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v0.0.8 - Controller menu and runtime update

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@mstan mstan released this 01 Nov 04:09
a8e6c19

Updated to gbarecomp 0.4.1, pinned at c1a5fda36fb41c2fcba6c901692006ac69d50555.

The runtime menu now supports L3/R3 or Select+Start, left-stick navigation and held-direction repeat. The opening chord stays suppressed until released, and controller navigation respects text-entry focus.

The bundled overlay toolchain now includes the public core header required by its forwarding shim. Adaptive Overworld, the existing mod catalog and the previously qualified game/runtime profile are retained. BIOS, math and MP2K services retain their qualified LLE paths.

Supply your own supported ROM and GBA BIOS; neither is included. Native in-game saves are preserved. Save states are specific to each build.

BUILDINFO.json records the exact source pins, build profile and artifact identities. SHA256SUMS.txt verifies every release asset.

v0.0.7 - Runtime optimization batch

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@mstan mstan released this 01 Nov 01:08
c16ceae

Updated to the owner-approved gbarecomp 0.4.0 runtime, pinned at 91b3428deeed1df11ae8a17d0b01726093a7b9ed.

Both variants passed matched native and widescreen field checks, current-build save/load validation, and the owner's final play check. Release executables preserve the approved gameplay code; only engine and compatibility identity data changed for publication.

Adaptive Overworld and the game-owned mod catalog are retained. The BIOS, math services and MP2K mixer retain their qualified LLE behavior. Generated guest code uses O2; the Windows runtime uses O3 with IPO disabled.

Supply your own supported ROM and GBA BIOS; neither is included. Native in-game saves are preserved. Save states are specific to each build.

BUILDINFO.json records the source pins, build profile and archive identities. SHA256SUMS.txt verifies every release asset.

v0.0.6 - Native runtime optimizations

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@mstan mstan released this 27 Oct 20:49

Updated to the native optimization engine, pinned at cf1680122fda0cc49c4e8774d9b065b5c8b768e6. Native RAM access, text rendering and presentation conversion reduce host overhead while the audited GBA BIOS continues to execute as generated LLE code. Generated guest code uses O2; Windows runtime code uses O3.

The existing Adaptive Overworld implementation and shared mod catalog are retained. Both variants were regenerated through the supported symbol-overlay pipeline and checked against a matched reference for field rendering, native/wide views and current-build state continuation.

Native in-game saves are preserved. Save states are specific to each build. Supply your own supported ROM and GBA BIOS; neither is included.

BUILDINFO.json records source pins, the Windows optimization profile and artifact identities; SHA256SUMS.txt verifies every artifact.

v0.0.5 - Adaptive Overworld

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@mstan mstan released this 23 Oct 15:06

Adds Emerald-style adaptive overworld rendering to Pokemon FireRed and LeafGreen.

In Mods, enable Adaptive Overworld, select Fit to screen, and apply. Widen or heighten the game window to reveal additional map scenery and NPCs. Field menus follow the expanded edges. Battles and unsupported interfaces keep their native centered view.

Distant NPCs use idle poses; their AI, interaction ranges, collisions and scripts retain native behavior. The feature is optional and starts disabled in a fresh extraction.

The Windows x64 ZIPs include the authored mod catalog, launcher assets and required runtime DLLs. Supply your own supported USA v1.0 (rev0) game ROM and GBA BIOS. ROMs, BIOS dumps, saves and remembered settings are excluded.

Validation: all four title profile suites, shared PPU/mod tests, paired native/adaptive overworld and menu checks, and 32 actual landscape/portrait/odd-size/fixed-aspect window checks. Cleanly extracted release ZIPs were exercised. Renderer fixtures use the native save loading and map loader with story/door prerequisites bypassed; this is representative overworld/UI coverage, not a whole-game audit.

Source: 6e967eb3687d
Shared engine: 7bb70ec36811

v0.0.4

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@mstan mstan released this 18 Oct 20:25
d5dbbef

Updates the native engine and launcher, including callback discovery and guarded RAM/cartridge execution fixes. Each Windows package passed a clean-extraction, fresh-save 6,000-frame strict-static boot with zero dispatch misses, interpreted instructions, or healed functions. This covers the tested boot route; it does not certify every gameplay route.

Supply your own supported game ROM and GBA BIOS. ROMs, BIOS dumps, saves, and remembered settings are not included.

Source: d5dbbef
PR: #1

v0.0.3 — Pokémon FireRed + LeafGreen (pre-boot launcher)

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@mstan mstan released this 17 Jul 07:28

Adds the shared recomp-ui Dear ImGui pre-boot launcher to both games: pick your ROM/BIOS, tune display/audio/controls, rebind keys, then play. Real box art per version + Game Boy Advance controller art, GBA identity (SHA-1) verification, and settings that persist next to the exe. Skip with --no-launcher or the in-launcher toggle.

Two builds: FireRedRecomp (USA rev0) and LeafGreenRecomp. Built against gbarecomp + recomp-ui as pinned git submodules.

v0.0.2 — Pokémon FireRed + LeafGreen (audio fix)

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@mstan mstan released this 23 Jun 04:33

Audio fix (runner/engine update — recompiled game unchanged)

Fixes the audio crackle and the transition/boot stutter:

  • Clock-domain DRC bridge removes the sustained drift crackle (band-limited polyphase resampler + fill servo on the audio output).
  • Off-thread shard compilation — the self-heal JIT now compiles on a worker thread, never the game/emulation thread, so first-hit code no longer stalls audio at scene transitions or boot.
  • Underrun time-stretch + boot pre-roll smooth any residual brief producer stalls.

Supply your own legally-obtained ROM and a GBA BIOS dump (gba_bios.bin) on first run — neither is redistributed.

v0.0.1 — Pokémon FireRed + LeafGreen (initial release)

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@mstan mstan released this 23 Jun 01:07

Initial release — Pokémon FireRed + LeafGreen statically recompiled to native PC, built on gbarecomp.

Boots through the BIOS intro to the title screen and into gameplay. Self-improving: code paths the static recompiler missed are interpreted once, then JIT-compiled to native in-process (no toolchain) and remembered on disk — so the game converges toward fully-native as you play, and stays improved across launches.

Run (Windows x64): extract the zip and run the .exe (SDL2 + runtime DLLs bundled, no install). On first launch you'll be asked for your GBA BIOS dump and your ROM — both SHA-1 verified, paths cached.

BIOS and ROM are not included — provide your own legally-obtained dumps.

Early static-recomp base + runner: not every path is statically recompiled yet, so expect brief interpreter warm-up on new paths (then native). See the README.