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Releases: gascarcella/dw2003recomp

dw2003recomp v0.4.0

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@gascarcella gascarcella released this 08 Oct 15:35

The launcher, the PC port and its mods, for Linux and for Windows.
Bring your own disc image of Digimon World 2003 (PS1, Europe; the launcher checks its SHA-1).

Linux x86_64: dw2003-*-x86_64.AppImage: chmod +x it, then run it. Needs glibc 2.39 or newer (Ubuntu 24.04, Fedora 40, Debian 13 or later).
Windows x86_64: dw2003-*-windows-x86_64.zip: unzip, run dw2003-launcher.exe (unsigned: SmartScreen's "More info", "Run anyway"). Windows 10 or newer. Tested on Linux under Wine and Proton only, not yet on real Windows: reports are welcome in the issues (#37).
The .debug file and the -symbols.zip are the programs' debug info for crash reports (not needed to play).

What's Changed

  • setup: pin DXC for the hardware renderer's shaders (#31) by @gascarcella in #49
  • port, launcher: the hardware renderer, phase 1 (#31) by @gascarcella in #54
  • port: the hardware renderer, phase 2 (#31): the rasteriser at internal scale 1 by @gascarcella in #58
  • Match the last 8 holdouts and revisit the FAKE matches with the US decomp's shapes (100% C) by @gascarcella in #59
  • CI: tools/hacks.py, a census of the matching workarounds; game code stays all C by @gascarcella in #60
  • tests: retire tests/holdouts (no holdouts left since #55) by @gascarcella in #62
  • port: split in place into the generic runtime and the game adapter (psxstack phase 1) by @gascarcella in #63
  • port, launcher: the hardware renderer, phase 3 (#31): internal resolutions up to 8x by @gascarcella in #65
  • docs: the hardware renderer is play-tested; the default stays software (#31) by @gascarcella in #66
  • Name struct fields and the EXE's last symbols with the US decomp's names as candidates (#56, batches 1-3) by @gascarcella in #64
  • Name FIELDSTG's, FIGHTSTG's and the other overlays' fields and data (#56, batches 4-6) by @gascarcella in #74
  • psxstack: the PC port is built on the stack, pinned as a submodule (phases 2 and 4) by @gascarcella in #72
  • psxstack phase 5: pin v0.1.0, drop the deploy-key plumbing by @gascarcella in #75
  • docs: the port's paths under psxstack/ by @gascarcella in #76
  • Hardware renderer: Direct3D 12 on Windows (psxstack#12 pin, render_gpu.py --exe --wine) by @gascarcella in #81
  • port: sub-pixel precision's GTE shadow, measured (#68, part 1) by @gascarcella in #83
  • Save states (#80): the battle_start fixture and the resume test (psxstack#20) by @gascarcella in #89
  • port: the hardware renderer's sub-pixel vertices (#68, part 2) by @gascarcella in #85
  • Present filters, phase 1: the chain and sharp bilinear (psxstack#15) by @gascarcella in #84
  • Widescreen battles: the widescreen mod (the battle at 16:9, issue #71) by @gascarcella in #82
  • port: perspective-correct texturing for the sub-pixel 3D (#68, part 3) by @gascarcella in #91
  • Present filters, phase 2: scanlines and crt (psxstack#19) by @gascarcella in #88
  • Texture dump: test, docs, psxstack pin (texture replacement #70, phase 1) by @gascarcella in #79
  • Texture packs: test, docs, psxstack pin (texture replacement #70, phase 2) by @gascarcella in #86
  • Data mods: tests, docs, psxstack pin (texture replacement #70, phase 3) by @gascarcella in #87
  • Present filters, phase 3: smooth (psxstack#21) by @gascarcella in #90
  • docs: the pin is psxstack v0.2.0; seven game mods by @gascarcella in #94
  • setup: sdl3-windows takes psxstack's toolchain file by @gascarcella in #95
  • docs: the pin is psxstack v0.2.1 by @gascarcella in #96

Full Changelog: v0.3.0...v0.4.0

dw2003recomp v0.3.0

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@gascarcella gascarcella released this 07 Oct 23:07

The launcher, the PC port and its mods, for Linux and for Windows.
Bring your own disc image of Digimon World 2003 (PS1, Europe; the launcher checks its SHA-1).

Linux x86_64: dw2003-*-x86_64.AppImage: chmod +x it, then run it. Needs glibc 2.39 or newer (Ubuntu 24.04, Fedora 40, Debian 13 or later).
Windows x86_64: dw2003-*-windows-x86_64.zip: unzip, run dw2003-launcher.exe (unsigned: SmartScreen's "More info", "Run anyway"). Windows 10 or newer. Tested on Linux under Wine and Proton only, not yet on real Windows: reports are welcome in the issues (#37).
The .debug file and the -symbols.zip are the programs' debug info for crash reports (not needed to play).

What's Changed

  • infra: the Windows cross toolchain (llvm-mingw, SDL3 for Windows, build_windows.sh) by @gascarcella in #38
  • Crash report: the game writes one, the launcher keeps the log and Copy includes it by @gascarcella in #39
  • port: arena without 16 MB alignment, the tag window, state sizes without nm -S (Windows 1 and 3) by @gascarcella in #40
  • port: the platform layer, POSIX and Windows halves (Windows 4) by @gascarcella in #41
  • port: overlay sections by renaming, no linker script; dw2003.exe links and replays under Wine (Windows 2) by @gascarcella in #42
  • port: the crash report on Windows (SEH filter, minidump, PDB), the units' unwind tables kept by @gascarcella in #43
  • infra: CI's windows job (the cross-build, the launcher's self-test, the crash test and the replays under Wine) by @gascarcella in #44
  • Windows 7: the Windows release package, the windows release job, the launcher's Windows details by @gascarcella in #45
  • infra: CI in parallel jobs, tool caches keyed on the pins, ccache; the mods and replays in parallel by @gascarcella in #47

Full Changelog: v0.2.2...v0.3.0

dw2003recomp v0.2.2

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@gascarcella gascarcella released this 07 Oct 04:10

Linux x86_64 AppImage: the launcher, the PC port and its mods in one file.
Bring your own disc image of Digimon World 2003 (PS1, Europe; the launcher checks its SHA-1).
chmod +x dw2003-*.AppImage, then run it. Needs glibc 2.39 or newer (Ubuntu 24.04, Fedora 40, Debian 13 or later).

What's Changed

  • port: LIBGS's lights as on the PS1 (GsSetFlatLight, GsInitGraph, GsInit3D) by @gascarcella in #35

Full Changelog: v0.2.1...v0.2.2

dw2003recomp v0.2.1

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@gascarcella gascarcella released this 07 Oct 03:23

Linux x86_64 AppImage: the launcher, the PC port and its mods in one file.
Bring your own disc image of Digimon World 2003 (PS1, Europe; the launcher checks its SHA-1).
chmod +x dw2003-*.AppImage, then run it. Needs glibc 2.39 or newer (Ubuntu 24.04, Fedora 40, Debian 13 or later).

What's Changed

  • port: wait for an in-flight CD read before cdload frees its file (fixes #33) by @gascarcella in #34

Full Changelog: v0.2.0...v0.2.1

dw2003recomp v0.2.0

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@gascarcella gascarcella released this 07 Oct 02:54

Linux x86_64 AppImage: the launcher, the PC port and its mods in one file.
Bring your own disc image of Digimon World 2003 (PS1, Europe; the launcher checks its SHA-1).
chmod +x dw2003-*.AppImage, then run it. Needs glibc 2.39 or newer (Ubuntu 24.04, Fedora 40, Debian 13 or later).

What's Changed

  • port: the save-anywhere mod (a SAVE entry in the field menu) by @gascarcella in #25
  • port: the debug channel (--debug SOCKET) and the MCP server that drives it by @gascarcella in #27
  • port: the preset_language mod (skip the language select screen) by @gascarcella in #29
  • Mod: party experience (party_xp) by @gascarcella in #30
  • mods: XP boost (multiply a battle's XP, form XP and Bits) by @gascarcella in #32

Full Changelog: v0.1.0...v0.2.0

dw2003recomp v0.1.0

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@github-actions github-actions released this 07 Oct 00:23

Linux x86_64 AppImage: the launcher, the PC port and its mods in one file.
Bring your own disc image of Digimon World 2003 (PS1, Europe; the launcher checks its SHA-1).
chmod +x dw2003-*.AppImage, then run it. Needs glibc 2.39 or newer (Ubuntu 24.04, Fedora 40, Debian 13 or later).

What's Changed

  • Session 15: PC port decisions, M0 groundwork and the M1 skeleton by @gascarcella in #1
  • PC port M1: the headless port boots the disc and replays new_game (session 16) by @gascarcella in #2
  • PC port: first_battle_save replays in the port (memory cards, reset, software GTE) by @gascarcella in #3
  • PC port M2: a software GPU checked against the emulator, and an SDL3 window by @gascarcella in #4
  • PC port M3: sound (SPU core, LIBSND, audio output) checked against the emulator's SPU traces; GPU 2.6x faster by @gascarcella in #5
  • PC port: the movies (MDEC + XA) and save round trips with the emulator by @gascarcella in #6
  • port: tear SDL down before exit() (NVIDIA EGL crash); docs/PLAYTEST.md: first desktop play-test by @gascarcella in #8
  • docs: Global Saves as an idea in the launcher and mods plan (5.6) by @gascarcella in #12
  • port: --config FILE, the settings file (schema 1) and --print-settings by @gascarcella in #10
  • ci: run only when needed (skip docs-only changes, no duplicate runs) by @gascarcella in #13
  • port: rebindable input, hotkeys, the pause, the pace split, mods.c (launcher plan phase 1) by @gascarcella in #11
  • The launcher (path A): Dear ImGui on SDL3 by @gascarcella in #9
  • port: fast-forward and the 60 Hz mode, compared with the patched game (launcher plan phase 2) by @gascarcella in #14
  • port: skip dialogues, with its tests run with the mod on (launcher plan 5.2) by @gascarcella in #16
  • Release pipeline: the Linux AppImage, release.yml (draft releases on vX.Y.Z tags), CI per area by @gascarcella in #15
  • port: disable battle animations, logic and tests (launcher plan 5.3; picture waits for #7) by @gascarcella in #17
  • Docs rework: lean docs/, new README, CONTRIBUTING, issue and PR templates by @gascarcella in #18
  • docs: link the project board by @gascarcella in #22
  • port: the battle camera (GsSetRefView2, GsGetLw, GsSetProjection) as on the PS1 by @gascarcella in #24

New Contributors

Full Changelog: v0.1-matching-closed...v0.1.0

v0.1 — matching milestone

Pre-release

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@gascarcella gascarcella released this 05 Oct 22:33

The matching milestone, as first published.

  • 98.6% of game code compiled from matching C (3,598 / 3,606 functions): the EXE and all 293 WSTAG stage overlays at 100%, the 19 tier-1 overlays at 98.1%, the tier-2 battle overlays at 95.7%. The 8 holdouts stay as split assembly.
  • Every game file rebuilds byte-identical (scripts/build.sh --check: 2,100 outputs, SHA-1 verified).
  • Reference tests (scripts/test.sh): goldens of the game's logic generated in the emulator and replayed on the host, record/replay scripts, and format checks.

No game data is included: building needs your own disc of the EU release (SLES-03936). No binaries attached.