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PokeL-ARecomp v0.26.7

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@github-actions github-actions released this 14 Nov 18:11

PokeL-ARecomp (PLA Recomp) v0.26.7

Native PC port of Pokémon Legends: Arceus (1.1.1).

Downloads

  • Windows: PokeL-ARecomp-windows-x64.zip
  • Linux: PokeL-ARecomp-v0.26.7-linux-x86_64.AppImage (glibc 2.35+, Steam Deck / Ubuntu / Mint / Fedora / Arch)
  • PokeL-Extractor: PokeL-Extractor.exe (separate NSP/XCI extraction tool, versioned independently)

Highlights of Version v0.26.7

A stability and correctness release: the Floaro Main Street crash is fixed at its root, the frame pacing is right at 30 FPS, and the field-of-view slider works for every effect.

Note

✅ No game rebuild needed when updating from v0.26.6: the game code is unchanged, so the start screen goes straight to PLAY.

🇧🇷 Não é preciso recompilar o jogo ao atualizar da v0.26.6: o código do jogo não mudou, então a tela inicial vai direto para o JOGAR.

🛠️ Crash fixes

  • Crash and device loss in Jubilife's Floaro Main Street fixed (#7, #12):
    • Cause: the game re-used its command memory while lists recorded there were still waiting to be translated for the GPU. The translator then read garbage: impossible draws (an address as the instance count), a jump to address 0x70, a crash in guest_copy, or a lost GPU device on slower CPUs.
    • Why this port: its records were ~5x the size of the Switch's own commands, and it reported that size to the game. So the game's command-memory allocator went round ~5x faster than it was built for.
    • Fix: command lists now live in the port's own memory until they are translated. The game is shown hardware-like sizes, so its allocator behaves as it does on the Switch.
    • Tested: sessions of 15–22 minutes with 0 crashes and 0 corrupt lists, with memory stable at ~55 MB.
  • Black screen after ~20 minutes fixed: a list that ended up calling itself ran millions of draws per frame. It is fixed by the change above, and a per-list safety budget (LARECOMP_EXEC_BUDGET) now stops anything similar from freezing the game.
  • Safety net for corrupt lists: a damaged command list, or a draw with impossible counts, is dropped with a line in the log ([exec] a corrupt command list, [draw] skipped an impossible draw) instead of crashing the game.
  • Crash on "Connect to the internet" fixed: the Switch network service (nifm) is now implemented as an offline console. The game is told there is no connection instead of reading a missing object.

🎞️ Frame rate & pacing (#9, #11)

  • 30 FPS is the recommended mode and 60 FPS is marked experimental, in the menu and in the README. At 60 FPS, parts of Pokémon Legends: Arceus count frames instead of time, so thrown food, menus, dialogue and some effects run twice as fast. These are long-standing limits of this game at 60 FPS (no 60 FPS patch has fixed them), not new bugs of this port. Play at 30 FPS to feed Pokémon.
  • Frame Generation now runs on top of 30 FPS: 60 frames on screen while the game logic stays at the Switch's speed.
  • VSync "Off (Unlimited)" no longer speeds the game up: at 30 FPS the game ran 1.5x faster in the field and up to 8x in menus. The frame rate is now always capped at the chosen 30 or 60 FPS.
  • New log lines for bug reports: [speed] (game time vs real time, every 10 s) and [settings] changed.

📷 Field of view slider, done properly

  • F1 > Video > Field of view now widens the game's own camera, where its projection is built. Before, only one camera buffer was rescaled afterwards, so at FOV 90 torch fire, Ponyta's mane, Pokémon eyes and alert marks stayed where the 60° view had them.
  • Title screen: its scene picture keeps its framing; it had shrunk to a small box.
  • Damage vignette: it is stretched with the view and covers the screen again.
  • To compare with the old behaviour: LARECOMP_FOV_UBO=1. Every camera's field of view is logged as [fov] camera seen.

🖥️ Performance & compatibility

  • 720p (Switch handheld) resolution option, now the default of the Light profile, for the Steam Deck (#5), integrated GPUs and entry-level cards.
  • CPU / GPU overlap is chosen automatically by CPU:
    • It is off on CPUs with 8 threads or fewer (it was involved in the Floaro device loss on a 4-core / 8-thread CPU) and stays off on AMD GPUs.
    • Override it in F1 > Advanced Video > Compatibility, or with LARECOMP_GPU_OVERLAP=1 / 0.
    • With the crash fixed at its root, this rule may be relaxed once it is confirmed on more machines.
  • Measured: on the test machine (Xeon E5-2650 v4 + Arc B580) the frame rate in Jubilife is limited by the CPU side of the game, not by the GPU or by command translation (idle 51% of the time). This guides the next performance work (#10).

🙏 Reports

Thank you to everyone who sent logs, saves and screenshots: the Floaro crash was found from a friend's save and logs. If something still crashes or looks wrong, please open an issue with your lasrecomp.log and larecomp.ini.


🇧🇷 Resumo em português

  • Crash na Floaro Main Street corrigido na raiz (#7, #12): o jogo reaproveitava a memória de comandos antes de ela ser traduzida para a GPU. Também foram corrigidos a tela preta depois de ~20 minutos e o crash ao clicar em Conectar à internet.
  • 30 FPS recomendado e 60 FPS experimental (#9, #11). A Geração de Quadros roda sobre 30 FPS, e o modo VSync Desligado (Ilimitado) não acelera mais o jogo.
  • Campo de visão (FOV) corrigido: efeitos, fogo, olhos, alertas, tela de título e vinheta de dano acompanham o FOV escolhido.
  • Nova resolução 720p (Switch portátil) para Steam Deck (#5) e placas mais fracas. A sobreposição CPU / GPU é escolhida automaticamente conforme o processador.
  • Não é preciso recompilar o jogo ao atualizar da v0.26.6.

PokeL-ARecomp v0.26.6

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@github-actions github-actions released this 13 Nov 02:18

PokeL-ARecomp (PLA Recomp) v0.26.6

Native PC port of Pokémon Legends: Arceus (1.1.1).

Downloads

  • Windows: PokeL-ARecomp-windows-x64.zip
  • Linux: PokeL-ARecomp-v0.26.6-linux-x86_64.AppImage (glibc 2.35+, Steam Deck / Ubuntu / Mint / Fedora / Arch)
  • PokeL-Extractor: PokeL-Extractor.exe (separate NSP/XCI extraction tool, versioned independently)

Highlights of Version v0.26.6

Warning

🧪 Ultrawide support is experimental. It was tested on a real 32:9 monitor in the open world and on simulated 32:9 / 21:9 windows, but battles, cutscenes, interiors, menus and the map are not fully tested yet, so bugs may occur (objects popping in at the screen edges, effects or UI out of place). Please report anything odd in issue #1 with your lasrecomp.log and larecomp.ini.

🇧🇷 O suporte a ultrawide é experimental. Foi testado num monitor 32:9 real no mundo aberto e em janelas 32:9 / 21:9 simuladas, mas batalhas, cutscenes, interiores, menus e o mapa ainda não foram 100% testados, então podem ocorrer bugs (objetos aparecendo/sumindo nas bordas, efeitos ou interface fora do lugar). Reporte o que encontrar na issue #1 com o seu lasrecomp.log e larecomp.ini.

  • 🖥️ Ultrawide 21:9 / 32:9 fixed (Hor+, experimental) — #1, camera and HUD fix by @didslima in #6 — thank you!

    • The picture is no longer cropped to a stretched 16:9 window in the middle of the screen: v0.26.5 still cut every frame down to the centre of the wide image (a Link's Awakening-only rule that was always on in Arceus).
    • The game's own camera now takes the window's shape where its projection is built (one generator patch in the projection builder): every perspective camera — field, battles, cutscenes — is Hor+ on wider screens (same vertical view, more on the sides) and Vert+ on taller ones, and what the game derives from the camera sees the wider view too.
    • The HUD keeps the game's 16:9 layout and shape, centred (no more 2x-wide Poké Balls); full-screen fades and backdrops still fill the window.
    • Choose it in F1 > Video > Aspect ratio > Unlocked (ultrawide) (also asked on the first PLAY); Original 16:9 keeps the game's framing with side bars. The window's shape is detected automatically.
    • ⚙️ The start screen rebuilds the game code once after updating (the camera fix is part of it).
  • 📷 FOV slider fixed: F1 > Video > Field of view now changes the real scene camera (v0.26.5 scaled the per-object matrices by mistake, so the slider had no visible effect on the view). It works together with ultrawide.

  • 🎮 Button icons follow your bindings (Xbox & PlayStation):

    • The icon overlays were each made for one layout (Xbox by position: the Switch's A shown as B; PlayStation: A as cross), so players who mapped by letter (bind_pad_a = south) were told to press B while A was the button.
    • Each A / B / X / Y icon — HUD, menus, battle, and the title's "Press …" in every language — is now redrawn with the symbol of the controller button actually bound to it, for any remapping.
    • Bindings changed in the Controls tab apply from the next start.
  • 🔧 Diagnostics (for bug reports): LARECOMP_NO_WIDESCREEN=1 gives the game's own 16:9 camera; LARECOMP_WIDE_UI_BOX=0 the old (stretched) HUD; LARECOMP_PLA_BOX=1 the old 16:9 crop; LARECOMP_LOG_CAM=1 logs the camera the FOV slider scales.

PokeL-ARecomp v0.26.5

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@github-actions github-actions released this 12 Nov 21:42

PokeL-ARecomp (PLA Recomp) v0.26.5

Native PC port of Pokémon Legends: Arceus (1.1.1).

Downloads

  • Windows: PokeL-ARecomp-windows-x64.zip
  • Linux: PokeL-ARecomp-v0.26.5-linux-x86_64.AppImage (glibc 2.35+, Steam Deck / Ubuntu / Mint / Fedora / Arch)
  • PokeL-Extractor: PokeL-Extractor.exe (separate NSP/XCI extraction tool, versioned independently)

Highlights of Version v0.26.5

  • 🎮 Native Controller Button Prompts (DualSense / PS4 & Xbox):

    • Added native dynamic button prompt switching for PlayStation (DualSense / DualShock 4) and Xbox controllers.
    • Automatic gamepad detection via SDL with optional manual override in F1 > Game / Controls or larecomp.ini (prompts = auto | nintendo | playstation | xbox).
    • Seamless virtual RomFS overlay integration: prompts are injected at runtime without altering game files or requiring external mod managers.
    • Cleaned controller schematics in the in-game control guide screen (removed third-party handheld graphics).
  • 📷 3D Field of View (FOV) & Native Ultrawide (Hor+) Support:

    • Universal Vulkan camera projection matrix scaling (runtime/nvn/vulkan/exec.c): properly intercepts 3D scene camera matrices in Pokémon Legends: Arceus.
    • Dynamic interactive 3D FOV slider from 45° to 90° in F1 > Advanced Video and F1 > Game.
    • Native Ultra-wide (21:9 & 32:9) rendering with zero horizontal stretching: expands horizontal field of view (Hor+) across the display without pillarbox black bars or distorted geometry.
  • ✨ Driver Compatibility & Stability:

    • Enhanced compatibility with AMD RDNA3 / Mesa RADV Vulkan drivers.

PokeL-ARecomp v0.26.4

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@github-actions github-actions released this 12 Nov 07:11

PokeL-ARecomp (PLA Recomp) v0.26.4

Native PC port of Pokémon Legends: Arceus (1.1.1).

Downloads

  • Windows: \PokeL-ARecomp-windows-x64.zip\
  • Linux: \PokeL-ARecomp-v0.26.4-linux-x86_64.AppImage\ (glibc 2.35+, Steam Deck / Ubuntu / Mint / Fedora / Arch)
  • PokeL-Extractor: \PokeL-Extractor.exe\ (separate NSP/XCI extraction tool, versioned independently)

Highlights of Version v0.26.4

  • 📷 3D Field of View (FOV) Slider:
    • New interactive slider in F1 > Advanced Video and F1 > Game: adjust the 3D camera perspective from 45° to 90° (default: 60°).
    • Ultra-fast native Vulkan pipeline interception (
      untime/nvn/vulkan/exec.c): recalculates projection matrix X and Y axes in transient memory with exact tangent scaling without touching the Z depth buffer.
    • Zero shader recompilation and zero performance loss: swaps FOV instantly on the next frame without hitches or micro-stutters.
    • Automatic synchronization with AMD FSR 2 (subpixel jitter and motion vectors) and GTAO (ambient occlusion ray & depth scaling).
    • Full preservation of 2D interface elements (text, menus, minimap, buttons, and HP bars remain crisp at native scale).
    • Poké Ball aiming dynamic zoom (ZR button) scales smoothly and proportionally.
    • Setting is automatically saved to \larecomp.ini\ under the \ ov\ key.

PokeL-ARecomp v0.26.3

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@github-actions github-actions released this 12 Nov 06:28

PokeL-ARecomp (PLA Recomp) v0.26.3

Native PC port of Pokémon Legends: Arceus (1.1.1).

Downloads

  • Windows: PokeL-ARecomp-windows-x64.zip
  • Linux: PokeL-ARecomp-v0.26.3-linux-x86_64.AppImage (glibc 2.35+, Steam Deck / Ubuntu / Mint / Fedora / Arch)
  • PokeL-Extractor: PokeL-Extractor.exe (separate NSP/XCI extraction tool, versioned independently)

Highlights da Versão v0.26.3

  • 🎮 Ícones Automáticos de Controle (PlayStation, Xbox, Switch Pro e Teclado):

    • Detecção dinâmica de controle refinada com suporte nativo a PlayStation (DualSense, DualShock 4 e PS3 via SDL_GAMEPAD_TYPE e mapeamento de botões South Cross), Xbox (Series, One, 360) e Nintendo Switch Pro / Joy-Cons.
    • Opção Ícones dos botões em F1 > Controles atualizada com indicador de família em tempo real (Auto [PlayStation], Auto [Xbox], etc.) e persistência imediata em larecomp.ini.
    • Chip informativo exibido na tela inicial (JOGAR) mostrando o controle conectado e sua respectiva família de ícones.
  • 🇧🇷 Gerenciador Visual de Mods & Ativação 1-Clique da Tradução PT-BR:

    • Card de destaque para a Tradução PT-BR na aba Mods do Launcher: detecta a pasta ou arquivo da tradução e ativa com 1 clique, posicionando-a automaticamente no topo da lista (prioridade máxima da camada RomFS sobre textos e interfaces).
    • Botões de ação em massa na aba Mods: Ativar todos e Desativar todos os mods com 1 clique.
    • Destaque visual na lista de mods com badge [TRADUÇÃO PT-BR] e contorno temático verde/ciano.
    • Nova seção informativa em F1 > Jogo > Mods e Traduções exibindo em tempo real se a tradução brasileira está ativa no LayeredFS.

PokeL-ARecomp v0.26.2

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@github-actions github-actions released this 12 Nov 04:43

PokeL-ARecomp (PLA Recomp) v0.26.2

Native PC port of Pokémon Legends: Arceus (1.1.1).

Downloads

  • Windows: PokeL-ARecomp-windows-x64.zip
  • Linux: PokeL-ARecomp-v0.26.2-linux-x86_64.AppImage (glibc 2.35+, Steam Deck / Ubuntu / Mint / Fedora / Arch)
  • PokeL-Extractor: PokeL-Extractor.exe (separate NSP/XCI extraction tool, versioned independently)

What's new

  • Windowed Launcher Mode: PokeL-ARecomp now always opens the start screen / launcher in windowed mode first (never fullscreen). Fullscreen activates automatically upon starting game play if enabled in settings.
  • "Extrair ROM (PokeL-Extractor)" Button: Added a direct 1-click button on the setup screen to launch the standalone PokeL-Extractor utility.
  • Native In-Engine Draw Distance & Live Memory Patching (F1 > Advanced Video & Game > Draw distance): Standard (1x), High (2.5x - Default) or Ultra (4x).
    • High: wild Pokémon and NPCs load at 100 m (Switch: 40 m / 60 m), trees visible up to 500 m (Switch: 200 m).
    • Ultra: Pokémon and NPCs load at 150 m, trees visible up to 800 m.
    • Real-time live memory patching: changing the setting in the F1 menu applies immediately in game without needing an area transition or restart. Settings save immediately.
  • Hisui Color Enhancement & Tonemapper (F1 > Advanced Video > Color enhancement): Hisui Vibrant (+20% saturation, gentle contrast curve) and Hisui Cinematic (stronger contrast and atmosphere). Zero CPU overhead in Vulkan present shader.
  • Automatic Save Backup Rotation: Creates timestamped backups in save/backups/main_YYYYMMDD_HHMMSS.bak whenever the game commits save data, retaining the 10 most recent copies.

PokeL-ARecomp v0.26.1

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@github-actions github-actions released this 12 Nov 03:37

PokeL-ARecomp (PLA Recomp) v0.26.1

Native PC port of Pokémon Legends: Arceus (1.1.1).

Downloads

  • Windows: PokeL-ARecomp-windows-x64.zip
  • Linux: PokeL-ARecomp-v0.26.1-linux-x86_64.AppImage (glibc 2.35+, Steam Deck / Ubuntu / Mint / Fedora / Arch)
  • PokeL-Extractor: PokeL-Extractor.exe (separate NSP/XCI extraction tool, versioned independently)

What's new

  • Native draw distance (F1 > Game > Draw distance): Standard (1x), High (2.5x) or Ultra (4x).
    • High: wild Pokémon and NPCs load at 100 m (Switch: 40 m / 60 m), trees are visible up to 500 m (Switch: 200 m).
    • Ultra: Pokémon and NPCs at 150 m, trees up to 800 m.
    • Applied in memory to field_common_config.bin as the game reads it. No mod or file on disk needed. Takes effect on the next area load.
  • Hisui color enhancement (F1 > Advanced Video > Color enhancement): Hisui Vibrant (+20% saturation, gentle contrast curve) and Hisui Cinematic (stronger contrast and saturation). Runs in the Vulkan present shader, with no CPU cost.
  • Automatic save backups: every time the game saves, a copy of save/save_0/main goes to save/backups/main_YYYYMMDD_HHMMSS.bak. The 10 most recent are kept.
  • New version scheme: 0.26.x for small improvements and fixes; the minor number goes up for bigger milestones.

PokeL-ARecomp v0.0.26

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@github-actions github-actions released this 11 Nov 21:38

PokeL-ARecomp (PLA Recomp) v0.0.26

Native PC port of Pokémon Legends: Arceus (1.1.1).

Downloads

  • Windows: PokeL-ARecomp-windows-x64.zip
  • Linux: PokeL-ARecomp-v0.0.26-linux-x86_64.AppImage (glibc 2.35+, Steam Deck / Ubuntu / Mint / Fedora / Arch)
  • PokeL-Extractor: PokeL-Extractor.exe (separate NSP/XCI extraction tool, versioned independently)

What's new

  • PokeL-Extractor: RomFS as a folder tree: the extractor now writes exefs/ and a full romfs/ folder tree (no more romfs.bin), the same layout other recomps use. Update and DLC files are layered on top.
  • Crash fix (0x80 in long sessions): indexed draws with an unmapped index buffer (iaddr < 0x1000 / zero count) are now skipped, preventing the c0000005 accessing 0x80 crash after long play sessions.
  • F1 menu with Frame Generation: the menu no longer turns semi-transparent or flickers; Frame Generation pauses while the menu is open.
  • HUD with Frame Generation: the FPS counter, performance monitor and timers are drawn on both generated and real frames, so they no longer flicker.
  • Frame Generation pacing: generated and real frames are spaced half a frame apart, so the display actually shows both (real 90–120 FPS).
  • Uncapped FPS: with VSync Off (Unlimited), the frame rate can go past 60 FPS (delta-time floor down to 4.16 ms / 240 FPS) without speeding up the game.
  • Menu text overlap: option labels and values no longer overlap; VSync option names were shortened.

PokeL-ARecomp v0.0.25

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@github-actions github-actions released this 11 Nov 18:31

PokeL-ARecomp (PLA Recomp) v0.0.25

Native PC port of Pokémon Legends: Arceus (1.1.1).

Included in this release:

  • Windows Package: PokeL-ARecomp-windows-x64.zip
  • Linux AppImage: PokeL-ARecomp-linux-x86_64.AppImage (glibc 2.35+, Steam Deck / Ubuntu / Mint / Fedora / Arch)
  • Standalone ROM Extractor: PokeL-Extractor.exe (WinForms GUI & CLI standalone tool for NSP/XCI RomFS/ExeFS extraction)

Highlights:

  • Menu Reorganization: Separated video settings into Vídeo (basic display, fullscreen, resolution, frame rate, VSync) and Vídeo Avançado (upscalers, XeSS, FSR2 TAA, Frame Gen, HUD decoupling, shadows, GTAO, SSGI, SSR).
  • VSync Options: Added explicit toggle for VSync: Off (Low Latency / Mailbox), On (VSync / 60 Hz), Off (Unlimited / Immediate).
  • Frame Generation (90-120 FPS) Fix: Resolved 30 FPS display vblank stall when enabling Frame Generation by decoupling presentation timing and forcing non-blocking presentation.
  • Standalone PokeL-Extractor: Built directly via cloud CI as a self-contained single-file executable with LibHac, RomFS/ExeFS patch merging, and game identification.

PokeL-ARecomp v0.0.24

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@github-actions github-actions released this 11 Nov 16:59

PokeL-ARecomp (PLA Recomp) v0.0.24

Native PC port of Pokémon Legends: Arceus (1.1.1).

Included in this release:

  • Windows x64: \PokeL-ARecomp-windows-x64.zip\

Highlights & Changelog:

  • Release Branding Cleanup: Standalone distribution and main launcher renamed to PokeL-ARecomp (\PokeL-ARecomp.exe).
  • Official Arceus PE Icon: Embedded high-resolution (16x16 up to 256x256) Arceus Celestial Wheel icon into the Windows PE binary.
  • Log Streamlining: Cleared legacy game log messages and aligned engine identifiers for Hisui.
  • Intel Arc B580 Xe2 Tuning: Dedicated 3.1 GB physical VRAM pool unlocked, preventing iGPU 1 GB fallback.
  • Intel Xeon Multi-Threading: Dynamic worker thread scaling up to 8 parallel texture deswizzling threads, eliminating texture streaming stutter.
  • Dynamic Controller Glyphs: In-game prompt glyphs adapt dynamically to connected controllers (Xbox, DualSense, Switch Pro, Steam Deck).