Z is reserved for camera zoom in gameplay;
use A for attacks. Button names refer to the configured N64 controls.
Controls use Quest 64 action labels. Choose Overworld or Battle in the Controls
tab to edit independent gameplay bindings. The game switches profiles when
battle starts or ends. D-pad Up selects Fire, Down Water, Left Earth and Right
Wind; A casts the selected spell. Right-stick orbit directions can also be
rebound separately for each profile. Launcher menu bindings are shared.
In battle, Start opens Return / Escape / Quit. A selects an option; B or Start
returns to battle. Left stick or D-pad moves between options. Escape leaves
ordinary battles and is unavailable during boss fights. Quit returns to the title menu.
Graphics > Aspect Ratio > 16:9 applies globally, including native menus and
cutscenes. HUD Placement controls whether the Quest HUD stays centered, anchors
within 16:9, or follows the full screen width. XP and route panels are smaller
and adapt to the chosen aspect ratio with readable text and bar borders. Arrows
are clipped inside the cleared viewport. Door fades cover the widescreen view;
native HUD groups and element-choice numbers retain their alignment.
Enable All Stats Experience and Story Direction Arrow in the launcher's Mods
tab. These optional packs require version 1.0.8. The vertical XP panel shows HP, MP,
speed, defense and element progress. Successful magic attacks grant additional
HP XP; successful staff and magic attacks grant speed and defense XP. Existing
movement and damage XP remain active. Native stat caps and growth rules apply.
The horizontal, extruded purple 3D story arrow guides toward doors/zones along the route to the next
undefeated story boss. A locked route means its required item is missing; this
is a boss-route guide rather than a tracker for every NPC or optional quest.
Spirit Tracker is a separate optional mod: it counts uncollected spirits in the
current level, shows collected/total and remaining, and draws a smaller orange
3D arrow beside the purple arrow toward the nearest spirit,
using connecting doors when the spirit is in another reachable room.
Spell Preview shows the selected spell's native hit radius and target distance
in game world units, plus its element effectiveness against the locked enemy.
Hit radius describes the collision area; it does not predict projectile travel,
obstructions, random spread or guarantees that an attack will hit.
Debug travel restores the complete native entrance record, including door and
stair walk-in state. Boss travel starts at the normal area entrance; approach
the boss to trigger the reopened encounter. The boss selector matches the
location selectors' styling.
Mods are distributed separately. Place the .qsmod and .rtz files in the game's
Mods folder. Windows defaults to %LOCALAPPDATA%/Quest64Recompiled/mods;
Linux defaults to ~/.config/Quest64Recompiled/mods. Portable mode uses mods/
beside the executable. This package contains no ROM or extracted game assets.
Quest 64 Tale: Recompiled v1.0.7
Quest 64 Tale: Recompiled v1.0.7
Adds three independently toggleable packs on Windows and Linux:
- Auto Save records separate checkpoints after door and zone movement releases control. Use Restore Auto Save in the Mods footer, then close settings after loading a game. Keeps two generations, preserves normal Controller Pak saves, and restores older checkpoints through a native entrance.
- Random Encounter Rate offers Off, 10%, 25%, 50%, and Default under Configure. Applies per distance travelled; scripted boss fights remain available.
- Enemy Health Bars updates overhead bars each battle frame, including bosses, and keeps close-range bars at the screen edge.
Includes the latest autosave doorway-placement and enemy health-bar visibility corrections, plus the confirmed v1.0.6 shadow and hair fixes. Existing four mod packs remain compatible.
Supply your own USA ROM. Game ZIPs exclude ROMs, extracted gameplay assets, saves, personal settings, and mod packs. Both builds, automated behavior checks, ZIP integrity, and privacy audits passed.
Quest 64 Tale: Recompiled v1.0.6
Quest 64 Tale: Recompiled v1.0.6
Fixes Brian's detached or missing ground shadow by restoring attachment coordinates from the completed joint matrix. Retains native shadow depth handling to avoid the previous shadow flicker regression.
Fixes Brian's running hair jitter at higher rendering framerates through stable per-part matrix interpolation. These fixes have been confirmed in the Windows render test and are included in both platform builds.
Windows and Linux support the same four mods. Existing v1.0.5 mod packs remain compatible. Supply your own original USA ROM. Game ZIPs exclude ROMs, extracted gameplay assets, saves, personal settings and mod packs.
Quest 64 Tale: Recompiled v1.0.5
Quest 64 Tale: Recompiled v1.0.5
Windows and Linux releases include the same source changes and four mod handlers. Install the separate mod packs through the Mods menu. Supply your own original USA ROM at launch.
The supplied launcher artwork and open UI resources are included. ROMs, extracted game models/textures, mod packs, save data and personal settings are excluded from game ZIPs.
This release includes rendering adjustments for Brian's shadow and dark-material flicker; their appearance still requires in-game confirmation. Debug travel bypasses movement between areas rather than completing all preceding quest events.