Releases: mstan/MegaManX4Recomp
Release list
Mega Man X4 Recompiled v0.0.4 Audio Latency Test 1
Diagnostic prerelease for audio-latency testing.
What changed:
- Mega Man X4 now requests a 60 ms host audio cushion instead of the framework's conservative 180 ms default.
- Other games keep the 180 ms default unless they explicitly opt in.
- Built from the latest MegaManX4Recomp master, latest psxrecomp master plus the per-game audio-buffer knob, and latest recomp-ui master.
- Includes the redistributable OpenBIOS; you only need your own Mega Man X4 disc image.
Please report:
- whether sound effects feel more immediate;
- whether you hear any new crackle, especially during stage transitions, cutscenes, or loading.
SHA-256: 467346DD4E0DC9062583A9F5C3F1DCBB8FCB8F6A419CE211A36DA6EC8E2D8A61
MegaManX4Recomp v0.0.3-alpha - shared ImGui launcher
Replaces the old RmlUi launcher with the shared Dear ImGui recomp-ui launcher. BIOS and disc selection, settings, controls, memory cards, and the Launch button now use the DPI-independent shared layout, addressing #3. Existing alpha gameplay caveats remain unchanged.
Mega Man X4 Recompiled v0.0.2-alpha
🆕 New in v0.0.2
- Experimental Widescreen (true 16:9). X4's opt-in wide field of view is now available from the launcher's Widescreen (EXPERIMENTAL) toggle — it widens the three-layer scrolling background and re-anchors the health/weapon HUD to the true 16:9 edges, without disturbing world sprites. 4:3 remains the default; flip the toggle to try 16:9.
- OpenGL is now the default renderer (full-rate hardware presentation). Software is still one click away in the launcher (Settings → Renderer).
- A large batch of framework engine improvements since v0.0.1 — full-rate OpenGL presentation, audio reserve/transient hardening, and byte-verified static + overlay dispatch. X4 was re-recompiled and re-validated against the updated framework.
You supply your own PlayStation BIOS and Mega Man X4 (USA, SLUS-00561) disc — see START_HERE.txt in the zip. Digital controller (X4 predates the DualShock). Stage code streams as overlays and JIT-compiles on first visit via the bundled toolchain, then caches.
MegaManX4Recomp v0.0.1-alpha
Mega Man X4 Recompiled — v0.0.1-alpha
The first public cut, made days after first boot. Mega Man X4 boots and
plays as a native Windows program — no emulator behind it — on the
PSXRecomp framework, the same one behind
TombaRecomp,
MegaManX5Recomp and
MegaManX6Recomp. The game's MIPS
code is machine-translated ahead of time into native C and compiled into a real
Windows executable that runs on a faithful simulation of the PS1 hardware plus
the recompiled PS1 BIOS.
✨ Highlights — what works
- Boots and plays. BIOS → disc detect → engine load → intro cinematics →
title → attract demos → into the game, with no known crashes on the covered
path. - The intro cinematics decode and play (the X vs. Zero opening), riding the
faithful CD read/seek-timing work that unlocked MMX5's FMV. - Correct-by-hardware controller handling. X4 shipped before the
DualShock existed and its pad driver rejects analog pads outright — exactly
like the real console, where a DualShock with the analog LED lit is ignored
by this game. The runtime presents the plain digital pad X4 expects, and the
launcher offers no pad-mode selector (there is exactly one valid mode).
Keyboard and SDL gamepads both work. - A recompiler milestone made X4 possible: X4's engine keeps inline data
tables inside its code, which tripped the old function-extent heuristic into
classifying ~261 KB of real engine code (7,373 functions) as data. The new
control-flow-aware extent analysis recovers them — this fix benefits every
PSXRecomp title. - Fast loading (turbo loads). Loads fast-forward the whole machine at full
host speed while keeping authentic 1× guest CD timing (and audio) intact. - Supersampling + anti-aliasing. Internal-resolution SSAA (1×–4×) with
optional linear present filtering. - Graphical launcher. Pick BIOS / disc / memory cards, verify the disc, and
configure renderer, supersampling, and controller — choices persist between
launches. - Self-contained overlay toolchain. As you explore new areas the runtime
converts the game's streamed ARC overlay code to native code in the
background — no developer tools needed; the release bundles a fully
self-contained toolchain (embedded Python + TinyCC).
⚠️ Known issues
- Early preview — not verified deep into stages. The covered path (intro,
title, menus, attract, starting a game) works with no known crashes, but X4
has ~2,800 not-yet-recompiled code regions that an unvisited area may hit. By
design that halts the program loudly instead of silently misbehaving — if it
happens to you, please report where you were. - Memory-card save/load not yet verified end-to-end in this build (the
card hardware layer is exercised and healthy). - No widescreen this release. X4 ships 4:3 only; the launcher's
Widescreen toggle is hidden for this title until the 2D wide field-of-view is
ported (same mechanism as MMX6's).
📝 Setup
- Bring your own PlayStation BIOS (
SCPH1001.BIN) and Mega Man X4 (USA,
SLUS-00561) disc image — the launcher asks for each. Verify your disc against
DISC.mdbefore reporting regressions. Use.cue+.bin(or.bin); do
not convert to a 2048-byte "cooked".iso— that discards the XA sectors
the movies and audio stream from. - Options live in the launcher's Settings and are remembered between
launches. - The overlay cache grows as you play; please keep
overlay_captures.json
private — it contains game code read from your disc (see README).