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Mega Man X6 Recompiled — v0.0.2-alpha

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@mstan mstan released this 25 Jun 21:15

Mega Man X6 Recompiled — v0.0.2-alpha

A maintenance release on top of the first public build. Mega Man X6 still boots
from the real PlayStation BIOS and plays as a native Windows program with no
emulator behind it, on the PSXRecomp
framework — now with a self-contained overlay toolchain (no developer tools
required) and broader controller support.

✨ New in v0.0.2-alpha

  • Self-contained overlay compilation (no toolchain required). As you explore
    new areas, the runtime converts the game's overlay code to native code in the
    background. Previously that needed a developer toolchain on your PC; this
    release bundles a fully self-contained one (an embedded Python + TinyCC), so
    newly visited areas are accelerated on any machine with nothing to install.
  • Xbox controller fix. Physical Xbox One / Series pads now work. They were
    previously claimed by no driver (the runtime forces HIDAPI for Steam virtual
    controllers, and HIDAPI's Xbox sub-driver is off by default on Windows); the
    runtime now enables it. PlayStation DualSense pads continue to work.
  • Software renderer is the default this release. The OpenGL backend shows
    intermittent flicker in this build, so the clean software renderer ships as the
    default. OpenGL is still selectable in the launcher. See Known issues below
    and ISSUES.md #7.

✅ What works (unchanged from v0.0.1)

  • Boots and plays. PS1 BIOS → disc detect → engine load (ROCK_X6.DAT) →
    opening → stage gameplay, with no known crashes.
  • Memory-card save / load. Standard PS1 .mcd images, emulator-compatible.
  • Controller input. MMX6 requires an analog 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), FMV auto-skip, experimental 16:9
    widescreen
    (opt-in), supersampling + anti-aliasing, and the graphical
    launcher
    for BIOS / disc / memory-card selection and settings.

⚠️ Known issues

  • OpenGL flicker (worked around). The OpenGL renderer shows intermittent
    black-frame flicker in this build (most visible around Zero). The software
    renderer is clean and is the default; OpenGL remains selectable if you want to
    try it. Root-cause is tracked in ISSUES.md #7.
  • 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.
  • Widescreen is experimental and off by default — expect some 2D / HUD / FMV
    / background rough edges.

📝 Setup

  • As always, bring your own PlayStation BIOS and Mega Man X6 (USA, v1.1,
    SLUS-01395) disc image — the launcher asks for each. Verify your disc against
    DISC.md.
  • 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).