v1.1 — Playable end-to-end (HUD cosmetic bug)
Status
Gumshoe boots past the title screen and is playable end-to-end with mouse-as-Zapper input.
What changed since v1.0
This release pins nesrecomp at 07d1130 which adds two GxROM (Mapper 66) recompiler fixes that unlock playable gameplay:
- GxROM per-window NMI vector dispatch. Each 32KB window has its own
$FFFA-$FFFB. Previously the recompiler picked one window's vector at codegen time and used it for every NMI fire — which skipped OAM DMA + register saves on every frame for Gumshoe (boots into window 0 with NMI=$8031but the recompiler defaulted to window 3's$8047). - GxROM-aware dispatch-table size scan. The inline_dispatch table-size scanner was looking up
$C000+targets infixed_bankinstead of the paired upper bank, truncating Gumshoe's 24-entry game-mode table at 18 entries — six gameplay states never executed.
Known issue
- Top-left HUD elements (timer, shot counter) do not render. Gameplay itself is fully functional; this is cosmetic. Tracked in ISSUES.md.
Install
Download GumshoeNESRecomp-windows-x64.zip, extract, run GumshoeRecomp.exe, select your Gumshoe (USA, Europe) ROM when prompted.
ROM not included — provide your own dump of the original cartridge.