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v1.1 — Playable end-to-end (HUD cosmetic bug)

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@mstan mstan released this 05 May 02:41
· 23 commits to master since this release

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=$8031 but 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 in fixed_bank instead 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.