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Releases: mstan/RocketKnightAdventuresRecomp

Rocket Knight Adventures Recomp v1.0.1

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@mstan mstan released this 23 Oct 05:16

Rocket Knight Adventures Recomp v1.0.1

This Windows x64 and Linux x86_64 update retains version 1.0's Adaptive
widescreen defaults and existing saved choices, and adds the approved shared
runtime performance and save-state safety fixes.

  • Skip background composition for discarded replay frames while retaining
    sprite limits/collision flags, VDP ordering and CPU/audio scheduling.
  • Reject malformed current-build quickstates without changing the running game.
  • Use the clean game name in launcher and gameplay captions; keep version and
    build identity in diagnostics and About.

The qualified Windows dense replay workload used 15.7% fewer total process
cycles. Ordinary gameplay measured neutral within matching A/A controls. RKA
supports rewind and local replay qualification; this release does not add netplay.
Both native and 16:9 routes matched reference guest state, pixels and captured
audio, and the owner accepted the combined gameplay/audio playtest.

Supply your own USA ROM (CRC32 A6EFEC47). No ROMs, donor assets, saves or user
settings are distributed. Native progress files remain separate from disposable,
build-specific quickstates. Existing version 1.0 renderer limitations still apply.

Rocket Knight Adventures Recomp v1.0.0

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@mstan mstan released this 23 Oct 03:52

Rocket Knight Adventures Recomp v1.0.0

The first stable release. Windows x64 ZIP and Linux x86_64 AppImage. Bring
your own Rocket Knight Adventures (USA) ROM (CRC32 A6EFEC47); no ROM is
included.

Version 1.0 marks the port as stable after the v0.1 playtest series. It
runs the game natively on PC with:

  • Adaptive widescreen across all seven stages, including vehicle
    sections, boss arenas and cutscenes. It is now on by default in
    Adaptive (fit window), which follows the window as you resize it; fixed
    16:9, 21:9 and 32:9 modes remain. Turn it off under Mods > Widescreen
    for the original 4:3 view. A choice saved by an earlier version is kept.
  • Enemy activation choice: Expanded Spawn Range (default) or the original
    timing.
  • Rewind through recent play and visual save states with nine
    previewed slots and direct shortcuts.
  • Launcher with ROM selection, keyboard and controller remapping, and
    video, audio and rewind settings.
  • Built-in mods: Start Stage, Infinite Lives, Infinite Health and
    Invincible.

Gameplay code is unchanged from v0.1.14: the generated native code is
identical and all 41 authored intro, stage and ending area IDs still match
the interpreter-backed baseline across 246 RAM/screenshot captures in
6000-frame 32:9 routes with strict stack checking. This assisted survey does
not certify every boss victory or an unassisted complete playthrough.

Extract the entire Windows ZIP and run RKARecomp.exe, or run the Linux
AppImage in a writable folder, then select your ROM. Keep settings.ini,
rka-video.ini, rom-RKA.cfg and your saves when upgrading. Save states
require the same build and configuration.

Known limitations: a few arena and cutscene margins repeat or mirror
background details (later machine room, Earth transition), some boss artwork
clips at arena edges, a flying boss can briefly show a thin propeller slice
at the extreme edge, and the attract demo can diverge from its recorded
inputs.

Special thanks to l0ll0_76 (L0LL0) for extensive QA and playtesting.

Source: a19fca56684559636264548d2e00a1b67ba9e5db (engine e6ea291, launcher faa3330); changes since v0.1.14: v0.1.14...v1.0.0.

Both packages passed extracted fresh-folder checks: a folder with no settings starts in Adaptive widescreen with Expanded Spawn Range, and a saved enabled = 0 still starts in the original view. The Linux AppImage matches the Windows ZIP pixel-for-pixel with identical RAM/VRAM in all ten package cases. All 41 retained routes were replayed on the production Windows package with all 246 captures identical to the baseline; the hidden launcher smoke test passed. Production builds disable the TCP debug server and development tracing. ROMs, saves, user settings and private captures are excluded. Game version and state/build compatibility guards remain intact; these checks do not qualify cross-build netplay.

v0.1.14 — coverage and correctness update

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@mstan mstan released this 18 Oct 14:30
4fca0ec

Rocket Knight Adventures Recomp v0.1.14

Coverage update for the USA ROM (CRC32 A6EFEC47). Supply your own ROM;
the Windows x64 package includes the native runner, launcher and dependencies.

Fifteen additional callable routines now compile natively after validation
against clean 68000 decoding and executed-instruction evidence. Native
coverage gains 252 instruction starts with no previously native code lost.
The runtime discovery oracle remains frozen; the additional evidence is
used only to validate conservative late function entries. The fold tool
now rejects an empty or incorrect generated-code directory before accepting
any candidate.

All 41 authored intro, stage, and ending area IDs were exercised for 6000
route frames at 32:9 with expanded spawning and strict stack checking. All
246 RAM/screenshot captures match the retained interpreter-backed baseline.
No dispatch, raw interior-label, or unsafe-floor misses occur in those
routes. Three late routes still use the validated interpreter floor for
interior callable entries; those entries were not blindly split into new
functions. This assisted survey does not certify every boss victory or an
unassisted complete playthrough.

The existing video suite also passes stock/wide native-pixel and guest-state
comparisons, expanded actor activation, adaptive resizing, and selected
castle/cloud/mountain/flying-city parallax scenes through 48:9. The prior
v0.1.13 lava-boss margin/mirroring fix and its 195 folded routines are included.
Existing renderer limitations documented with v0.1.13 still apply.

Extract the complete ZIP and select the matching USA ROM. Widescreen is
available under Mods; Adaptive follows the window. Keep your settings and
cartridge saves. Save states require the same build and configuration.

Source: 4fca0ece59648f5996a21118a4b3a1f78a18fd53; changes: #1.

Windows x64 packages passed extracted launcher/settings checks and representative exact gameplay replays. Production builds disable the TCP debug server and development tracing. Audio defaults to normal volume. ROMs, saves, user settings and private captures are excluded. The game version and state/build compatibility guards remain intact; these checks do not qualify cross-build netplay.

Rocket Knight Adventures Recomp v0.1.13

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@mstan mstan released this 05 Oct 01:36

Rocket Knight Adventures Recomp v0.1.13

Windows x64 ZIP and Linux x86_64 AppImage. Bring your own Rocket Knight
Adventures (USA)
ROM (CRC32 A6EFEC47); no ROM is included.

This pass fixes the last reported spot: the stage-3 lava fish boss. Its
backdrop no longer flashes in the widescreen margins, and the boss is no
longer mirrored into the left margin.

The lava room ripples its cave backdrop line by line (a heat shimmer). The
renderer took its camera from that rippling scroll, so on some frames the
room edge moved by a block and the left margin swapped between two
backgrounds. Widescreen now follows the game's own camera and carries the
shimmer into the margins with the original picture. The earlier lava-room
special cases are removed: the left margin no longer copies the native right
edge (which contained the fish once its platform broke), and the fish is
drawn once from its real artwork. The platform now ends at the room's real
edges. The machine room, whose room also starts half a block in, likewise
keeps all of its original pixels.

Recompiled coverage grew: 195 more routines that previously ran on the
interpreter fallback, validated against executed-instruction evidence from
the tester's saves, are now native code. Game behavior is unchanged: guest
RAM is byte-identical to v0.1.12 across all 54 areas and every supplied
save.

Extract the Windows ZIP and run RKARecomp.exe, or run the Linux AppImage in
a writable folder. Choose Mods > Widescreen > Adaptive (fit window) and
Expanded Spawn Range for 16:9 playtesting.

Known limitations: the castle-corridor fire emitter still wants a fresh-run
check. The machine-room margin repeats a few background details, a flying
boss can show a one-pixel propeller slice at the extreme edge, and the Earth
transition keeps its mirrored edge.