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SD Gundam: Dimension War v0.1.2

Pre-release

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@mstan mstan released this 01 Nov 21:18

SD Gundam: Dimension War v0.1.2 adopts the qualified shared-engine update.

  • Fresh settings default to 4x internal resolution; existing saved choices are preserved. Enhanced GPU rendering applies to stock presentation. Color and widescreen retain native rendering.
  • English, reference color and adaptive widescreen packages are unchanged and remain opt-in.
  • Matched 1x software-rendered tests with audio emulation active show median CPU-cost reductions of 43.9% stock and 35.6% with English/color/widescreen, across three warmed alternating pairs per mode. Release O3, no PGO; these are CPU savings, not GPU/FPS gain claims.
  • All 33 component tests pass. Old/new native execution agrees across ten state/output planes at 40 opening checkpoints, 22 combat checkpoints through turn four, and 23 save/language checkpoints. Stock and enhanced current-build save/load pass. No interpreter fallback on these routes.
  • Extracted production ZIP checks pass with system-only PATH, including fresh 4x, saved 1x, and native Area3 reload. The same executable also runs actual stock 4x OpenGL on SERVER: 4,498 GPU frames, zero CPU presentation fallbacks, 144.85 FPS in one compatibility run.

This remains an early prototype. Later missions and endings are not fully validated. No ROM is included; supply the original Japanese cartridge. Keep your settings, saves and mods when updating.

Engine: 84246a09cdc5062fd9da67be1ff6a197e7ac7d68. Game: 73c9efc.

SD Gundam: Dimension War v0.1.1

Pre-release

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@mstan mstan released this 19 Oct 00:59
d40fe39

Opening-mission combat through turn four (34,790 frames) matches fresh independent Beetle across nine state/output comparisons, including native color and widescreen, with zero fallback. A fresh 23-checkpoint English/Japanese save roundtrip matches ten comparisons and covers all three save areas, exact persistence and failure preservation.

Centralizes common build tooling, updates engine/UI dependencies, fixes partition optimization and shared PNG asset packaging, and reproduces the private translation reference from editable text without the historical IPS archive. Production ZIP extraction, dependency/hash checks and finite native boot validation pass with zero fallback. Optional English 0.1.0, color 0.2.2 and widescreen 0.1.0 remain disabled by default.

Early prototype: later missions and endings remain unvalidated. The original Japanese cartridge is required; it is the sole retail region.

Extract the entire Windows ZIP, run the game executable, select your own extracted supported cartridge and press Play. No ROM is included. Normal player audio is enabled. Keep your settings, saves and installed mods when updating. See the included coverage documentation for scope and reproduction commands.

The final archives were checked to exclude CD Speed and Fast Loading packages. SHA256SUMS.txt covers the ZIP and independently versioned optional packages.

SD Gundam: Dimension War Recompiled 0.1.0 ? Early prototype

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@mstan mstan released this 12 Sep 21:02

Early prototype. Bugs are expected. This first Windows x64 prerelease
includes the accepted tactical starfield continuation for widescreen. Later
missions and endings have not received a complete playthrough.

Download and play

  1. Download SDGundamDimensionWarVirtualBoyRecomp-windows-x64.zip and extract everything.
  2. Run SDGundamDimensionWarVirtualBoyRecomp.exe, select your own original Japanese .vb cartridge, and press Play.
  3. In Mods, choose Install .vbmod, select any included package, and enable the features you want.
  • English story text 0.1.0 — restart after changing language.
  • Gundam reference colors 0.2.2 — all 47 units, interface, terrain and effects, with uniform menu panels.
  • Adaptive widescreen 0.1.0 — 16:9, 21:9, 32:9 and Adaptive (fit window), with expanded tactical grid, units and native-sized stars across the margins.

All three mods are independent and off by default. Fresh profiles use
Japanese, original red and native aspect ratio. The ZIP includes the same
three packages offered as separate downloads. SHA256SUMS.txt covers all
four files; build-info.json inside the ZIP records commits and hashes.

The recomp-ui launcher includes ROM selection, settings, controllers/remapping
and the Mods menu. Battery saves persist across restarts and language changes.
Keep vbrecomp.cfg, keybinds.ini, saves/ and mods/ when updating.

Required ROM: 1,048,576 bytes, CRC32 44788197, SHA-256
98d210dcbd1c5d836aa5bbf018eb26e971711b69b4423187bbb72178d5da9a92.
No ROM, reference patch archive, personal configuration or saves are included.

Validation and scope

The fully optimized production build passes all six runtime tests. The
extracted ZIP's launcher, mod installation and game startup were checked
with the development toolchain removed from PATH. Earlier dedicated tests
cover battery-save persistence. Development TCP and
CPU tracing are disabled. Package checks verify dependency pins, mod contents,
DLL dependencies and the absence of private artifacts.

The accepted starfield passes native-state and both-eye replay checks. The
checked comparison changes only identified star pixels and preserves existing
artwork. Original validation covers the opening Japanese/English routes,
selected combat, saves and presentation settings; this is not a complete
campaign validation. Star patterns repeat at very wide ratios, and unknown
artwork or scenes may retain their original presentation.

Build instructions and screenshots
· Validation details
· Widescreen scope

Optional color and widescreen