The first stable release of 5thPlanet. Earlier 0.x releases are now flagged as pre-releases.
Download
5thplanet-v0.20.0-linux-x64.tar.bz2 (below) is a self-contained x86-64 GNU/Linux package: the jupiter-linux-x64 binary with SDL3 statically embedded — no system SDL needed. No BIOS or game discs are included: they are copyrighted, so place your own legally-obtained dumps in the package's bios/ and roms/ directories (each contains a README with the details). Verify with the .sha256 next to it and the SHA256SUMS inside. The ..._gpu-presenter variant additionally compiles in the experimental SDL_GPU/Vulkan presenter with an optional CRT shader (off by default at runtime — enable via Settings → Graphics or the gpu/shader config keys; needs a Vulkan-capable GPU). If unsure, take the standard archive. Built by the package workflow.
The Super Robot Wars F / F Final release: the three emulation gaps that
kept SRW F stuck at a black scenario intro, a loud XA-audio buzz, and a
combat-entry stall are fixed, and both titles are now fully playable
(user-verified). The same push lands the VDP2 line-colour extended colour
calc (roadmap C9 EXCC_LINE) and two headless debugging probes. The
bios_boot golden 0x0B1BA6E5180766F7 and all five game render goldens are
unchanged, and the savestate format stays at v16 — 0.19.0 states load.
Added
- VDP2 line-colour extended colour calc (C9
EXCC_LINE, CCCTL bit 5) —
under extended colour calc a line-colour-enabled top layer now blends with
avg(line colour, pushed-down 2nd layer)per Mednafen's
MIXIT_SPECIAL_EXCC_LINE_CRAM0/12, instead of the raw line colour (the
gradient EXCC variant stays deferred). SAT_SRAM_DUMP_*headless probe (jupiter) — hex-dump + PCM stats of a
SCSP sound-RAM window at the end of a chosen frame, for diffing streamed
audio against the Mednafen oracle.SAT_SAVESTATE_AT_FRAMEhook (jupiter) — write a faithful save state at
the end of frame N of a headless run, givingsdbga bit-exact foothold in
the real per-frame timeline.- PGO ship-features knob (
PGO_SHIP_FEATURES) —tools/pgo/build_release.sh
can compile extra cargo features (e.g.gpu-presenter) into the shipping
binary only.
Fixed
- CD-XA Form-2 sectors deliver their full 2324-byte payload — a Mode-2
Form-2 sector (subheader submode bit 5) was truncated to 2048 bytes, which
misframed SRW F's 2324-strided software XA-ADPCM stream into a runaway IIR
decoder → a loud saturating buzz. - RGB888/RGB555/2048 direct-colour tile characters render — the VDP2 tile
path only handled 4bpp/8bpp paletted cells, so an RGB888 tile layer (SRW F's
scenario-intro FMV) rendered fully black; the character number now also steps
by the correct per-depth cell size. - Direct-colour transparency keys on the dot MSB (bit 31 RGB888 / bit 15
RGB555) across all three sample sites (NBG bitmap, NBG/RBG tile, RBG bitmap),
replacing the "visible colour ≠ 0" approximation;NxTPONforces opaque. - A buffer-full pause no longer consumes the pending play-end IRQ — a long
streaming Play that backed up on the 200-block pool lost itsPEND, so the
range's real end raised no IRQ (SRW F polled the CD forever: black screen,
BGM playing). - Mednafen-faithful CD drive timing (seek, pause, resume) — the
direction-split per-FAD seek cost, Seek-pause-in-place settling BUSY→PAUSE
through the periodic walk at the 150 Hz cadence (not an instant park), and
buffer-full-pause resume as a timed re-seek triggered promptly on any block
free. Fixes SRW F's combat-entry stall, a timing-latent loader race
(debugging playbook CASE#16). - Headless SRAM-dump probe stats (jupiter) — the nonzero-word count now
covers the full requested window (not just displayed rows), and the
env-supplied window can no longer overflow the offset arithmetic.
Gameplay
Super Robot Wars F — newly fully playable in this release:
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Title, the in-scenario strategy map, and an in-combat attack animation — reaching the combat scene is what the CD drive-timing fix unblocked.
Wachenröder — the isometric tactical battle (the RBG0 rotation floor with the coefficient-fed line colour) and a story scene:
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Panzer Dragoon Zwei — the opening FMV and in-flight gameplay:
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Greatest Nine '98 — the pre-game matchup and on-field play:
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