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v0.1.0

v0.1.0 Pre-release
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@github-actions github-actions released this 31 Oct 05:35
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Project Vekta 0.1.0, a pre-release: partly playable, see docs/RELEASE-CRITERIA.md.

New in 0.1.0:

  • The game's own MLAA anti-aliasing, reimplemented as a GPU compute pass equal to the SPU code (patches 2035 to 2037, KZ_MLAA=gpu|spu|off); the first frame no longer waits for the driver to compile it.
  • NVIDIA Reflex (Off, On, On + Boost) on the PC page, through VK_NV_low_latency2 (patch 2038).
  • In-game key capture for remapping screens (patch 4011).
  • tools/wine-test.sh runs the Windows build under Wine or Proton for a minute and says whether it held its frame rate; it passed at 144 fps under both on the maintainer's machine.
  • tools/mlaa_harness and tools/mlaa_probe: the lifted MLAA jobs run outside the game, test patterns and checks.
  • Releases: VERSION holds the one version string; tools/release/bump_version.py moves it everywhere and turns this section into the release's entry; a pushed tag builds a reproducible source archive (the tree with ps3recomp at its pinned commit) and opens a draft pre-release with notes from this file and SHA-256 sums (docs/RELEASE-CRITERIA.md).
  • The project page is generated whole from the repository (the feature table, the screenshots, this changelog, the requirements and the patch series) and laid out like the Killzone 2 and Killzone 3 ports' pages; docs/FEATURES.md gains a section on the port itself (builds, frame rate, installer).
  • The port of Killzone HD (NPUA80856) on ps3recomp v0.18.0 with 93 patches, built on Linux, and on Linux for Windows.
  • Scripts that build it from the player's own files with no fixed paths (tools/), a checker for those files, and the function seeds of the lift as a table (re/function_seeds.txt).
  • PC features: the in-game PC page (display, resolution, internal scale, V-Sync, frame-rate limit 30/60/144, FSR 1, anisotropic filtering, widescreen, field of view, HUD, presets, controllers, mouse, sound output, language, skip intro), direct mouse look, mouse in menus, remappable keys, device-aware button prompts, local trophies.
  • Documentation in English: README, getting files, building, how it works, features, known issues, roadmap, and the engineering notes in docs/dev/.
  • tools/release/bump_version.py leaves an empty ## [Unreleased] above the entry it releases, and an empty entry is not news on the project page.
  • tools/ps3recomp-patched.sh also works in an unpacked source archive, where there is no git checkout.
  • An SPU write into a GPU-mapped range that overlaps one already unmapped is seen as GPU-mapped again (patch 2039), and the SPU poison-write diagnostic works with SPU_POISON_DMA_WATCH (patch 1019); both found by ps3recomp's own tests, which now run on the patched tree in CI (patch 0004).
  • An SPU that reserves a line while another SPU's plain write to it is being copied now loses the reservation at once, not at the next 10 ms poll (patch 1020).

See CHANGELOG.md for the full list.

A source release: project-vekta-0.1.0-source.tar.gz holds this tag's tree with ps3recomp at its pinned commit, and builds the port on your own Linux machine (and the Windows exe from there): docs/BUILDING.md. You need your own Killzone HD (NPUA80856) from the Killzone Trilogy disc with its decrypted EBOOT and data archive, and the decrypted libsre and dev_flash of your own PS3 firmware; none of them is included or downloaded. What each must contain: docs/GETTING-FILES.md. SHA-256 sums: SHA256SUMS (and the .sha256 file).

This first preview has been built only on the maintainer's machine (from this release's own archive, in a fresh folder); no other machine has built it yet. Reports of a build elsewhere, working or not, are welcome as issues.