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Releases: iirg4x/mp6-native-port

v0.3.0

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@iirg4x iirg4x released this 30 Jul 18:58

Full changelog since v0.2.0.

New

  • Unlocked FPS mode: tick-decoupled presentation via retained-stream matrix interpolation, per-pair gating, wall-clock replay budget, and a scale-channel bound (the one TRS channel that had no gate); experimental model-level interpolation selectable in config
  • Anti-aliasing: MSAA 4x and FXAA (desktop + Android, live toggle), SSAA 1.5x/2x (desktop)
  • Shadow quality setting: real 4x–16x offscreen shadow maps with mip chain
  • In-game console: bottom input bar, live stat panels (game tick breakdown, fps, unit HUD), scrollback — every print-only counter is now readable
  • Enhancements settings group with presets (Vanilla / Vanilla Plus / Modern), runtime-sized SFX voice table, expanded heap capacities, config migration for old files
  • FPS badge now names the display refresh cap and present mode ("75 / 75 Hz FIFO"); vsync togglable at runtime; window lands on the chosen output and the swapchain follows it
  • Blender importer (tools/mp6scene): curated Towering Treetop day/night scenes, GX-faithful intensity-alpha, culling from object|material flags, additive/SRCCOL blend reproduction

Fixed

  • Vertex-morph (shape) animations were never bound by the model loader — 225 meshes game-wide now animate, including the Towering Treetop launcher flower that folded through itself
  • Board no longer crashes at the opening pan: hardware-faithful float→int conversion (Gekko fctiwz saturation) at six sites where host casts trapped
  • Board pause menu survives being opened (three defects on one path); last 640-locked full-screen draws widened for widescreen
  • Authored audio volume envelopes now run — several SFX played at wrong levels or not at all
  • Capsule-space seam null-derefs guarded
  • Two memory leaks in standalone motion-bank loading fixed, allocation guards added, plus a tagged-heap census gate so the class can't return silently
  • Audio FX metadata slimmed 124→20 bytes per entry (~149 KB resident memory freed)
  • Overlay/console rows that rendered invisible or clipped silently
  • Security: path traversal rejected in disc FST extraction (importer, setup, and web packager)
  • Android: touch overlay redraws on interpolated frames; desktop-only debug levers no-op cleanly

Known issues

  • The 3D view can black out after the Towering Treetop slide until the next day/night change
  • A rare board crash from an unidentified NaN source is under investigation

v0.2.0 — first engine-binary release + web packager

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@iirg4x iirg4x released this 21 Jul 09:02

First release carrying prebuilt content-free engine binaries (the posture is stated plainly in the README's Get it section: zero game assets in these files — the engine code is compiled from this project's decompiled/reimplemented source; game data is never distributed here, in any form).

To play you need your own Mario Party 6 (USA) disc:

  • Windows: use the web packager (GitHub Pages site on this repo) — point it at your disc image or Dolphin-extracted folder in your browser (nothing uploads), and it produces a ready-to-run folder combining your disc's content with this engine build. Or download the zip and run the setup tool / point the launcher at your content.
  • Android: install the APK, launch, and import from your disc image on-device (Select Disc Image). ~400MB imports once to the app's own storage. (APK is debug-signed — normal for sideloading; internal versionName reads 0.1.0-3a6e306, the engine snapshot it was built from.)

In this build: boots through menus into Party Mode board play, dynamic any-aspect widescreen, runtime settings menu (F10 / gear) with Mods (freecam, Shadow Quality) and save-state slots, touch overlay + on-device content import on Android.

Please don't rehost the folder/zip the packager produces or the app's imported content — that contains copyrighted game assets from your disc. Engine binaries here are asset-free; asset-free ≠ affiliation — this project is not affiliated with Nintendo or Hudson Soft.

v0.1.1 — one-command setup (build & play from your disc)

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@iirg4x iirg4x released this 17 Jul 16:23

Adds a one-command local setup tool — the easy way to build and play from
your own disc.

Play it (build from your own disc)

You supply your own Mario Party 6 (USA) disc. No game data and no prebuilt
game binaries are distributed
— the playable build is assembled on your
machine from your disc + the decompiled source, so nothing containing game code
or assets is ever redistributed (that's also why there's no downloadable .exe/.apk
here: a compiled build would contain the game's code).

setup.bat --disc "path\to\Mario Party 6 (USA).iso"

The tool checks prerequisites, fetches the zig toolchain and the decompilation,
extracts the assets it needs from your disc locally, and builds a runnable
dist\mp6native.exe. Accepts .iso / .rvz / .gcm or an extracted folder;
add --android to also build the APK. Details in setup/README.md.

Status — early preview (menus work; full board play not yet)

  • Boots through Health & Safety, opening storybook, and title
  • File select (Dolphin-compatible saves) and mode select
  • Party Mode boots and runs its full setup flow — player count, rules,
    handicap, turn count, board select — to the board-confirmation screen
  • Full board gameplay is not in yet (board-scene overlays still being
    decompiled upstream)
  • Themed pre-boot launcher/settings, 60 Hz timing, working audio
  • Android: touch controls, on-device saves, first-run disc import, ~32 MB APK
  • Dynamic widescreen is in progress

Notes

  • Fixes a stale decomp pin from v0.1.0 that would have broken fresh builds.
  • Credits & licensing: see the README and docs/PARTYBOARD_PROVENANCE.md.