Skip to content

Releases: gymzatan/smt-nine-recomp

v0.1.18 Native CPU preparation and audio execution

Choose a tag to compare

@gymzatan gymzatan released this 24 Oct 00:16

Avoid repeated full font-table scans after the original binary lookup confirms a missing glyph in the initialized ordered directories. Retain the original terminal-record comparison, character alternatives, flags, register/stack ABI and existing checkpoint resume sites. Generic lookup inputs keep their existing behavior.

Reuse the first empty file-policy slot already observed during the locked identity traversal. Prepare native Vulkan sampler parameters only for images actually bound by the original texture-stage producer.

The original font differential checks cover all 15,649 keys, missing/terminal/generic inputs and old binary/linear continuation archives. Original file lifecycle and actual native texture/pixel/query/restore checks pass. These work reductions are not a measured weak-PC frame-rate claim. Exception handling, floating-point corrections, save payloads and the fixed Updater are retained.

WineD3D native OpenGL dependency

Choose a tag to compare

OpenGL dependency used by the native Windows build. Supports all sixteen output-merger logic operations and their interaction with blending, write masks, clears and blits.

The binary and complete corresponding source are attached, including the Wine license, source commit, patch and build recipe. Runtime preparation retains the existing Windows event wakeup configuration.

Validation: 47 OpenGL rendering checks passed. This dependency release does not replace the game executable.

Binary SHA-256: 430b36a9289f946e1da917e717902fb2c571be91fc7c39ac66fe4dd458df334d
Source SHA-256: 8948ebc961911fa6504486f6573875b327d660f6edcc9e0e49f97f086eb8abac

v0.1.17 Animation crash fix and reduced rendering overhead

Choose a tag to compare

@gymzatan gymzatan released this 21 Oct 23:40

Fixes the reported animation crash by routing guest C++ exceptions through the game's original registered handlers, cleanup and catch continuation. A resource-not-ready exception now follows the original failure path instead of continuing construction and corrupting memory. The shared repair includes all 1,902 identified registration thunks; it is not limited to a scene-specific workaround.

The supplied pre-crash state completes the animation and following dialogue with both the checked and final programs. The checked run performed 1,520,514 heap-boundary checks without corruption, and 69 exception/continuation checks pass. Other threads, different or nested exception paths and a complete playthrough remain outside this verification.

Reduces unnecessary rendering work: texture identities use an index, write invalidation visits only content-valid entries, GPU result arrays reuse capacity, and D3D uploads consume existing vertex/index data directly. Repeated equal render states and redundant target lookups also avoid repeated preparation. These changes have source review and build coverage; no whole-game speedup or elimination of every extended-play slowdown is claimed. Existing game timing, resource identities and ordering remain authoritative.

Includes the locally verified background-audio scheduling fix: the existing audio producer runs at above-normal priority. Audio format, buffers and callbacks are unchanged. System-wide audio interruptions and affected-player hardware remain unverified. The previously reported D3D11 2x fixture shutdown timeouts also remain unresolved.

Update: close the game and Config, then run Updater.exe, or install the matching Japanese / Japanese-Chinese update ZIP. Original game data, settings and ordinary saves are preserved. Updater.exe is unchanged. Source installations use git pull followed by update.cmd, which also rebuilds registered imported language packages from their installed images.

Make an ordinary save before updating. Instant states require their matching executable, runtime image and graphics-processing mode; old instant states are not generally compatible with an updated program. The private reproduction state is not distributed.

Current scope and validation


修复所报告的动画闪退:接通原游戏的 C++ 异常处理、清理和返回流程,避免资源未就绪后继续构造并破坏内存。修复覆盖共享路径和当前识别出的全部 1,902 个同类注册入口。

所提供的闪退前存档已在检查程序和正式程序中播完动画、进入后续对话;检查运行的 1,520,514 次堆边界检查未发现损坏,69 项异常与调用恢复检查通过。这不代表其他线程、不同或嵌套异常以及全剧情已经全部验收。

一并减少纹理查找、失效扫描、GPU 结果数组分配、顶点与索引拷贝、重复状态处理及目标查询的开销。保留原游戏速度和执行顺序;这些性能改动完成静态审查及编译,不宣称全游戏固定提速,也不宣称所有反复切换区域后的变慢均已解决。

包含已在本机验证的后台音频调度修正,提高原音频生产线程的优先级,保持音频格式、缓冲和回调不变。其他机器及系统整体音频中断仍未覆盖;既有 D3D11 两倍倍率夹具退出超时也尚未解决。

关闭游戏和 Config 后运行 Updater.exe,或使用对应语言更新包。保留原始数据、设置和普通存档。本地【更新补丁】ZIP 可直接解压覆盖。更新前请保存普通存档;即时档仍要求匹配的程序、运行镜像及图形处理模式,不能普遍跨更新使用。

v0.1.16 Reduced vertex-program parsing overhead

Choose a tag to compare

@gymzatan gymzatan released this 21 Oct 19:41

Reduces repeated vertex-program parsing during drawing: the renderer validates a program and gathers its input mask once, then reuses that result for the immediate draw submission. Existing shader storage, caches, command ordering and game timing are preserved. Includes the existing fusion alignment, animation and menu fixes.

The isolated query cost fell by about 46–58% for the measured 32- and 128-instruction programs. The battle comparison measured 119.3 versus 126.7 uncapped diagnostic FPS, but heavy background CPU load and overlapping sample ranges prevent treating this as a stable overall gain. This is not a claim of whole-game 120–150 FPS.

Validation covers 4,096 original/candidate query comparisons, 126 non-D3D11 graphics checks, a three-minute Vulkan battle-to-street replay, and hot/cold instant-state restoration. D3D11 vertex payload checks pass at 1x; two 2x tests time out after shutdown on both the unchanged baseline and this build. Those timeouts remain unresolved and are not counted as passes. See validation details.

Known issue: audio may stutter when the game window is not in the foreground. This report is under investigation and is not fixed by this release.

Update: close the game and Config, then run Updater.exe or install the matching Japanese / Japanese-Chinese update ZIP. Chinese resources are optional. Original game data, settings and ordinary saves are preserved; Updater.exe itself is unchanged. Source installations use git pull followed by update.cmd, which also rebuilds registered English packages from their installed images.

Make an ordinary save before updating. Instant states require their matching executable, runtime image and graphics-processing mode.


减少绘制时对同一顶点程序的重复解析:原本三次扫描合为一次,同批提交直接复用结果。保留现有着色器存储、缓存、指令顺序、游戏时序及合体画面修正。

所测 32/128 条指令程序的局部查询耗时减少约 58%/46%。战斗不限帧对照为 119.3→126.7 FPS,但后台 CPU 负载很高、采样区间重叠,不能认定稳定的整帧提升,也不代表全游戏已达到 120–150 FPS。

Vulkan 战斗至街道回放、热读档和重启后读档通过。D3D11 两项 2 倍倍率检查在原版基线和本版均出现退出超时,尚未解决,没有计作通过。

已知问题:游戏窗口退到后台时可能出现音频卡顿,尚待排查,本次发布未修复。

关闭游戏和 Config 后使用 Updater.exe 或对应语言更新包。保留原始数据、设置和普通存档;本地【更新补丁】ZIP 可直接解压覆盖。更新前请保存普通存档,即时档仍要求原程序匹配。

v0.1.15 Fusion effects, menu transitions and graphics improvements

Choose a tag to compare

@gymzatan gymzatan released this 21 Oct 14:45

Fixes encoding effects that exited when the game switched to wireframe, and the black flash when opening the green fusion-terminal menu. Temporary menu textures are kept off the display, and the original transition uses its correct colors. Solid/wireframe transitions are supported on D3D11, D3D12, OpenGL and native Vulkan; Vulkan wireframe requires fillModeNonSolid.

Sword fusion keeps its preview square inside the green panel and aligns the demon and weapon with the platform. The original scene scale is preserved for the native shader axes, retaining the intended solid/wireframe sequence. The complete supplied sword-fusion route was checked at 4:3 and 16:9 on native Vulkan, and at 16:9 on OpenGL. Ordinary two-body and three-body fusion were checked through their results on native Vulkan at 16:9. Material and result anchors track the stretched backdrop discs without stretching the models. Status previews also keep animated effects attached to the body; Tsukuyomi was verified on Vulkan and OpenGL.

Retains verified reductions in graphics-thread waiting, shader-state preparation, vertex copying, readback allocation and empty Vulkan submissions. OpenGL uses WineD3D's existing event-based synchronization. These are local improvements, not a guarantee of a fixed FPS increase on every scene or computer; battle performance remains under active optimization.

Validation includes the reported Slot 5 encoding sequence, consecutive menu-opening captures on OpenGL and native Vulkan, physical wireframe pixels on all four backends, and 168 GPU regression checks. See validation details for the retained performance measurements and their limits.

Update: close the game and Config, then run Updater.exe or install the matching Japanese / Japanese-Chinese update ZIP below. Original game data, settings and ordinary saves remain unchanged. Chinese resources are optional. Updater.exe itself is unchanged. Source installations use git pull followed by update.cmd; registered English packages are rebuilt from their installed images.

Make an ordinary save before updating. Instant states require the matching executable, runtime image and graphics-processing mode.


修复加密效果切换线框时退出,以及绿色合体菜单打开时先出现黑底菜单、随后动画变黑的问题。OpenGL 和原生 Vulkan 的连续抓帧已验证正常,四个后端的实心/线框切换像素检查通过。

合体剑预览保持正方形并位于绿色面板内,恶魔和武器与平台正确对齐。修正原场景相机倍率,保留正常实体/线框消散动画;已用同一存档在原生 Vulkan 的 4:3/16:9 和 OpenGL 的 16:9 跑完合体。普通两身和三身合体也在原生 Vulkan 的 16:9 跑到结果;恶魔及武器的位置跟随背景圆盘,模型本身保持正常比例。状态预览中的动画特效与身体使用相同的坐标变换,月读已在 Vulkan 和 OpenGL 验证。

保留已验证的图形线程、着色器状态准备、顶点复制、回读分配和 Vulkan 空提交优化。局部工作量确实减少,但不承诺所有场景或电脑获得固定帧率提升;战斗性能会继续优化。

关闭游戏和 Config 后运行 Updater.exe,或使用对应语言的更新包。保留原始数据、设置和普通存档;中文资源可选,Updater.exe 本身不变。更新前请保存普通存档,即时档仍需与原程序匹配。

v0.1.14 Native Vulkan and battle fixes

Choose a tag to compare

@gymzatan gymzatan released this 21 Oct 05:20

Vulkan now uses the system Vulkan driver directly, with native images, pipelines, command submission and presentation. This backend requires Vulkan 1.3 and the features listed in the build guide. Auto keeps the order Vulkan → OpenGL → D3D12 → D3D11; the other backends remain selectable.

Battle fixes include host-cached Vulkan readback memory, aligned random-encounter gauge frames at widescreen, and validation of completed effect-resource callbacks. The reported battle improved from about 13 FPS to a 55.5 FPS average (48–60 FPS) in a separate two-minute final-build test; sustained heavy-battle performance remains under investigation.

Config adds Vertical synchronization (VSync), off by default and independent of the game's 30/60 Hz setting. Save and restart to apply it.

CPU and graphics work is reduced through native matrix kernels, native constant/index submissions, resource reuse and removal of redundant color copies. Normal game pacing is unchanged. Local uncapped results and their limits are documented in VALIDATION.md; they do not guarantee 120–150 FPS on other machines or resolve every reported extended-play slowdown.

Update an existing installation: close the game and Config, then run Updater.exe, or use the matching Japanese / Japanese-Chinese update ZIP below. These packages include the new Vulkan compiler dependency and preserve original data, settings and saves. Chinese runtime resources are included only in the Chinese update. Updater.exe itself is unchanged.

For source installations, run git pull and update.cmd (.\update.cmd in PowerShell). Registered imported languages are regenerated and rebuilt from their installed images. To update an external English translation, choose Import or update language ISO… in Config and import the newly patched ISO using the same English identifier. Successful imports replace the registered package; failed imports preserve the previous package. The English patch and game ISO remain external inputs.

Ordinary saves are shared across languages in save/UDATA. Make an ordinary save before updating: instant states require their original executable, runtime image and graphics-processing mode.


Vulkan 改为直接使用系统驱动,新增独立的 VSync 开关,并减少矩阵计算、索引/常量提交和资源处理中的重复工作。正式游戏仍按原有 30/60 Hz 设置运行;测试结果不代表所有电脑都能达到相同帧率,也不代表整个图形路径已完成原生化。

修正了 Vulkan 战斗回传内存选择、随机遇敌的宽屏横条,以及效果初始化读取未初始化字段引起的间歇性退出。所报告战斗从约 13 FPS 提高到正式程序两分钟回放平均 55.5 FPS(约 48–60 FPS),持续战斗性能仍会继续优化。

关闭游戏和 Config 后运行 Updater.exe,或选择对应语言的更新包。包内包含新的 Vulkan 依赖,保留原始数据、设置和普通存档;未安装中文的玩家无需下载中文运行资源。源码目录使用 git pull 后运行 update.cmd,英文翻译更新可在 Config 中以相同 English 标识重新导入新版补丁 ISO。更新前请保存普通存档。

v0.1.13 — Graphics CPU Optimizations

Choose a tag to compare

@gymzatan gymzatan released this 20 Oct 05:31

Reduces CPU work in the graphics path: redundant page-protection updates, command-dispatch overhead and repeated render-target bookkeeping. Vertex data continues to use the existing compact GPU layout. Rendering, completion ordering and normal frame pacing are preserved.

The same shoe-store scene on a Ryzen 9 9950X / RTX 5090 (Japanese, Vulkan, 1×, 4:3, multithreaded) averaged 90.50 → 99.28 FPS (9.7% higher) in an isolated uncapped ABBA comparison against the previously delivered direct-packed vertex path. Detailed timing was disabled for both builds. This is not a promise of the same gain on other systems. All 104 GPU checks pass across the four backends; Japanese, Japanese/Chinese and imported-English hosts were rebuilt.

Update: close the game and Config, then run Updater.exe, or use the matching Japanese / Japanese-Chinese update ZIP below. Source installations use git pull then update.cmd (.\update.cmd in PowerShell). Original data, settings and ordinary saves remain. Chinese resources are downloaded only for installations with Chinese enabled; Updater.exe itself is unchanged. Imported-English programs are rebuilt through the source update.

Ordinary saves are shared across languages in save/UDATA; Config → Save folder opens the root save folder. Instant states remain language-separated and require their original executable, runtime image and graphics-processing mode; make an ordinary save before updating.

减少图形路径中的重复内存保护、命令分派开销和逐图元状态登记,保留画质、绘制与完成顺序。相同本机鞋店场景不限帧对照为 90.50 → 99.28fps,提升约 9.7%。正式游戏限帧保持;这个结果不代表所有电脑都能达到相同帧率,长时间游玩后变慢的报告仍未定位。

关闭游戏和 Config 后运行 Updater.exe,或使用对应语言更新包。中文资源只更新已安装中文的目录,原始数据、设置和普通存档保持。普通存档在 save/UDATA 跨语言共用;更新前请保存普通档,即时档仍需原程序和运行镜像。

v0.1.12 — Multithreaded Graphics and Story Stability

Choose a tag to compare

@gymzatan gymzatan released this 19 Oct 22:18

Native vertex batches write the existing packed GPU layout directly, removing redundant attribute copies. On the local Ryzen 9 9950X / RTX 5090 shoe-store scene (Japanese, Vulkan, 1×, 4:3), an isolated uncapped A/B comparison averaged 83.58 versus 85.58 FPS, about 2.4% higher. The packing/upload/submission CPU interval fell from 0.751 to 0.430 ms/frame. Release frame pacing is unchanged; this is not a guarantee for other hardware or a resolution of the unlocated extended-play slowdown.

顶点数据直接写入现有 GPU 紧凑布局,减少重复复制。本机同一鞋店街景不限帧对照平均 83.58 → 85.58fps,约提升 2.4%;打包/上传/提交的 CPU 阶段由 0.751 降至 0.430 毫秒/帧。正式程序限帧保持,尚不能保证其他电脑的帧率,也未定位长时间游玩后变慢的来件。

Fixes the black screen after the Sophia dialogue: the original resource callback is now recompiled through both complete return paths, preserving the caller's stack. The supplied corridor state reaches the next room and battle in the final release build. The Shibuya battle callback coverage and multithreaded graphics remain included; full-game coverage is incomplete.

Config offers Graphics processing: Multithreaded (default) / Single-threaded. Save and restart to change modes. Extended-play slowdown reported by a player remains unresolved. Battle item and reward icons now share the panel and text widescreen mapping; 4:3 geometry and non-position vertex data are preserved.

Update: close the game and Config, then run Updater.exe. It detects changed files even under the same release tag. Manual Japanese and Japanese/Chinese update ZIPs are available. Source installations use git pull followed by update.cmd (.\update.cmd in PowerShell). Game data, settings and ordinary saves remain. Instant states require the same executable, runtime image and graphics processing mode; make an ordinary save before updating.

修复索菲亚对话后黑屏:恢复原版资源回调的完整函数范围和两个返回分支,避免破坏调用栈。正式程序从玩家走廊存档进入后续房间与战斗通过,保留涉谷战斗回调修复和多线程图形处理;尚未完成完整通关验证。

Config 提供默认多线程/显式单线程图形处理,保存后重启生效。修复战斗道具/奖励图标在宽屏下偏到框外的问题,使其与背景框和文字使用同一横向映射;4:3 保持原位。长时间游玩后变慢的报告仍未定位。

关闭游戏和 Config 后运行 Updater.exe 即可更新,同一发布标签下的文件变化也能识别。也可下载对应语言的仅更新 ZIP;源码目录使用 git pull 后运行 update.cmd。保留游戏数据、设置和普通存档。即时档要求相同程序、运行镜像及图形处理模式,更新前请保存普通存档。

Chinese HP, MP and combined full-recovery item labels use “全回复”. The Chinese update contains the revised Chinese runtime image. Updater detects whether Chinese is installed: Japanese-only/English installations do not download this image. Updater.exe is unchanged. Chinese source updates refresh the runtime text from the current translation inputs while reusing original game data.

中文三处 HP/MP 效果标签统一为“全回复”,汉化更新包包含实际修改的中文运行镜像。未安装中文的目录不会下载这份资源;Updater.exe 保持不变。源码目录的 update.cmd 同步中文运行文本,复用原始日文数据。

Ordinary saves are shared across languages in save/UDATA. Back up the root save folder; Config → Save folder opens it. On first use, old ordinary saves are copied with originals retained. Instant slots are separated by language under save/states; archived old states still require their original executable/image. Updates never include or replace player saves.

普通存档统一到根目录 save/UDATA,日文、中文与导入语言共用。备份整个 save 即可,Config“存档文件夹”可直接打开。首次使用自动复制旧普通存档并保留原件;即时档按语言放在 save/states,旧即时档归档后仍需原程序/镜像。更新包不含玩家存档,也不会覆盖存档。

v0.1.11 — Ueno Rendering Fix and Updater

Choose a tag to compare

@gymzatan gymzatan released this 19 Oct 09:44

Ueno walking no longer exits when a draw exceeds the previous 4,096-index limit. The shared NV2A batch bound now applies to 16/32-bit indices, sequential arrays, inline vertices and immediate vertices, along with their transform/upload storage. Draws remain intact; strips and fans are not split, and geometry is not silently discarded.

The supplied Ueno route reproduced the old exit and continued past the same point with the rebuilt program at about 60 FPS locally. GPU checks cover five producers and six topologies on Vulkan, OpenGL, D3D12 and D3D11, including uploaded bytes and pixels. Capacity-boundary and checkpoint checks pass. This does not establish a complete playthrough or minimum-VRAM compatibility.

Update an existing installation: download Updater.exe, place it beside smt9_recomp.exe, close the game and Config, and open the updater. It automatically selects the Japanese or Japanese/Chinese package, verifies the download and shows the pending file count. Click Update now to install. Game data, settings and ordinary saves remain in place. File comparisons detect refreshed attachments even under the same release tag. The updater is also included in both update ZIPs; manual Apply-Update.cmd installation remains available. Instant states require their matching executable; keep the old program if you still need an old instant state.

Source installations: git pull, rerun setup.cmd when Python requirements change, then update.cmd (.\update.cmd in PowerShell). Existing Japanese/Chinese data is reused, and imported English hosts rebuild from their existing package directories. First installations use build.cmd --iso with an original folder, XISO or full-disc ISO; Chinese remains optional with --with-chinese.

GPU dependency archives/DLLs, generated function bodies and translated outputs no longer have fixed hash admission checks. Original Japanese game verification and dynamic release/download integrity checks remain. Dependencies are checked for readable archives and valid x64 DLL structure; the DXGI rename uses the actual PE import table. If WineD3D downloads successfully in a browser, save that ZIP without extracting it as build/downloads/wined3d.zip, then resume the build. The reported direct link is already the configured URL. Generated code edits validate their target text instead of whole-function hashes.

修复上野走路时模型索引批次超过旧上限导致的退出,并统一处理同类提交路径。保留完整几何和图元连续性,四种后端的大批次检查通过。已有目录使用对应语言的仅更新包,无需重新附带或提取原始游戏数据。

图形更新器:将单独下载的 Updater.exe 放到游戏 EXE 旁,关闭游戏及 Config 后双击,等待检查完成并点击“立即更新”。自动匹配日文/日中安装、校验下载,并仅更新变化的程序文件。保留原始游戏数据、设置与普通存档。源码和已导入的英文程序仍使用源码目录的 update.cmd。

构建依赖取消固定哈希锁定,保留原版日文文件核验和动态完整性校验。浏览器下载成功的 WineD3D ZIP 可直接保存为 build/downloads/wined3d.zip 后继续构建,无需解压;下载失败提示会给出直链和准确缓存位置。

Updater follows the saved Config interface language (Chinese, Japanese or English); save your setting and reopen Updater to apply it.

Updater 界面跟随 Config 已保存的中文/日文/英文界面语言;保存设置后重新打开更新器即可。

v0.1.10 — Custom Controls and Program Updates

Choose a tag to compare

@gymzatan gymzatan released this 18 Oct 23:28

Config supports custom keyboard and XInput controller bindings for 24 game actions, including both sticks, D-pad, face buttons, Start/Back and the original Xbox White/Black/L/R controls.

Open Config → Bindings (中文:“按键设置”;日本語:「入力設定」), select an action, choose or capture its keyboard/controller input, then Apply and Save in the main window. Unbound disables an input; Restore defaults restores the original profile. Settings take effect next launch and survive program updates. The default D-pad uses the four arrow keys; the keyboard selector distinguishes navigation keys from numeric-keypad keys. Analog pressure, foreground gating and the existing keyboard/controller merge are preserved. F1–F5, F8 and F9 remain reserved for checkpoint, screenshot and pause functions.

For existing installations, download the matching program-update asset:

Installed language build Update ZIP
Japanese without built-in Chinese SMT-NINE-recomp-v0.1.10-update-japanese.zip
Japanese with built-in Chinese SMT-NINE-recomp-v0.1.10-update-japanese-chinese.zip

Close the game and Config. Extract the update into the existing game directory and run Apply-Update.cmd. It verifies installed game identities and payload hashes, rejects the wrong language variant, and skips identical files. The ZIPs contain programs, license text and update scripts, with no original Japanese/Chinese data, game images, fonts, ISO, configuration or saves. They cannot create a new installation. Ordinary saves and custom bindings are preserved; old instant states still require their exact original executable.

Initial source builds automatically recognize bare XISO (.xiso.iso or .iso), full-disc ISO dumps, and extracted original Japanese folders with the same --iso command. No conversion or format switch is required. Whole-disc checksums do not restrict supported containers; all 3,515 original game files remain verified against the retail manifest. Both supplied ISO layouts and an original-folder copy matched the established native-build inputs. For a folder, select the directory containing default.xbe and Media; all contents are checked before copying into the build directory, and the source is preserved. Folder builds support resume and program-only updates. Modified/translated folders are not accepted as original game inputs.

GPU dependency downloads are cached only after their pinned SHA-256 matches; interrupted or invalid downloads are discarded. If an invalid archive already exists in build/downloads, the error identifies the file to remove before resuming the build. Dependency URLs and checksums are unchanged.

Source users can git pull and run update.cmd (.\update.cmd in PowerShell), without an ISO or extracting existing data again. This also rebuilds imported English hosts through their existing build directories. The generic binary update ZIPs do not replace externally translated executables, which depend on the player's patched ISO. First installation still uses the source build and the player's disc; Chinese remains optional.

49 source checks and six XDVDFS reader checks pass, including configuration persistence, all trigger pressure values, remapping/inversion/unbound/default behavior, foreground gating and the production Config dialog in all three interface languages. The native Japanese, Japanese/Chinese and imported-English programs compile; current Japanese builds reach the title with a customized profile. Street/NPC samples run around 30 FPS locally. Windows refused foreground activation in the automated physical-key gameplay attempts, so those captures do not establish a physical-device remapping playthrough.

Config offers Vulkan/OpenGL/D3D12/D3D11, with Auto attempting that order on initialization errors. D3D12 uses D3D11On12 and is not a guarantee of lower memory requirements. Minimum VRAM and 512 MiB support remain unconfirmed; see the READMEs and validation document for measured memory and coverage limits.

新增键盘/XInput 手柄自定义控制、按键捕获、禁用与恢复默认,设置保存后下次启动生效。GitHub 同时提供日文和日中安装各自的独立程序更新 ZIP,不附原始游戏数据,不覆盖配置或普通存档;源码目录可继续使用 update.cmd,英文宿主通过其原构建目录更新。完整游玩包仍仅保存在本地。