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ReKHCoM v2.9
Available now: Windows32/64-bit; Linux desktop/Steam Deck32/64-bit; Anbernic ARM beta; Android ARM32+ARM64 beta; PS4 beta; Switch beta; Vita beta; PS5 beta; Web alpha (EU/US/JP).
v2.9
Gameplay and stability
- Faster GBA picture rendering on Windows 32/64-bit and Linux 64-bit through CPU workers, with isolated buffers and unchanged game speed. GPU composition and scaling remain in use.
- Improved image pacing at the original GBA rate (about 59.7275 Hz), including menu exit and recovery after a late frame. The FPS counter measures submitted images, and loading a quickstate no longer causes a false Hz spike.
- Windows 64-bit now exposes the VRR option when its presentation path supports it. Actual variable refresh still depends on the monitor, driver and display settings; unsupported paths fall back to VSync.
- Fixed an invalid battle-camera access during Pooh's tree-collision sequence and a race while preparing Darkside's beach tables.
Display, art and imports
- The three optional GBA borders work with every view, zoom and selected aspect. Decorations keep their proportions; the original GBA frame remains unchanged.
- Jiminy's extended pages have consistent edges, rounded corners and footer placement with HD cards on or off.
- Includes the accepted Atlas scene, arena and HD synthesis updates. Later proposals and review comments remain in Atlas for separate review.
- Basic HD imports now include
zz_event_062, the floor6 movie replacement, without importing every story scene (#573). Re-run the importer from your owned media to add a clip missing from an older import. - General → Hide title hint can hide the added SELECT OPTIONS label. SELECT still opens Options (#596).
- Optional LCD pixel grid follows the GBA pixel scale across zoom and aspect changes, with configurable strength and cached GPU masks. It is off by default and keeps decorative borders clear (#598).
- The native launcher's 405 synthesis recipes now match the accepted source and Python importer, including update detection for older imports.
- Linux includes the launcher action Import HD HUD, cards and sprites..., as well as
--import-sprites(#616).
Packages and verification
Windows and Linux desktop packages contain 32-bit and 64-bit paths and EU/US/JP game support. Android contains both ARM32 and ARM64. Anbernic, Android and console packages retain their beta labels. No ROMs, personal saves or imported HD media are included.
Desktop checks include pixel comparisons between single-core and parallel rendering, actual gameplay and quickstate tests, and packaged boot tests. Local field measurements improved from about 18.6 ms to 8 ms in the 64-bit PPU; native Windows32 controls improved from 8.7–9.4 ms to about 4.1 ms. These are workload-specific results, not a guarantee for every scene or device.
Physical RX6900XT/144Hz scanout, Steam Deck Gaming Mode and physical mobile/console performance were not tested here. Issue #610 remains under follow-up to match the reporter's crash to the corrected access.
Build provenance: the original desktop/Android packages retain source f05f0d3. Web and the later console builds include a declaration-only linker correction in 86a5970. Exact producer revisions are recorded per artifact; existing files and the release tag are unchanged.
The remaining console builds also include the SDK staging-header correction in 51edf7e. This changes build preparation only.
ReKHCoM v2.8
ReKHCoM v2.8 is a stability release: it fixes the crashes reported in v2.7 and closes the whole family of crashes behind them.
Fixes
- 64-bit crash in long battles (#564). On Windows and Linux/Steam Deck, the 64-bit game could close in a battle with many effects on screen, as in the Colosseum. The original game sometimes uses a sprite or palette slot it failed to get. The GBA survives this by reading its BIOS, and so did the 32-bit game; the 64-bit game crashed. It now handles those reads the same way, and the battle code skips that missing slot.
- Android: crash entering a room with an HD scene (#563). On some phones the video decoder hands over incomplete frames, and the HD player read them unchecked (Traverse Town's floor exit after the first boss). Such frames are now skipped; if the video gives none that can be shown, the original game's scene plays and the story goes on.
- Windows HD movies. A short or empty decoded frame is skipped instead of being read.
- HD menus. The selected row's line now carries on the bottom edge of the lamp's square, instead of starting halfway up the light.
Stability pass
- Every place where the original game uses a sprite or palette slot it did not get now behaves as on the GBA. On Android, the web, Linux ARM and consoles those spots could close the game when the screen was busy. They were found by making those requests fail on purpose across every battle and every story event.
What was tested
- #564: the reported crash was reproduced (same address and fault) by forcing the failed request in a battle, then the same battle ran 6000 frames clean with the fix, and again with only the new 64-bit handling.
- 64-bit handling: instruction-level tests on Windows and in a Linux (Debian) machine; a normal battle redirects nothing.
- Stability pass: 209 battles and 194 story events with forced failures: about 50 crash spots before, none after.
- #563: the crash address in the reporter's log matches the frame conversion; a test covers the frame shapes. Not yet confirmed on the reporter's phone.
- All ten packages built from the same source, and the Windows and Linux packages start, reach the title and play the first event.
ReKHCoM v2.7
ReKHCoM v2.7 smooths HD menus and room synthesis, fixes several visual glitches, and adds deck editing shortcuts.
Smoother HD
- Room synthesis. Opening or scrolling the room card list no longer stutters. The cards now load one per frame from the moment the menu's banner appears. Opening used to load 7 pictures in a single frame (up to 55 ms from a cold disk); it now loads 2 (about 3 ms).
- Title. The title menu's HD words now fade in a little every frame instead of in the cartridge's 12-steps-a-second jumps. The title already ran at a steady 60 Hz; the steps were what made it feel like 30 fps.
Fixes
- Door. The world card no longer flashes a dark ball for one frame as it reaches the door in Auto view.
- Options.
- HD letters are evenly spaced ("Zoom", "LCD" and "Cinemáticas HD" no longer run together).
- The selection light no longer jumps from dim to full after a hitch while the menu stays open.
- Menu pages (controls, achievements, scenes...) change with a brief fade.
- Scene gallery. Loading a game now unlocks the scenes of the worlds already behind it (Agrabah, Coliseum...), not only the hall's.
- Android (#443). The launcher and the game handle language, font-size and layout-direction changes without being recreated.
New
- Deck editor (#432, by maxikbch).
- The dodge button places the held card before the one under the cursor and pushes the rest along.
- The stock button closes the gaps in the deck.
- Gold premium cards (experimental, off). Options > Experimental gives premium cards a gold frame in the deck menu.
- HD movie voices. The page now explains in plain words what the English and Japanese voices are and how to get the other dub. The Linux launcher names the HD HUD import clearly.
What was tested
- Room synthesis: before/after frame logs of the door → room synthesis scene.
- Door: before/after captures of the door artifact.
- Options: per-frame captures of the options menu, including the light over 1500 frames.
- Audio: the intro skip, title, menu, opening movie and Moogle shop at real speed with a silent audio device, with 0 underruns. A regression test now covers this.
- Gallery: a copy of a real save on 4F.
- Not verified on physical devices: the Android change, consoles and the Steam Deck.
Online rooms use link version 5, as in v2.6: v2.6 and v2.7 games of the same cartridge region can play together.
Downloads cover Windows x86/x64, Linux desktop/Steam Deck x86/x64, Anbernic ARMhf, Android ARMv7/ARM64, PS4, PS5, Switch and PS Vita. The browser player is published separately. Console and mobile ports keep their beta status.
Packages contain no game ROM, personal configuration or save files. Supply your own legally obtained game data. Back up your saves before updating.
SHA256SUMS-v2.7.txt has the download hashes. BUILD-SOURCES-v2.7.json records the source revision and the package checks.
ReKHCoM v2.6
ReKHCoM v2.6 brings online link battles that stay in sync, a lobby browser, and fixes for ARM32 builds, the Epic Games Store importer and an HD movie.
Online (original link VS through the public relay, "Servidor ReKHCoM - Beta" in the launcher)
- Lobby browser. Link opens Load to choose your file, then a table of public rooms showing name, host level, region and players.
- The buttons are Create room, Filter (all regions or yours), Refresh and Cable.
- When you create a room you can type a name or keep the offered one.
- Cancelling the wait returns to the list, and Back returns to the title.
- In-sync battles. Both games relay the battle's keys themselves, so rollback corrections no longer leave the two battles different. Earlier versions, including v2.3, could drift apart for the rest of a battle.
- 64-bit online. The Windows 64-bit build (what Auto selects on x64) now has network support. Typed room names work on 64-bit Windows, Linux and Android.
- Link battles. The one-button dodge works in link battles. In wide view, the opponent's HP gauge is docked top-right.
Other fixes
- ARM32 division. ARM32 builds (Android 32-bit and Anbernic) now divide by zero exactly as the cartridge does, like PC and ARM64. Online play across platforms needs this.
- Epic Games Store (#541). The HD importer finds Epic Games Store installs.
- 6th-floor movie (#539). The 6th floor's pre-rendered movie plays as its HD clip, thanks to duartepedro. On Android the cartridge's movie stays wherever the HD version would need a clip of a longer scene.
What was tested.
- Simulated network: two games on one PC played battles with attacks and dodges through a local relay with simulated lag (3–6 frames) and 2% packet loss. Both 32-bit vs 64-bit and 64-bit vs 64-bit kept every state check equal.
- Public VPS: the packaged online beta completed the lobby flow and a battle through the public VPS.
- ARM32: the change was checked on the full Anbernic build and against the cartridge's own division routine.
- Not verified: physical games between distant players, and online play on Android/ARM devices.
Online rooms use link version 5. They only meet other v2.6 games with the same cartridge region (EU, US or JP).
Downloads cover Windows x86/x64, Linux desktop/Steam Deck x86/x64, Anbernic ARMhf, Android ARMv7/ARM64, PS4, PS5, Switch and PS Vita. The browser player is published separately, without online play (browsers have no UDP). Console and mobile ports keep their beta status, and package validation does not certify testing on every physical device. The Steam Deck white border report (#538) is still open.
Packages contain no game ROM, personal configuration or save files. Supply your own legally obtained game data. Back up your saves before updating.
SHA256SUMS-v2.6.txt has the download hashes. BUILD-SOURCES-v2.6.json records the source revision and the package checks.
v2.5 Online Beta — lobby browser and in-sync link battles (Windows, Linux/Steam Deck)
ReKHCoM v2.5 Online Beta is a Windows and Linux/Steam Deck test build for the original link VS battle played online through the public relay ("Servidor ReKHCoM - Beta" in the launcher).
- Lobby browser. Link opens Load to choose your file, then a list of public rooms showing name, host level, region and players. The buttons are Create room, Filter (all regions or yours), Refresh and Cable. When you create a room you can type a name or keep the offered one. Picking a room goes straight to the battle setup. Cancelling the wait returns to the list, and Back returns to the title.
- 64-bit online. The Windows 64-bit build (what Auto selects on x64) now has network support.
- Synchronisation. Both games now relay the battle's keys themselves, so a rollback correction no longer leaves the two battles different. Earlier builds, including v2.3, could drift apart for the rest of a battle.
- Dodge. The one-button dodge works in link battles, as a d-pad double tap.
- Wide view. In link battles the opponent's HP gauge is docked top-right, and the network line sits between the two gauges.
What was tested. Two games on one PC played battles with attacks and dodges through a local relay with simulated lag (3–6 frames) and 2% packet loss. Both 32-bit vs 64-bit and 64-bit vs 64-bit kept every state check equal. The packaged 64-bit build also completed the full lobby flow and a battle through the public VPS.
Limits.
- This is not a physical match between distant players.
- Linux/Steam Deck uses the very same 64-bit game images as Windows (byte-identical), but it was not run on a Linux device here.
- Android/ARM cross-play is not part of this build.
- Rooms use link version 5, so they only meet other v2.5 online beta games with the same cartridge region (EU, US or JP).
The package contains no game ROM, personal configuration or save files. Supply your own legally obtained game data, and back up your saves before trying a test build.
SHA256SUMS-v2.5-online-beta.txt has the Windows hash and SHA256SUMS-v2.5-online-beta-linux.txt the Linux one. BUILD-SOURCES-v2.5-online-beta.json records the source revision and the checks.
ReKHCoM v2.3
ReKHCoM v2.3 adds experimental scene framing and carries forward the fixes from v2.3-pre1.
- Adjusted (default): a close integer camera; scenes approved with honors use the zoom selected in the app.
- Extended: your selected zoom in every scene. Some scenery edges are still being completed.
- Original shot: the close camera in every engine scene, including honors-approved scenes.
Dialogue, HUD and complete character portraits keep their own zoom. Scene framing is under Experimental in the game, launcher and web player. The separate GBA-size scenes setting has been removed; narrow scenes always fill the height.
Includes the optional original-VS online beta through the VPS relay and Windows64 software rendering improvements. The modern online rebuild without ping-related pauses is still in development; this release does not claim that behavior. RetroAchievements Hardcore is not available.
Also carries forward the world-card illustration/glow composition fix, confirmed by the reporter on Windows and Steam Deck in the focused v2.3 test build.
Downloads cover Windows x86/x64, Linux desktop/Steam Deck x86/x64, Anbernic ARMhf, Android ARMv7/ARM64, PS4, PS5, Switch and PS Vita. The browser player is published separately. Console and mobile ports retain their beta status; package validation does not certify testing on every physical device. Steam Deck Gaming Mode report #330 remains unconfirmed.
Packages contain no game ROM, personal configuration or save files. Supply your own legally obtained game data. Preserve your saves before updating.
SHA256SUMS-v2.3.txt contains download hashes; BUILD-SOURCES-v2.3.json records the source revision and package checks.
Windows/Linux #479: complete desktop test
Targeted Windows/Linux desktop test for #479: restores Quit the game on 64-bit desktop cores and closes the game completely. Includes EU/USA/JP and 32/64 runtimes, plus the spring initialization and latest optional Linux safe-startup library selection.
Windows: 24 real menu cases and 2 actual-UI launcher flows pass. Linux: 22 menu/launcher cases pass from this exact archive in an isolated 512 MiB VM. Physical SteamOS/Bazzite confirmation remains pending; missing ffmpeg/ffprobe and optional NumPy/Pillow imports are separate. Dummy audio does not certify audible continuity.
Extract into a separate folder, add your own ROM and copy your save for testing. Use README-TEST.txt. No ROM, save, settings or private logs are included. Stable v2.2.5 remains Latest and its files are unchanged. The Android #480 test is a separate APK.
Linux SteamOS startup recovery test (#459)
ReKHCoM Linux startup recovery test
Complete test archive v2.2.5-test459-startup.2, for issue459.
- Extract into a NEW folder. Keep your working game and saves unchanged.
- Put your own ROM in roms/.
- Add this folder's ReKHCoM.sh to Steam, using your usual native command.
For this test, remove --safe-startup from that command so Auto is tried.
From a terminal: ./ReKHCoM.sh --auto - Give the first attempt up to 35 seconds. If native64 stalls before entering
the game, Auto should continue through compatible32 software automatically. - Tell us whether the title appears, how long it took and whether HD text works.
Attach ReKHCoM.log and kh_com.log from THIS new folder.
If it still does not start, --safe-startup remains available. Never delete the
working installation, your ROM or original saves. No new HD media import is
needed for the font/startup test. Fonts are included.
This is a targeted recovery test, not stable2.3 or a complete build of all latest
features. Game cores/internal version remain2.2.5 and preserve the prior HD-font
test; only native64 host, wrapper and these notes were replaced. SOURCE.json
records both provenances. The native64 GPU route stays the first attempt; only
timeout recovery uses software for that session, without saving that choice.
No timeout/relaunch is allowed after a game session enters.
The physical X11/Steam cause still needs confirmation. Local checks use an
isolated Debian snapshot and injected failures, not SteamOS hardware. Resolution,
codec, imported content and audio quality are unchanged. Proprietary ROMs/assets,
personal saves and private logs are not included.
v2.2.5 test459: Linux HD lettering
Targeted Linux test for #459: preserve HD lettering when speculative font warmup encounters unsupported characters or an optional CJK face is absent. Both gameplay and custom-menu warmup are covered; genuinely required missing glyphs still fall back to the original text.
Download the complete Linux archive, extract it into a separate folder, add your own ROM and keep --safe-startup on the native Steam command that already works. Enable HD text and check dialogue/deck lettering. Fonts are included; a new HD-media import is unnecessary. Keep original saves and installation.
Normal/default SteamOS startup is still under investigation. This test is for the lettering on the compatible route; physical Gaming Mode confirmation remains pending. It does not bundle FFmpeg/FFprobe or change resolution/quality. Japanese retains original lettering without a usable CJK face; EXP notices intentionally remain pixel art.
Fresh EU/US/JP native32 cores: c87838bcb13e5eaca1f267fdce0a3abee156d457, integrated by #489 as 50ed2618bf84c0e723c80ed911f2fdba561713de. The previous desktop test's64-bit core/libraries and compatible-startup/Quit fixes are retained with component provenance in SOURCE.json. This is a separate prerelease; stable2.2.5 and earlier test archives remain unchanged.
The exact final archive passed four isolated Linux game routes, including HD lettering/counters, original Japanese fallback, saved safe-mode preferences and orderly Quit81. Earlier before/after controls verify that HD-off pixels remain identical. Software/dummy-audio VM checks do not certify physical GPU, audible continuity or SteamOS startup. See TEST-RESULTS.json for scope and SHA256SUMS for file identity.
2.2.5 nightly49 — Windows + Android: springs and current fixes
Windows and Android packages are available below.
ReKHCoM 2.2.5 nightly — 29 October
Windows and Android test build containing the integrated spring/recycled-object-height fix (#480, reporter-confirmed on the earlier Android test), map-card definition bounds guards, desktop Quit behavior, fixed journal page digits and internal card headings, expanded small map-card HD coverage, and the requested two-second desktop mouse cursor timeout.
The Jiminy journal remains incomplete: footer, PAGE and remaining headings, right page/book edge, wide extensions and pixel stretching still need work. Intro-to-title/Moogle audio continuity is not fixed by this build. The newly reported Monstro indicator position is pending. Steam Deck startup #330/#459 remains separate and open.
Windows: extract into a new folder and launch ReKHCoM.exe. Use your own ROM and copy your save if desired; do not delete your existing installation. Imported HD art is not included. Run the launcher's HD repair/import on your owned source to generate the new recipes.
Android: this is the separate ReKHCoM OptiPort app (ARMv7 + ARM64, EU/US/JP), not an update over the stable app. Import your own ROM and a copy of your save in the test app. Physical Android runtime confirmation of this new package is pending; do not remove the stable app.
No ROMs, saves, copyrighted imported media or private diagnostic logs are included. Stable v2.2.5 and all prior artifacts remain unchanged.
Additional before2.3 work: HD copyright/legal screens, startup audio continuity and Halloween arena lower-floor perspective. These are pending and are not claimed fixed here.
Compiled source e847b63ad0029b36fae90ec4c87abb0ccb38e691, identical tree integrated as 1876b431322ff3542958ea8438210fb7887b2df0. Windows closed ZIP controlled title boot passes EU/USA/Japan in32bit and64bit D3D11. Android signature, Java-first entry, both ABIs, three region images and216assets verified; new APK physical runtime remains pending. See SOURCE.json and SHA256SUMS.txt.