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Releases: mstan/MegaManX5Recomp

MegaManX5Recomp v0.1.0-alpha

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@mstan mstan released this 12 Sep 04:32

Mega Man X5 now includes AOT native shards freshly extracted from the original USA disc. Windows and Linux release scripts build and audit all 53 configured code images plus the BIOS resident helper on every invocation, including when base regeneration is skipped.

Both packages contain 100 audited native pairs and 14,793 guarded entries. The audit verifies native manifests against original bytes. Four data-table members and two code members with unestablished loader selection are explicitly excluded; full static coverage is not claimed. Interpreter and runtime compilation fallback remain available.

Validated: original-disc SHA-1 and loader evidence, complete configured inventory and artifact hashes on both platforms, Windows system DLL imports, Linux layout/cache-preservation checks, mod checks, and title-screen boot with runtime compilation disabled. Gameplay, audio, graphics and performance spot checks remain for user validation.

Each package includes docs/AOT_OVERLAYS.md and AOT_CACHE_AUDIT.json. Supply your own Mega Man X5 USA disc (SLUS-01334); no game disc or retail BIOS is included.

SHA-256:

  • Windows ZIP: 3e5dfea86184cb2ff05372e012cef8d94e89119105f7a0268a14f9e24b47e590
  • Linux AppImage: 00040f8701738c9c11d215c1f3cf4cf539709ec02c4e1d77019c37ea9ca26843

MegaManX5Recomp shared staging validation 2026-09-03

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@mstan mstan released this 03 Sep 17:13
5960119

Windows and Linux validation build from merged master. Staged psxrecomp toolchain present. Cache parity: 58 Windows DLL shards and 58 Linux SO shards. Linux soak loaded staged shards and reported autocompile_degraded 0.

MegaManX5Recomp v0.0.2-alpha

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@mstan mstan released this 01 Aug 05:11
2fff632

MegaManX5Recomp v0.0.2-alpha

This release brings Mega Man X5 onto the current PSXRecomp runtime and launcher,
adds the Mods view, and exposes two reviewed presentation enhancements.

Mods

The Mods view contains exactly two game-owned, default-disabled packages:

  • Widescreen enables Mega Man X5's experimental true 16:9 field of view.
    It widens the Capcom 2D background tile window together with HUD bounds,
    object activation, and primitive culling. Authentic 4:3 remains the default.
  • Frame Interpolation presents blended intermediate frames at the display
    refresh rate or a selected fixed rate from 90 through 240 FPS. It is
    presentation-only: game logic, VBlank, timers, audio, and machine speed remain
    at their stock cadence.

These are now Mods rather than generic display settings because both rely on
game-specific integration and should be explicit opt-in enhancements.

Framework and launcher update

PSXRecomp and recomp-ui have been updated to their current MMX release
revisions. Notable changes since v0.0.1-alpha include:

  • SDL3 as the default host backend;
  • optimized MDEC/FMV hot paths and batched cycle accounting;
  • faster launcher, game-start, and save-state paths;
  • safer overlay caching and self-contained on-demand native compilation;
  • updated OpenGL upload handling and Vulkan renderer improvements;
  • improved disc, BIOS, controller, and launcher behavior;
  • current fullscreen, filtering, memory-card, and Mods interfaces.

The prior intermittent OpenGL upload artifact has been fixed in the shared
runtime. OpenGL is now the release default, while software and Vulkan remain
available.

OpenBIOS

The MIT-licensed OpenBIOS is bundled and selected automatically when no retail
BIOS is chosen. A legally obtained retail PlayStation BIOS remains optional.
Clearing a retail selection returns to OpenBIOS (default).

Setup and compatibility

  • Bring your own legally obtained Mega Man X5 USA disc image (SLUS-01334).
  • Use .cue plus .bin when available; do not convert the disc to a cooked
    2048-byte ISO because that discards XA sectors used by FMV and streamed audio.
  • Existing standard PS1 memory-card images remain compatible.
  • End-to-end completion has not yet been recertified on this build, so please
    report regressions with the stage, scene, and selected Mods.

Asset refresh - 2026-08-06

The Windows asset was refreshed in place so fresh installs default turbo_loads to false, preventing timing-sensitive screens from being unintentionally accelerated. A Linux x86_64 AppImage is now available as well, with the same safe default. Players with an existing settings.toml that explicitly enables Turbo Loads should turn it off in Settings.

The Linux package contains the same two default-disabled X5 presentation mods and, like the Windows package, ships without a prebuilt native overlay cache; it builds its local cache as the game is played.

  • Windows SHA-256: 3b0eca38b8d90b7368d2d49ead5ecca8f32403079b7cfad38814fae0f742c739
  • Linux SHA-256: 5c0928d3a7224101b65b6dc5b3e0d2dc5b8ec0789f5958e1df600aafb2ee84b0

MegaManX5Recomp v0.0.1-alpha

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@mstan mstan released this 05 Jul 07:14

Mega Man X5 Recompiled — v0.0.1-alpha

The first public cut. Mega Man X5 boots from the real PlayStation BIOS and
plays as a native Windows program — no emulator behind it — on the
PSXRecomp framework, the same one behind
TombaRecomp 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. PS1 BIOS → disc detect → engine load → opening → stage
    gameplay, with no known crashes.
  • Intro cutscenes / FMV now decode and play. This is the headline of this
    release. The opening movies (CAPLOGO.STR / X5OP.STR, with BGM.XA audio)
    previously bailed out with zero decodes; a faithful CD read/seek-timing
    fix in the framework (the CD "data ready" cadence was firing too eagerly, so
    the movie player gave up before it decoded a frame) makes them play. This is
    what makes X5 release-worthy.
  • Memory-card save / load. Standard PS1 .mcd / .mcr images,
    emulator-compatible.
  • Controller input. MMX5 requires an analog-capable pad before it reads
    buttons, so the runtime presents a DualShock by default. Keyboard and SDL
    gamepads both work; per-player override in the launcher.
  • Fast loading (turbo loads). Loads fast-forward the whole machine at full
    host speed while keeping authentic 1× guest CD timing (and audio) intact.
  • FMV auto-skip toggle. Off by default so you see the now-working intro;
    flip it on in the launcher (Settings → "Skip FMVs") to skip movies the instant
    they start.
  • 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 overlay code to native code in the background. That needs
    no developer tools installed — the release bundles a fully self-contained
    toolchain (embedded Python + TinyCC), so newly visited areas are accelerated
    on any machine.

⚠️ Known issues

  • Not yet verified end-to-end. Gameplay works with no known crashes, but a
    full start-to-finish playthrough hasn't been confirmed — please report where
    it happened if you hit something deep in a stage or boss.
  • OpenGL flicker → software is the default. The OpenGL renderer shows
    intermittent black-frame flicker in this build, so the clean software renderer
    ships as the default. OpenGL is still selectable in the launcher if you want
    to try it. See ISSUES.md.
  • No widescreen this release. X5 ships 4:3 only. The true 2D wide
    field-of-view is not wired up yet — the background hook sites are located and
    documented but not implemented (see annotations/widescreen_bg2d_sites.md).

📝 Setup

  • Bring your own PlayStation BIOS (SCPH1001.BIN) and Mega Man X5 (USA,
    SLUS-01334) disc image — the launcher asks for each. Verify your disc against
    DISC.md before 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).