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v0.1.14-128x.1 — Experimental 128x internal resolution

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@mstan mstan released this 01 Nov 05:15

Adds 128x (experimental) internal resolution to Mario Kart: Super Circuit.

  • Choose 128x (experimental) in Mods → Higher Internal Resolution or the in-game Display → Resolution scale control. Defaults are unchanged.
  • This is a Windows x64 pre-release. At native aspect, 128x requests 30,720 × 20,480 pixels. It needs substantial memory; GPU texture/allocation limits may reduce the actual output.
  • Focused CPU HD reference, draw-job and bounded 128x limits checks passed. GPU reference checks passed at existing scales through 16x, with bounded 128x overflow rejection also checked. A full 128x game session and its performance are unqualified.
  • Supply your own legally obtained USA ROM and GBA BIOS. Native saves are preserved.

Changes are isolated for review: engine PR #87, MKSC PR #20.

v0.1.13 - Controller menu update

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@mstan mstan released this 01 Nov 03:09
83f3b71

Mario Kart: Super Circuit v0.1.13 updates to gbarecomp 0.4.1 with controller-menu improvements and complete bundled overlay compiler headers.

  • Open or close the menu with L3/R3, or open it with Select+Start. Navigate with the left stick, including held-direction repeat.
  • Text editing suppresses held navigation while preserving L3 menu closing.
  • Bundled Windows overlay compiler headers resolve without a source checkout.

The previously approved optimization profile, all-course widescreen fixes, optional higher internal resolution through 64x and portable fallback are retained. Existing gameplay approval is reused; this release adds no new performance claim or course/HD stress audit.

Built from title 83f3b71e93512ae6a3c080ca311bae424d76d2da, engine c1a5fda36fb41c2fcba6c901692006ac69d50555 and recomp-ui 0546fbcb0126bb14bf88d2128b4fe8a4229570a3. See BUILDINFO and SHA256SUMS for exact package identities and check scope.

Supply your own Mario Kart: Super Circuit (USA) ROM and retail GBA BIOS. Neither is included.

v0.1.12 - GBA optimization update

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@mstan mstan released this 01 Nov 00:15
8afc0bf

Mario Kart: Super Circuit v0.1.12 updates to the owner-approved GBA optimization batch and the merged gbarecomp runtime.

  • Preserves the all-course widescreen fixes, recomp-ui launcher and optional higher internal resolution through 64x.
  • Includes the qualified native execution/runtime improvements, with the portable fallback retained.
  • Completes the bundled Windows overlay compiler headers so they resolve without a source checkout.

The Windows archive and Linux AppImage are built from title 8afc0bf53bb20339cdb049d9b5afebf70ca591bc, engine 91b3428deeed1df11ae8a17d0b01726093a7b9ed, and recomp-ui 0546fbcb0126bb14bf88d2128b4fe8a4229570a3. See BUILDINFO and SHA256SUMS for exact package identities and validation scope.

Supply your own Mario Kart: Super Circuit (USA) ROM and retail GBA BIOS. Neither is included. Native in-game saves remain separate from build-specific save states.

v0.1.11 - All-course widescreen fixes

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@mstan mstan released this 29 Oct 02:27

Fixes course-dependent borders in 16:9 and Adaptive widescreen. The expanded view now recognizes each course's live HUD while rendering its authored scenery, including courses with different background sizes and priorities. Battle HUD balloons follow their portraits.

Also fixes missing native course-actor and battle balloon-loss callbacks discovered during the audit, using supported regeneration.

  • Audited all 40 race courses and four battle arenas. Race checks include start, acceleration and steering poses, resident GPU rendering at 2x, and current-build save/load. Battle checks use two actual emulated GBAs connected by a local cable domain, with portable 1x/2x presentation and save/load.
  • This is a border-policy audit; it does not claim exhaustive item, collision, full-race, Internet or four-player validation. The repository's course audit records the exact scope.
  • Retains v0.1.10's resident GPU renderer, portable CPU fallback and optional 32x/64x choices. The maximum remains 64x, enhancements remain disabled by default, and the resolution mod starts at 4x. This release makes no new performance claim.

Windows and Linux packages passed matched GPU/software and current-build restore checks, with identical full state and images across platforms. The Linux AppImage also passed its packaged 6,000-frame static-execution smoke test. Build metadata and checksums accompany the downloads.

Supply your own supported Mario Kart: Super Circuit (USA) ROM and GBA BIOS. Neither is included. Native cartridge saves remain separate from disposable build-specific save states.

v0.1.10 - Resident GPU HD rendering and 32x/64x

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@mstan mstan released this 28 Oct 19:49

Resident GPU rendering substantially reduces the CPU work for supported HD affine race scenes. Shared draw preparation also avoids repeating equivalent native and HD setup. A portable CPU renderer remains available for unsupported hosts and scenes.

  • Adds experimental 32× and 64× internal-resolution choices in Display and the Higher Internal Resolution mod. The maximum is 64×.
  • Keeps enhancements disabled by default. Higher Internal Resolution starts at 4× when enabled; sprites and HUD retain their original artwork.
  • Preserves adaptive widescreen, the optional 60 FPS track mod, native cartridge saves and the existing launcher controls.

The matched 382×160, 8× widescreen workload used 83.8% less process CPU time on the older Windows i5-4670/GTX 760 qualification host with the resident GPU package. This is an incremental GPU/shared-preparation comparison with the same native execution configuration in both arms, not a direct comparison against v0.1.9 or an FPS claim. Other measured workloads were neutral/inconclusive. The owner played 16×, 32× and 64× on an RTX 3080 Ti and cleared the presentation; those play checks are not controlled performance measurements. Available resolution and speed depend on the GPU.

Fresh Windows and Linux packages use the pinned release engine. BUILDINFO.json records exact source and artifact identities; SHA256SUMS.txt verifies the downloads. Native saves remain separate from build-specific save states.

Supply your own supported Mario Kart: Super Circuit (USA) ROM and GBA BIOS. Neither is included.

v0.1.9 - Native runtime optimizations

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@mstan mstan released this 27 Oct 20:40

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 matched 8x wide-race workload on the older Windows GTX760/OpenGL qualification host used 11.0% less process CPU time. Other measured workloads were neutral/inconclusive. This is a whole-package CPU result, not an FPS claim. Higher Internal Resolution and adaptive display choices remain available.

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.

v0.1.8: faster HD rendering

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@mstan mstan released this 19 Oct 22:59

Faster high-resolution track rendering with the approved cached HLE sampler.

  • Up to 4x is recommended. Optional 8x (experimental) and 16x (experimental) may still run very slowly; higher scales do not guarantee full speed.
  • In-game scales above 4x carry the same experimental label. Sprites and HUD retain their original artwork.
  • Download the Windows x64 ZIP or Linux x86_64 AppImage below. Supply your own supported USA ROM and retail GBA BIOS; neither is included. SHA256SUMS.txt covers both builds and the screenshot.

Netplay: both players must update. The packaged Windows/Linux pair passed bounded 360-tick cold-boot checks in rollback and input-delay modes with matching complete canonical states. Cross-version compatibility is not claimed. Both packages passed 6,000-frame boot checks; the Windows ZIP also passed on the older i5-4670/GTX 760 NAS. A packaged 4x race scene matched state and pixels across Windows and Linux.

See release validation for scope and hashes.

4x internal resolution, fixed 16:9

v0.1.7: 8x/16x resolution and display view choices

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@mstan mstan released this 19 Oct 20:31

Adds 8x and 16x internal resolution, alongside 2x, 3x and 4x. Enable Higher Internal Resolution in Mods and select a scale. 4x remains the initial selection. 8x and especially 16x can run substantially slower; full speed is not guaranteed. Original sprites and HUD artwork retain their authored resolution.

Single-player widescreen is now selectable in Display:

  • 16:9 gives a fixed wide race view.
  • Adaptive fits the window or fullscreen display.
  • Native (3:2) keeps the original framing, including side bars on a wide display.
  • Default (Mods) preserves existing widescreen mod selections. Explicit Display choices take precedence.

The Netplay page's view setting applies separately to online play. Live Native/fixed/adaptive switches now reset SDL's viewport correctly. Large textures fall back to a smaller upload if required by the GPU.

Validation includes HLE/LLE renderer tests, actual 8x/16x race captures, course-intro regression checks, canonical state/rollback differentials and bounded Windows/Linux netplay checks with different local rendering scales. This is not a full campaign or sustained Internet playtest.

Supply your own supported USA ROM and retail GBA BIOS; neither is included. See validation details.

v0.1.6 - Higher internal resolution

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@mstan mstan released this 19 Oct 19:16

Adds Higher Internal Resolution with 2x, 3x and 4x sampling for the perspective track. Open Mods, enable Higher Internal Resolution, and select a scale. Adaptive Widescreen can be enabled separately. Sprites and HUD keep their original artwork.

  • The course fly-in uses the selected sampling density before the race HUD appears.
  • Roadside billboards extend into widescreen margins, including trees omitted by the original draw limits and sprites beyond signed X=255.
  • Integrates the current engine fixes while preserving strict netplay compatibility checks.

Windows x64 ZIP and Linux x86_64 AppImage are below. Supply your own supported USA ROM and retail GBA BIOS; neither is included. Enhancements are optional and disabled by default.

Validation: both packaged platforms passed strict 6,000-frame boot checks. The actual Windows and Linux packages agreed on every paired-state byte at tick 360 in rollback and input-delay modes while using different views/scales. A fresh race fixture passed 72-frame view/scale differentials and restore/replay checks. Course-intro and margin-object checks cover Peach Circuit; broader course/prop coverage and long online sessions remain unverified.

4x internal resolution with Adaptive Widescreen

4x sampling during the course intro, before the race HUD

Source and validation: release record. Thanks to @drencoss for the request in #12.

v0.1.5

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@mstan mstan released this 18 Oct 20:25
d8151a5

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. The Linux AppImage passed the same strict boot check. 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: d8151a5
PR: #11