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Releases
v0.1.0-alpha.3
D3D12 now limits the guest GPU queue to one frame. More stable, but DEVICE_HUNG and GPU page faults remain reproducible.
Changes
- Add checks for failed GPU submissions, fence waits and device-removal completion values.
- Bundle the patched D3D12 plugin in the Windows builder for new builds and existing-build updates.
- Verify plugin, SDK and patch hashes before installation.
- Improve optional DRED crash diagnostics without enabling shader validation.
Install or update
Download HappyWarsBuilder.exe, select your own supported TU46 game files and an output folder. Enable Update existing build to update an existing installation while preserving game content and profiles.
For an existing TU46 build, HappyWars-D3D12-Update.zip contains only the GPU plugin, its provenance and license notices. Close the game, back up the existing rexgpu-xenos.dll, then replace it with the DLL from the archive. This changes the GPU plugin only; use the builder for a complete runtime update.
No original game executable, game assets, saves or private modifications are included. The supported input remains TU46 0.0.46.7, Media ID 5CEC066D.
Validation
- Patched D3D12 plugin compiled against the pinned SDK.
- Submission lifetime fault-injection checks passed.
- Builder, runtime update and playtest tests passed, including rollback, preservation and corrupt-plugin rejection.
- Longer gameplay observed locally; a full clean Windows installation and complete map/mode coverage remain unverified.
v0.1.0-alpha.2
Note
Experimental prerelease
Changelog
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Export a standalone game folder without sources, toolchains or object files.
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Show estimated overall progress from 0 to 100%, with live native compilation counts.
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Add a Windows builder for an owned TU46 copy, with exact executable validation.
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Download pinned portable tools automatically and verify their hashes.
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Avoid Microsoft SDK extraction failures with long output paths.
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Stage the local C++ runtime libraries with builder output.
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Start HappyWars.exe directly with automatic game and save paths.
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Include a save-reset helper that preserves game files and shader caches.
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Enable permanent local Premium membership from the first launch.
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Reach Game Home, the tutorial and short Skirmish gameplay sessions in the local TU46 development port.
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Add local network identity and real statistics-enumerator handles.
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Preserve original save payloads, including dated title-storage backups.
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Repair missing original callback and adapter boundaries found in playtests.
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Add an FPS counter using the owned game's font, with an F6 toggle.
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Add compatible local title-update inspection and import tools.
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Keep separate crash logs and record GPU diagnostic settings for each run.
Validation
The last full native suite passed 16 tests. Download integrity, archive
containment, crash grouping and thunk-pattern checks also passed.
The builder completed a new staged native build using the existing tested
toolchain, and the packaged Windows UI passed its startup check. Portable tool
downloads, Microsoft SDK preparation and native recompiler-tool compilation also
passed with external developer tools removed from the test PATH. A clean Windows
VM test remains pending. Direct executable startup also passed.
Interactive testing confirmed menu access, Skirmish gameplay, the FPS counter,
and local save loading. This does not establish full match stability.
Known Issues
- Gameplay can fail with D3D12
DEVICE_HUNGand a GPU page fault on the tested Radeon RX 6650 XT. - Disabling bindless resources did not fix that failure. Disabling tiled shared memory is an unverified diagnostic trial.
- The Marketplace warning persists; local catalog responses are unfinished.
- Full match completion, all maps and modes, rewards and complete progression persistence remain unverified.
- Ticket display/spending and complete Premium reward/UI effects need further checks.
- Inventory capacity remains 1024 entries. Performance still needs measurement and optimization.
See project status for the current validation scope.
v0.1.0-alpha.1
Note
This prerelease contains source code and patches. It does not include a playable game binary. Building requires your own Happy Wars Xbox 360 package.
How to Build
Follow the build guide. Extracted game files, generated code and saves remain local.
Changelog
- Add the native Windows x64 static-recompilation pipeline.
- Render the intro and 3D title screen through the ReXGlue Xenos backend.
- Add a virtual LIVE profile that passes the title's account check.
- Fix missing indirect-tail-call boundaries found during startup.
- Add SQLite storage with transaction, revision, backup and restart tests.
- Add an in-process title-storage service and local endpoint, URL and token handling.
- Match the game's HTTP header queries and storage success codes.
- Add a launcher that supplies the required game and user-data paths.
- Compile translated code with optimization enabled.
Validation
Generation completed without --force. Registration checks covered 237,086 address/function pairs with no missing PDATA starts in the inspected table. Eleven native CTest tests pass. Five Python tool tests passed. Intro and title rendering were observed during interactive runs; the latest run sends storage GET and PUT requests through the local service.
Known Issues
- Startup previously stopped at the network-save warning. The local-service build sends requests, then encounters a guest access violation.
- The mode menu and Skirmish have not been reached.
- Happy Cards, map and mode unlocks, and in-game equipment persistence remain pending.
- FPS improvement has not been measured.
This remains a source-only development release.