Mega Man X6 Recompiled v0.0.5-alpha
A framework-level release: the shared psxrecomp engine went through a major refactor pass, and this build picks all of it up.
Highlights
- Memory card loading fixed. The "A game data could not be found" / "This data is invalid" failures when loading saves are gone — root-caused to stale build artifacts in the engine's code pipeline, now impossible by construction (see Stability below).
- Instant boot. The PlayStation BIOS boot animation is skipped by default; the game's own startup still runs for real, fast-forwarded. Prefer the authentic boot? Set
bios_hle = falseinsettings.toml. - New BIOS backend (HLE tier). Two selectable BIOS backends: the fully recompiled original BIOS (LLE — still the reference), and a new high-level tier servicing common kernel calls natively. Releases ship with HLE on.
- Faithful-timing core. Instruction-exact load-delay handling, instruction-cache modeling, and device wait states, validated against a reference emulator.
- Deterministic thread scheduler for guest thread switching (X6 uses kernel threads heavily during cutscene/gameplay transitions).
Stability
- The engine now verifies its cached native code against the exact compiler build that produced it and refuses anything stale — the failure class behind the save-loading bugs (and a family of freeze/black-screen issues across titles) is closed for good.
- The bundled native-code cache was rebuilt from scratch for this release; uncovered areas self-compile on your machine as you play (no tools needed).
Notes
- The launcher's "Skip PSX BIOS" toggle is gone — boot skipping is automatic now.
- Renderer default remains software (the OpenGL flicker issue is still open).