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Releases: mpolizel/DSSNESRecomp
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Desert Strike Recomp 0.1.2
Desert Strike Recomp 0.1.2: lighter default and dedicated graphics card on laptops. Setup pack: no ROM or game data is included.
Changed
- A fresh install starts with no shader (the plain picture), the lightest option. A full-screen CRT shader made the game drop frames on weaker laptops. Pick CRT Lottes or another preset under Settings → Shader; your choice is saved and kept. An install that already has a shader keeps it. If the game runs slowly, choose None.
- On laptops with two graphics cards (NVIDIA Optimus, AMD switchable graphics), the game now asks for the dedicated graphics card instead of the integrated one. If it still runs slowly, set the game's executable to High performance in Windows Settings → System → Display → Graphics.
Updating from 0.1.1: accept the update offer when the game starts, then press Generate & rebuild. Saves, save states and settings are kept (checked for this release: those made in 0.1.1 survive the update and load in 0.1.2).
Like these ports? ☕ Buy me a coffee to help bring the next SNES game to native Recomp.
Full history: CHANGELOG.md
SHA-256 e3f17e75e610e20f617a1b4a02088867c9af26c42dfd35f273f4980e97553f1d
Desert Strike Recomp 0.1.1
Desert Strike Recomp 0.1.1: CRT Lottes by default, settings during play, audio interpolation, new upscalers, and saves that are never lost on update. Setup pack: no ROM or game data is included; same first-run steps as before (see the README).
New
- Settings during play: Ctrl+L (or Select+L3 on a controller) reopens the
launcher. Shader, window scale, volume and controls apply when you press
Resume, without restarting the game. - Audio interpolation: press I to cycle Gaussian (the console's own,
default), Cubic (crisper highs) and Sinc. It changes only what you hear;
the game, its echo and save states are unaffected. The choice is kept. - New upscaler shaders: ScaleFX, NNEDI3 (neural) and NNEDI3
(neural, high). - A fresh install starts with the CRT Lottes shader. An install that
already has a shader chosen keeps it. - Updates never cost you a save. From the next update on, the updater
copies your save states tosave-backups\<date>_before_<version>\before
installing, leaves save files out of the copy and puts the backup back if
they changed anyway. Save states from earlier versions keep working, and
every release is now checked for that before it is published.
Fixed
- HDMA raster effects (per-line color, layer and scroll changes) started one
line late; they now start on the line the game asks for. - Choosing None as the shader during play no longer leaves a black
screen. - Multi-pass shaders that read the original game frame from a later pass
(ScaleFX) no longer draw black.
Updating from 0.1.0: accept the update offer when the game starts, then press Generate & rebuild. In-game saves, save states and settings are kept (checked for this release: a save and a save state made in 0.1.0 survive the update and load in 0.1.1).
Like these ports? ☕ Buy me a coffee to help bring the next SNES game to native Recomp.
Full history: CHANGELOG.md
SHA-256 dbdcc4f2d969f9d1d87f236a5a692be3ac055a285c5fd755d93533a849591790
Desert Strike Recomp 0.1.0
Desert Strike Recomp 0.1.0 — first release. Setup pack: no ROM or game data is included.
How to install
- Unzip anywhere and start
DesertStrikeSNESRecomp.exe. - Let it download the portable build tools (one time per machine).
- Pick your own
Desert Strike - Return to the Gulf (USA).sfc(CRC324ce26787). - Press Generate & rebuild. The game is built into
build\and started; run it from there afterwards.
What's in it
- Boots through the Electronic Arts and Visual Concepts logos and the title screen into the main menu, the campaign briefing, the map screen and the first mission.
- A fresh install starts with the CRT Geom (curved) shader; scanline, CRT and upscaler presets are under Settings → Shader, and your choice is kept.
- Check for updates on start (next to Skip launcher on boot, on by default): newer releases install over this one, keeping save states, settings and your ROM selection.
- The renderer fixes from the Super Mario Kart and Donkey Kong Country ports.
The game has no battery save: campaign progress is kept by its passwords.
Known limits
Most game code still runs through the snesrecomp interpreter; full campaigns are not yet verified.
Full history: CHANGELOG.md
SHA-256 31469036644bda325dae82c02f94f48b79a4632a9d3ef9d03bce33a6b82849ac