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DKC1Recomp v0.0.17 - Windows player host with frame generation

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@elliotttate elliotttate released this 19 Sep 16:19

v0.0.16 shipped the native Win32 diagnostics host as the Windows download. It
needed the ROM on the command line or beside the executable, opened with the
debug panel, closed on Escape, and had no settings, controller, save-slot,
Dixie or music controls. This release returns to the SDL player host and
carries every presentation change the native host introduced into it.

What changed for players

  • Launch and ROM. Double-click DKC1Recomp.exe. The first launch asks for
    the clean DKC1 USA v1.0 ROM (verified by SHA-256) and remembers it; later
    launches open the game directly. Game > Change ROM... picks another
    file and restarts the matching runtime after saves are flushed.
  • Escape opens the settings panel (Graphics, CRT, Settings, Controls,
    Assist, Mods / Music, Credits) and never closes the game. In fullscreen the
    first Escape returns to windowed mode. Quit is Game > Quit, the window
    close button, or the panel's Quit button.
  • Direct3D 11 presentation through a flip-model swap chain paced by its
    frame-latency waitable object (maximum latency one). The compositor-locked
    pacer, DwmFlush and timer modes, integer display divisor, DXGI scanout
    statistics, MMCSS thread priority and the dkc1.pacing.v5 log are the
    native host's, now driving the full SDL feature set. The Mac graphics passes
    (nearest / bilinear / sharp bilinear / Reconstruct, CRT television with all
    presets and masks, screen color models) run as HLSL translated from the
    same Metal source. OpenGL 3.3 paced by DwmFlush is the automatic fallback.
  • Smooth animation / frame generation (View menu or F10, persisted):
    held-pose interpolation at 60 Hz with about 67 ms of extra display latency,
    plus generated in-between images on 120/240 Hz displays. The half-frame
    worker, the v0.0.16 cadence rule (a real frame splits its refreshes only
    when its own midpoint follows) and the invalidation on state load, rewind,
    fast-forward, aspect change and layer isolation are all carried over.
  • View > Pixel aspect: SNES 7:6 (authentic CRT) or square pixels.
  • No diagnostics by default. The window title is DKC1Recomp (plus the
    Dixie variant name, paused state, or an isolated layer). Tier-2 coverage
    journals no longer land in the user directory; SNESRECOMP_TIER2_CAPTURE=1
    re-enables them. The provenance overlay, layer isolation and pacing log
    remain available from the View menu and environment for testers.
  • Everything from v0.0.13 stays: dark native menus, 4:3 / 16:10 / 16:9 with
    level-edge policies, both players' keyboard/controller remapping, analog
    deadzones, Assist rewind / fast-forward / five state slots, MSU-1 music
    packs, controller stomp rumble with a test pulse, Candy saves persisting in
    %APPDATA%/Flat2VR/DKC1Recomp/saves/save.srm, the experimental aquatic
    widescreen opt-in, and Mods > Dixie Kong Country as the bundled
    dkc1_dixie_desktop.exe synthesized from the same clean ROM.
  • Dixie in widescreen. The variant's generated code now receives the
    same fail-closed widescreen adaptations as stock, and the host no longer
    pins it to 4:3. Switching mods still restarts the game: Dixie is a separate
    recompiled program and cannot be swapped inside a running process.

Packages

  • DKC1Recomp-v0.0.17-Windows-x64.zip: the Windows SDL player host
    (DKC1Recomp.exe, dkc1_dixie_desktop.exe, SDL2.dll, licenses, docs,
    BUILDINFO.json). Windows 10/11 x64 with Direct3D 11 feature level 10.0
    or OpenGL 3.3.
  • DKC1Recomp-v0.0.15-macOS-arm64-HD-Preview.zip: the latest macOS build,
    carried forward unchanged from v0.0.15 and v0.0.16 with its original
    filename and SHA-256
    01c00aa8b410bacce08c08574ed6a41f649bb9e121dcef5e0447171a8953be0f. It
    includes that release's first-level HD preview and Dixie support and
    requires macOS 26 on Apple Silicon. It has not been rebuilt with this
    release's Windows presenter changes or the Dixie widescreen change.

SHA-256 sidecars accompany both archives. No ROM or save state is included;
supply the verified clean DKC1 USA v1.0 ROM described in each package.

Source changes

  • runner/windows_present.c ports the Direct3D presenter, pacer, midpoint
    worker and frame-generation glue from runner/win32_host.c behind a small
    API the SDL host calls; scripts/generate_windows_hlsl.py translates
    runner/macos_graphics.metal mechanically (single-argument constructors
    become casts, mix/fract become lerp/frac, samplers stay explicit).
    The GLSL translator skips the Mac-only HD finish pass so the OpenGL fallback
    still builds.
  • The v0.0.16 branch is merged back onto the v0.0.14 line with the Windows,
    iOS, save-persistence, Dixie and haptics files restored (the v0.0.15
    snapshot had dropped them). The Win32 diagnostics host keeps its frame
    generation, cadence fix and D3D presenter; it is built by build_host.bat
    and is not packaged.
  • scripts/generate_dixie_sources.py applies the embedded IPS in Python, so
    the Windows build no longer needs a C compiler step or the Mac script to
    produce the Dixie sibling; build_windows.ps1 builds both executables.
  • The pinned engine advanced to 75223f3 (HD presentation and Dixie data
    banks, per-bank interpreter counters). The pinned miniz snapshot configures
    under CMake 4 through CMAKE_POLICY_VERSION_MINIMUM.

Validation

  • Dixie 16:9: three 16,000-frame Jungle entry repeats on the new
    dkc1_dixie_headless.exe are byte-identical (framebuffer, WRAM, VRAM,
    CGRAM, OAM, audio); the 4:3 dixie-jungle contract still passes its entry
    and quickload legs. The new dixie-jungle-widescreen contract passes its
    checkpoints with zero cache-bound events but fails the zero retrodiction
    budget exactly as stock's jungle-entry does: that stock gate has been
    failing since at least v0.0.14 (1,765 identical events on v0.0.14, v0.0.16
    and this build, unaffected by the level-edge policy) and is now recorded as
    an open known issue rather than a Dixie or merge regression. The merged
    stock build's 16:9 Jungle framebuffer and audio hashes equal v0.0.14's.
    The visible Dixie window was inspected in 16:9 at Jungle Hijinxs.
  • Windows CTest: windows_graphics (OpenGL and Direct3D synthetic tests: 12
    modes at native, 4x and fractional sizes, exact native pixels, stable
    repeats, immutable input, source invalidation), windows_platform
    (23 graphics fields at min/mid/max, controls roundtrip, menu checkmarks
    including frame generation and pixel aspect, host preference roundtrips,
    fullscreen menu-bar detach/restore), windows_music, and both variants'
    --haptics-test. All pass; runner/windows_present.c compiles under
    /W4 /WX.
  • Public suite: 303 tests; the five HD-preload/material-cache and
    widescreen-backport-model checks fail only on this machine's missing POSIX
    cc and libm link, as recorded for v0.0.16. New tests cover the HLSL
    translation contracts and the IPS application in the Dixie generator.
  • Live 600-frame runs on a 120 Hz display with the pacing log
    (tools/analyze_pacing.py): waitable pacing on d3d11, 570 steady frames,
    0 overruns, 0 wait timeouts, submit interval p50 16.665 ms; DXGI statistics
    show every present on exactly 2 refreshes. With frame generation, 1138
    presents each on exactly 1 refresh, 540/540 midpoints presented, real to
    midpoint 8.34 ms, 0 skips. The OpenGL fallback ran on DwmFlush pacing with
    0 overruns. No tier-2 files were written to the isolated user directory.
  • The built window was inspected: dark menus, the widescreen intro, Escape
    opening the settings panel with the game still running, F10 toggling
    smoothing with the View checkmark, and a clean exit through the close
    button.

Known limits

  • This is host validation, not a full-game playthrough; widescreen promotion
    gates, physical controller rumble and other GPU vendors are unchanged.
  • The Mac HD preview (v0.0.15 archive) is not rebuilt here. Its menu does
    not expose the aquatic widescreen opt-in that Windows keeps.
  • The OpenGL fallback keeps 60 Hz pose smoothing but not the 120 Hz midpoint
    pairs, which need the Direct3D worker.

DKC1Recomp v0.0.16 - Windows frame generation

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@elliotttate elliotttate released this 18 Sep 19:20

DKC1Recomp v0.0.16 - Windows frame generation

This release packages the native Windows Direct3D 11 host and its optional
animation smoothing, plus the unchanged latest macOS HD Preview.

Windows changes

  • Direct3D 11 flip-model presentation with display-driven pacing, per-monitor
    DPI awareness, sharp scaling and SNES pixel aspect controls.
  • Optional held-pose interpolation at 60 Hz and generated intermediate images
    for 120 Hz output. Enable View > Smooth Animation / Frame Generation or
    press F10. Smoothing adds approximately 67 ms of display latency.
  • Corrected terrain/KONG-letter registration: terrain and world objects now
    share camera endpoints, preventing the measured relative wobble and the
    alternating softening of fine ground texture. Parallax and character-pose
    smoothing remain active.
  • Asynchronous diagnostic logging and expanded frame/order/audio/ETW analysis.

The new Windows archive is the native Win32 frontend, with keyboard
controls documented in its README. Its features differ from the older SDL
Windows frontend; controller/Dixie options and the Mac HD preview are not
provided in this native package. The previous SDL Windows package remains
available in v0.0.15.

Packages

  • DKC1Recomp-v0.0.16-Windows-x64.zip: newly built Windows native host.
  • DKC1Recomp-v0.0.15-macOS-arm64-HD-Preview.zip: unchanged archive from
    v0.0.15, retaining its original filename and SHA-256. It includes that
    release's first-level HD preview and Dixie support; it has not been rebuilt
    with the Windows changes above. It requires macOS 26 on Apple Silicon.

SHA-256 sidecars accompany both archives. No ROM or save state is included.
Supply the verified clean US v1.0 DKC1 ROM described in each package.

Validation and known limits

The interpolation change passed three identical 60 Hz replays, three identical
software 120-frame replays, native-width and fresh-entry checks, and serial
versus worker comparison. Raw frames and recorded game state remain unchanged.
The measured K-letter/terrain drift falls from 0.875 native pixels to zero in
the tested Jungle sequence. Primary/tools builds and 17 focused tests pass.

This is not a zero-hitch or full-game interpolation certification. A separate
short timing sample still recorded Windows message-pump/audio stalls. Physical
120 Hz delivery, the complete cross-level matrix, and repeated 30-minute
windowed/fullscreen soaks remain unverified. The full Python suite also has
existing environment errors from missing POSIX cc; the focused MSVC/model
tests pass. Smoothing remains optional and unsupported cases retain original
artwork.

See terrain evidence
and pacing investigation.

DKC1Recomp v0.0.15 — HD First-Level Preview

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@elliotttate elliotttate released this 17 Sep 23:50

DKC1Recomp v0.0.15 — HD first-level preview

This release adds the current macOS HD texture work as an optional preview.
Choose Mods > Upscaled HD Textures (Jungle Hijinxs only) to enable it, or
press F10 for a quick original/HD comparison. The option is off by default and
is remembered between launches.

Included HD scope

  • Jungle Hijinxs scenery and character/object material coverage
  • Jungle Hijinxs bonus cave
  • Banana Hoard and treehouse fixed-room presentation
  • Updated Banana Hoard sign, banana/HUD work, and Diddy animation coverage
  • Original textures in every unsupported scene

The label deliberately says “Jungle Hijinxs only”: this is a first-level art
preview, not a whole-game texture pack. The connected rooms above are included
because they belong to the validated first-level slice.

The macOS app also includes the built-in Dixie Kong Country switch. It uses
the player's same verified clean DKC1 ROM and keeps Dixie saves separate.

Packages

  • DKC1Recomp-v0.0.15-macOS-arm64-HD-Preview.zip — new macOS 26 arm64 HD
    preview, including its SDL2 runtime and HD materials
  • DKC1Recomp-v0.0.13-Windows-x64.zip — unchanged Windows x64 package copied
    from the prior Windows release for convenience

The release contains no ROM or save state. Supply a clean US DKC1 ROM when the
macOS app asks for it. SHA-256 sidecars are provided for both archives.

DKC1Recomp v0.0.14 - Native iOS controls and upscaling

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@elliotttate elliotttate released this 15 Sep 01:12

DKC1Recomp v0.0.14 — iOS touch controls and upscaling

This release adds the native iPhone/iPad app. Its landscape game surface uses
the display's native pixel scale and a matching source width (418×224 on the
tested iPhone), with fixed SNES pixel proportions and transparent controls.

  • Roll one thumb from Y onto B to run and jump. Separate simultaneous touches
    also work. Double-tap Y to toggle Hold, shown by a green ring and label.
  • Menu → Upscaling offers Original pixels, Sharp Bilinear, Bilinear and
    Reconstruct. Reconstruct has five detail modes, Strength, Softness and
    Shading controls, a live paused preview and saved preferences.
  • Import your own verified DKC1 USA v1.0 ROM through Files. Candy saves and
    host quick saves persist separately. Stereo audio, optional touch feedback
    and paired GameController support are included.
  • The iOS 27 scene-lifecycle launch crash is fixed. Gameplay enters landscape
    automatically; supported wider scenes reveal additional source columns.

iOS download and signing

DKC1Recomp-v0.0.14-iOS-arm64-sideload.ipa requires iOS/iPadOS 16 or newer
on an arm64 device. It is signed with the publisher's Apple Distribution
certificate, with its signature checked again after extraction. It is a
sideload package that must be re-signed for your own device, not an
App Store/TestFlight or universally installable ad hoc package. Import the IPA
into your preferred signing/sideloading tool and supply your own Apple ID or
development provisioning credentials. Installation/expiry rules depend on
that tool and your Apple account. Source builds can instead use build_ios.sh
with your own development team.

The public IPA deliberately omits the private provisioning profile and its
registered-device identifiers. Recipient-side signing supplies a new profile
and signature. The provisioned device build remains separate and was tested on
the connected iPhone. Apple's registered-device distribution documentation
explains why a signature alone does not authorize installation on every phone.

No ROM, private saves, snapshots, generated source, diagnostic entrypoints or
device profile is in the package. Licenses, a per-file SHA-256 manifest,
source/engine identities and IPA checksum accompany the download.

Other downloads

The latest previously published desktop binaries accompany this release,
with their original filenames and checksums:

Download Version and scope
DKC1Recomp-v0.0.13-Windows-x64.zip Windows Dixie/haptics update and persistent cartridge saves; unchanged
DKC1Recomp-v0.0.9-macOS-arm64.zip Apple Silicon Mac graphics update; unchanged, ad-hoc signed and not notarized; no Dixie or v0.0.12 save fix

These desktop assets were not rebuilt or renamed as v0.0.14. Earlier releases
and their assets remain available.

Validation and limits

  • 251 unit tests pass with one optional skip; iOS arm64 device and simulator
    Release builds pass. Diagnostics are off in the released IPA.
  • All 12 existing GPU oracle cases match macOS byte-for-byte in the iOS
    simulator, including five Reconstruct modes and cache invalidation checks.
    Full-screen filters, the settings preview and transparent controls were
    visually inspected. A 15-second live Reconstruct run advanced Jungle entry
    successfully before restoring the paused immutable state.
  • Three iOS and three desktop fresh-boot Jungle replays match framebuffer,
    WRAM, VRAM, CGRAM, both OAM hashes and audio, at native and phone widths.
    Exact-state native-image comparisons pass; 27 retained/cold samples across
    four transitions pass.
  • Four available clean entrances pass mobile terrain/repeat checks. The full
    40-entrance floor remains incomplete; native-versus-wide machine-state
    differences remain investigations. No shared widescreen policy is promoted.
  • Physical multi-touch feel, Bluetooth controllers, sustained phone GPU
    performance and whole-game/all-boss coverage are not exhaustively validated.

See iOS build, controls and detailed evidence. The downloadable
BUILDINFO.json records the final committed source and signed package hashes.

The final downloaded IPA was checked against its published SHA-256, re-signed with private device provisioning, installed and launched on the connected iPhone 16 Pro Max. Its executable instructions remained unchanged through both signing steps. The final committed build also passed three iOS/desktop 418×224 replay comparisons.

DKC1Recomp v0.0.13 - Dixie Kong and haptics update

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@elliotttate elliotttate released this 14 Sep 06:05

This Windows update adds optional Dixie Kong Country, fixes the reported map sprites, and restores Dixie's enemy-stomp rumble. It also retains the v0.0.12 in-game save persistence fix.

  • Select Mods > Dixie Kong Country to switch between the stock and Dixie executables. Keep both executables and SDL2.dll together. Both use your own verified, headerless USA v1.0 ROM; the embedded mod is applied in memory.
  • Dixie's expanded-ROM sprite pointers now resolve correctly on the map. An old snapshot can retain already-corrupt graphics until a normal scene reload. The supplied reproduction was preserved and tested through normal map refresh and Ropey Rampage entry.
  • Game > Controller rumble (enemy stomps) enables or disables feedback and saves your preference. Game > Test controller rumble checks a supported controller. Rumble defaults on. The detector now recognizes Dixie's stronger rebound while keeping stock DK and Diddy behavior.
  • Candy's in-game saves persist to disk, including after a cold restart. Host quick saves remain separate.

Windows validation includes 247 tests with 10 optional skips, five passing CTests, both packaged GPU checks, and both actual rumble-worker tests using SDL virtual controllers. Jungle entry/quickload, map refresh, and fresh-boot stomp/landing passed three identical replays. Three packaged Dixie level entries matched the headless state oracle, and three packaged stock Candy-save/cold-restart runs passed. The visible Dixie map/gameplay and rumble controls were inspected.

Use 4:3 for the tested Dixie presentation. Full-game completion, every entrance/boss/animal buddy, exhaustive widescreen, and physical controller vibration remain unverified. No SDL game controller was detected during the device check; the virtual-controller tests prove software routing, not physical motors.

Mac download: DKC1Recomp-v0.0.9-macOS-arm64.zip is the latest previously published Mac build, included unchanged with its original checksum. It is for Apple Silicon and contains neither Dixie, these new Windows haptics controls, nor the v0.0.12 in-game save fix. It was not rebuilt or runtime-tested on Windows.

The Windows ZIP includes a per-file SHA-256 manifest, build identities, licenses, instructions, and detailed validation notes. No ROM or private save state is bundled. Existing releases and assets are preserved.

DKC1Recomp v0.0.12 - In-game save persistence fix

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@elliotttate elliotttate released this 13 Sep 22:03

Candy's in-game saves now survive closing and reopening the game. Earlier
desktop builds kept cartridge save RAM only in memory; save states already
included it, which is why those worked.

  • Loads all three cartridge save slots before boot and writes changed SRAM
    during play and at normal exit.
  • Uses atomic file replacement. Failed writes preserve the previous file and
    show an error; malformed save files are not silently overwritten.
  • Save states retain their existing format. To recover progress from an older
    build, back up the state, load it in this version, visit Candy and save, then
    relaunch and select the in-game save.
  • Windows save location: %APPDATA%/Flat2VR/DKC1Recomp/saves/save.srm.

Download DKC1Recomp-v0.0.12-Windows-x64.zip, extract it, keep SDL2.dll beside
the executable, and select your own supported USA v1.0 ROM. No ROM, extracted
game assets or private saves are included.

Validation: 245 public tests (10 expected skips), all three Windows native
CTest suites, primary/debugger builds, and three Candy-save/cold-restart runs
using the extracted release package against cartridge oracles. A visible 16:9 launch also resumed at Candy's Save Point from disk SRAM. The runtime test enters Candy through a controlled
map-destination fixture and verifies the barrel save, exact disk SRAM, and
return to the saved map location without loading a state. Host PCM output
queue/cursors are explicitly separated from guest-state comparison.

Windows x64 release only. The shared Mac source includes the integration,
but no Mac binary was rebuilt or tested. Older Mac downloads still lack this
fix. This is targeted save validation, not a new full-game playthrough or
exhaustive widescreen/hardware certification.

Detailed diagnosis and verification

DKC1Recomp v0.0.11 - Windows fullscreen menu bar fix

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@elliotttate elliotttate released this 13 Sep 01:03

Windows fullscreen menu bar fix

  • The Game/View/Mods/Music menu bar no longer stays on screen in fullscreen. It is detached when entering fullscreen and restored on return to windowed mode, so the fullscreen image now covers the whole display instead of sitting below the bar.
  • First launch is integer-scaled again: installing the menu bar had trimmed its height from the initial window (1197x628 instead of 1197x672 at 3x/16:9 on a 200% display).
  • Host-only change. No cartridge, widescreen, dispatch or Mac code changed.

Downloads

  • Windows: DKC1Recomp-v0.0.11-Windows-x64.zip. Extract it, keep SDL2.dll next to DKC1Recomp.exe, launch and select your own supported USA v1.0 DKC1 ROM. Windows 10/11 x64 and an OpenGL 3.3-capable driver are required. Alt+Enter or View > Fullscreen toggles fullscreen; Escape returns to windowed mode.
  • Mac: the existing DKC1Recomp-v0.0.9-macOS-arm64.zip is included unchanged, with its original checksum. The Mac host did not have this issue and has not been rebuilt.

No ROM or extracted game assets are included.

Validation

243 public tests passed (10 expected skips) and the three native Windows CTest suites passed, with windows_platform extended to assert menu bar detach/restore and retained checkmarks. Live check on the private ROM in an isolated user directory on a 3456x2170 display: View > Fullscreen and Alt+Enter both produced a borderless window with no menu and a client area equal to the monitor; the menu item, Alt+Enter and Escape each restored the bar and the 1197x672 windowed client. The packaged executable was extracted fresh and completed a hidden 240-frame smoke run.

This is targeted host validation, not a new full-game playthrough or exhaustive hardware testing. Existing game/widescreen limitations remain documented in the repository.

DKC1Recomp v0.0.10 - Windows and macOS

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@elliotttate elliotttate released this 06 Sep 23:27

Windows build with Mac feature parity

  • Native Windows x64 release with dark Game/View/Mods/Music menus and a high-DPI settings panel.
  • Mac-style graphics controls: 4:3, 16:10 and 16:9; Nearest, Bilinear, Sharp Bilinear and Reconstruct, including dither decoding; CRT presets, masks, glow, halation, curvature and screen-color profiles.
  • Both-player remapping, deadzones, controller menu navigation, rewind/3x fast-forward, five state slots, audio settings, MSU-1 folders/archives and the private-DKC3-ROM Baby Kong option.
  • Shared host audio/pacing models and shader arithmetic; original Mac Objective-C/Metal code and pinned engine retained. Experimental aquatic fixes remain opt-in and off by default.

Downloads

  • Windows: DKC1Recomp-v0.0.10-Windows-x64.zip. Extract it, keep SDL2.dll next to DKC1Recomp.exe, launch and select your own supported USA v1.0 DKC1 ROM. Windows 10/11 x64 and an OpenGL 3.3-capable driver are required.
  • Mac: the latest existing DKC1Recomp-v0.0.9-macOS-arm64.zip is included unchanged, with its original checksum. It has not been renamed or represented as a newly rebuilt Mac binary.

No ROM or extracted game assets are included.

Validation

243 public tests passed (10 expected skips); three native Windows tests cover real GPU shaders, settings/menu state, and safe ZIP/PCM music handling. Nine private ROM boot tests covered three aspects and three graphics modes with identical complete game-state hashes. Fresh Jungle Hijinxs entry, visible dark settings, live CRT/16:10 changes, and a save/load/rewind/fast-forward replay were checked.

This is targeted Windows host validation, not a claim of a new full-game playthrough or exhaustive hardware testing. Physical rumble, other GPU vendors, and fresh Mac hardware testing were not performed. Existing game/widescreen limitations remain documented in the repository.

DKC1Recomp v0.0.9 - Mac graphics, controls, and aquatic fixes

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@elliotttate elliotttate released this 06 Sep 22:23

This Mac release adds the newer recomp projects’ graphics and host controls, plus the aquatic fixes tested in Coral Capers and other water-level routes.

  • Reconstruct and CRT: five reconstruction detail modes, adjustable shading, television presets, scanlines, masks, glow, halation, curvature, and Raw/CRT/Composite/Trinitron colors.
  • Native Escape menu: graphics/settings previews, controls, Assist, mods, credits, and five save slots.
  • Controls and Assist: two-player remapping, controller source selection, analog deadzones, optional rewind, and 3× fast-forward.
  • Pacing and audio: steadier refresh qualification and bounded audio drift correction, retaining fixed 60 Hz cartridge emulation and independent Metal presentation.
  • Aquatic widescreen fixes: native-edge protection, water-scroll alignment, cache-boundary flashing and bottom-row repairs, and verified Coral Capers wall/shaft continuations.

Enable the aquatic fixes under Escape → Settings → Aquatic widescreen fixes, then restart the app. They remain experimental and off by default for a new profile; the full entrance matrix is not yet available. Existing save slots and graphics preferences are retained.

Download: Apple Silicon (arm64), macOS 26 or newer. SDL2 is bundled. The app is ad-hoc signed and signature-verified, but not Apple-notarized. Supply your own supported DKC1 USA v1.0 ROM. No ROMs, extracted game assets, saves, or private diagnostic files are included. Baby Kong still requires a separately supplied supported DKC3 ROM.

Validation: 241 project tests passed with one unavailable local fixture skipped; the engine sprite model passed. Aquatic validation includes three-repeat A/B routes, original-viewport and guest-memory comparisons, earlier 50-route regressions, and actual Mac-window checks. The new saved option was verified across an app restart. Four clean entrances are available; whole-game widescreen correctness and every display/hardware configuration remain unverified.

DKC1Recomp v0.0.8 - Baby Kong animation fix

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@elliotttate elliotttate released this 04 Sep 03:46

Baby Kong animation fix

  • Fixes Kiddy getting stuck in a floating jump pose during normal idle, walking, and running.
  • Uses DKC1 Donkey animation IDs to drive distinct Kiddy idle, walk, run, turn, jump, bounce, roll, hurt/death, pickup/carry/throw, duck/crawl, animal-buddy, rope, swim, victory/failure, ground-slap, and scripted pose groups.
  • Corrects grounded detection: DKC1 normally reports Y velocity -$0300 on the ground, so actor state now owns grounded/airborne movement tuning.
  • Foot-aligns grounded poses and center-aligns airborne, swimming, rope, and suspended poses to the captured native sprite silhouette.
  • Keeps the mod toggleable and source-only; users still provide their own verified DKC1 and DKC3 ROMs, and no ROM-derived graphics are distributed.

This arm64 build targets macOS 26, is ad-hoc signed, and has been locally signature-verified, but it is not Apple-notarized. If Gatekeeper blocks the first launch, Control-click the app and choose Open.

Validation: all 232 Python tests passed with one unavailable local fixture skipped; deterministic Jungle Hijinxs replays were manually inspected across entrance, idle, walk, roll, hurt, takeoff, rise, apex, descent, bounce, and landing; Donkey did not reappear; ZIP integrity and deep strict signature verification passed.