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Mega Man X6 Recomp v1.3.5-alpha — display diagnostics preview
This Windows preview is for troubleshooting display flicker. It leaves out
the optional Mega Man X6 Tweaks and Voice Hooks packages, including
Retranslation and replacement title screens, and their dependent In-Game
Settings Menu package. v1.3.4-alpha remains available with the previous mod
catalog. Use a separate folder if you want to keep both builds.
Playtest Diagnostics is available under Mods. Recording and Input Display
are independent and off by default. Enable Recording to collect inputs and
display telemetry during an offline reproduction. Press L3 + R3 to mark an
incident. Quit normally, then find the session in diagnostics-location.txt.
The session includes the starting memory cards and settings, but no disc or BIOS.
Fresh settings enable Widescreen with Fit to screen. Existing saved display
and mod choices are preserved; disable Widescreen to try original 4:3.
Retains the selective runtime PGO profile used by v1.3.4-alpha. The stable release is unchanged.
Mega Man X6 v1.3.4-alpha
Mega Man X6 v1.3.4-alpha enables the qualified shared optimization defaults and Internal Resolution at 4x for fresh profiles. Mods offers 1x through 32x, subject to GPU texture, memory and renderer limits; existing saved choices, controls and title feature settings are preserved.
This Windows prerelease uses fresh title-specific selective PGO. Independent package/build verification and the owner's visual/play check passed. This is not an additional automated save/load, netplay or performance qualification. Disc images, retail BIOS files, personal saves/settings, QA snapshots and PGO data are excluded. CD Speed and Fast Loading packages are excluded. Preserve native saves when updating; disposable snapshots are build-specific.
The unchanged verified archive was built from title 0fc0282c6e837982f1e3bb81b07af59c8e988618, psxrecomp 964bdeb3e80d0dd1f5e306490ee3788866cbdd1b and recomp-ui 3f1d6f122a58823614abce14f5b86f4d165a629c. Release source 3071e6686fd33aee90b374b1cb533ac81f1bee8e subsequently changes only the engine gitlink to merged master 09ba00ed7ad9d5e7d88ca428e2c7dc23822a2ded; it does not relabel or rebuild the archive.
Archive: MegaManX6Recomp-v1.3.4-alpha-windows-x64.zip
SHA-256: d37b45c1e517d8ec65d40b403237f009e4081073d69c3bed87975b9e90d54eb3
MegaManX6Recomp v1.3.3-alpha - audited native execution
v1.3.3-alpha: audited native execution
Select the audited native SDK frame wait. Move the existing X6 native services onto the modern framework SDK while retaining co-op and Seamless Loading. Regenerate original-disc overlays for ABI 35. Intro gameplay, movement, jump and current-build save/load pass with DualShock input. Three production comparisons observed a median 24.6% reduction in process CPU per frame for the wait package under background load; no full-game or cross-build netplay compatibility is claimed.
Windows x64 public package. Built from 288918a with framework ffbd9d1ca4ee698866a2a9d7c58c3cc29a77f111. The final archive was re-opened and verified (imports, exact-byte execution binding, mod catalog, OpenBIOS, source identities and file hashes), then loaded its current-build gameplay fixture and advanced rendered frames with runtime compilation off. Background tests used isolated saves and muted output; the player archive has normal audio and no personal settings/saves.
Earlier timing observations are package-specific and background-load-limited. Final archive smoke is a correctness check, not an additional measured speedup.
MegaManX6Recomp v1.3.2-alpha - X + Zero co-op and netplay Seamless Loading
v1.3.2-alpha
The host can now select Lobby → Mods → Seamless Loading for both netplay
peers. Disc resources are prepared in host memory and served through native
loading callbacks, preserving normal gameplay and audio pacing. Guests follow
the host's choice without replacing their saved offline mod preferences.
Both peers must use this build; loading selections and fingerprints are checked
before starting the session.
- Fixed 4:3 / 16:9 / 21:9 netplay views remain under Settings → Display →
Netplay aspect. The host chooses the view; wide modes use the enhanced
renderer and anchor both native HUDs. Adaptive resizing is excluded. - The deprecated host-paced Fast Loading and CD Speed mods remain absent.
- The README now showcases actual X + Zero co-op screenshots and ALPHA status.
- Includes current game master and latest framework master, including the
audio buffer target correction. The release config enables loading negotiation
and the package parity check now guards that setting.
The X + Zero co-op mod remains Experimental 0.0.1. Basic netplay has owner
playtest coverage. The negotiated loading selection has focused runtime checks
and a production build; accelerated netplay loads have not had an additional
playtest campaign. Existing campaign/Internet/rematch limitations remain.
v1.2.0 remains the stable release.
MegaManX6Recomp v1.3.1-alpha — LAN lobby chat fix
v1.3.1-alpha
Fixes repeated ?Player has joined? notices in LAN/Direct IP lobby chat. Periodic
JOIN refresh packets still update the guest's seat, BIOS, memory-card offer,
and endpoint; chat announces a new arrival once and allows a new notice after
leaving and rejoining. Both modern and legacy LAN clients are covered.
Includes all v1.3.0-alpha features and the current master baseline with
Seamless Loading. The X + Zero co-op mod remains Experimental 0.0.1.
The owner confirmed basic two-player netplay gameplay in v1.3.0-alpha.
Separate-machine Internet, rematch, and full-campaign reliability remain
outside the completed automated checks. v1.2.0 remains the stable release.
See the v1.3.0-alpha release for co-op setup and limitations.
MegaManX6Recomp v1.3.0-alpha — Experimental X + Zero co-op
v1.3.0-alpha
This Windows x64 prerelease introduces experimental simultaneous X + Zero
co-op, locally or through delay-based netplay. The bundled co-op mod remains
Experimental 0.0.1 and is disabled by default for local play.
The build includes default-on Seamless Loading for local play: disc archives are
prepared in host memory and reused for stage/area loads through the game's
native installation callbacks, preserving normal gameplay and audio pacing.
Netplay currently uses the synchronized disc-loading path.
Playing together
- For local play, enable X + Zero Co-op in Mods and assign P1 and P2 in the
launcher. P1 controls X; P2 controls Zero. Release builds require distinct
physical controllers; controller plus keyboard is supported. - For netplay, use identical builds, the supported USA v1.1 disc, and OpenGL.
Select your local input on the P1/Netplay controller card, then host or join
through Netplay. Co-op is enabled automatically for both peers. - Netplay offers fixed 4:3, 16:9, and 21:9 views. The wide views use the enhanced
renderer, including extended scenery/enemy visibility and both native HUDs.
The host chooses the view before the session; adaptive resizing is excluded. - Players have separate health, weapons, and native character progression,
with one shared life pool. A surviving player continues after their partner
dies. P2 can hold Select for 1.5 seconds to leave and tap Select to return
with retained health; death prevents rejoining until a stage/team respawn. - Native door/dialogue handling, pause/Sub Tank ownership, collectible ownership,
Reploid rescue, Zero arrival animations, and independent pit deaths are included.
Zero is reserved for P2 and omitted from P1's unit-selection menu.
OpenBIOS is bundled and selected by default. Netplay skips the BIOS shell
animation. Standard memory-card saves remain supported; co-op uses isolated
save storage. This package contains no game disc, retail BIOS, or player saves.
Validation and limitations
Local co-op has owner playtest coverage. Two private peers on one Windows PC
passed transported P1/P2 movement, P2 leave/rejoin health retention, enhanced
16:9 scenery/enemy visibility, and both native HUDs. All 373 shared checksum
checkpoints matched in the refreshed development build. This does not establish
Internet, separate-machine, rematch, or full-campaign reliability.
- Co-op requires OpenGL, a fresh boot, and rewind disabled. Co-op save states,
rewind, and rollback are not supported; netplay uses delay synchronization. - Campaign-specific transitions, progression/report behavior, mod combinations,
Internet latency/loss, and longer sessions still need testing. - Zero's HUD badge currently uses the resident blue palette.
- Existing widescreen limitations include authored gaps in Amazon Forest and
incomplete coverage of the combined rain/darkness mask.
The source is pinned to the co-op framework and launcher branches. The package
includes source provenance, license notices, an audited native overlay cache,
and the fallback overlay toolchain. v1.2.0 remains the stable release.
MegaManX6Recomp v1.2.0
v1.2.0
Game-code sprite and scrolling-background interpolation above 60 Hz, with stable HUD and current animation cells. Includes the current audited adaptive-widescreen renderer and object activation/retention bounds so visible scenery loads before entering the view. Keeps encounter and script-controller activation guards.
Enable the frame-rate and widescreen enhancements in Mods. Native game timing remains unchanged. These are playable preview builds; full-game completion is not recertified.
This release provides a tested Windows x64 build. Select your own supported game disc in the launcher; no disc data, retail BIOS, or saves are included.
Includes 71 audited native overlay modules, the fallback compilation toolchain, and OpenBIOS with its MIT notice.
Validation: production package launch checks, focused interpolation/widescreen/mod-catalog tests, ZIP integrity checks, and SHA-256 checksums. Source pins are recorded in BUILD_PROVENANCE.json and framework_pins.txt.
MegaManX6Recomp v1.2.0-rc2 (Windows validation)
MegaManX6Recomp v1.2.0-rc2
This Windows validation candidate includes the adaptive widescreen integration
and the Weapon Center / Ilumina rendering fixes, plus fullscreen and launcher
improvements from rc1. The latest stable release
remains v1.1.0. A full playthrough has not been recertified for this candidate.
Changes
- Windows borderless fullscreen uses a desktop-sized window without switching
display modes. Exclusive fullscreen remains a separate option, including
after reopening the launcher. - The launcher remembers its resized dimensions across launches and fits them
to the display's scaling and work area. Hotkey settings remain scrollable
when the window is small. - Release packaging checks its framework and output paths and includes
BUILD_PROVENANCE.json, preventing a stale development cache from silently
selecting an older framework worktree. - Optional widescreen now offers Adaptive, 16:9, 21:9, and 32:9, in that order.
Adaptive follows the window's aspect ratio. Enable it in Mods; it is off by
default. - Extended enemy spawning and culling, Ride Armor visibility, moving trash
blocks, and Recycle Lab background coverage into the widened view. - Integrated the supporting framework changes, including fixes for crashes
during mod activation and renderer transitions. - Kept Ilumina's sprite parts aligned in both phases, including wide views.
Weapon Center's backdrop stays centered with the boss and reflects its
original panorama to cover the extra width without exposing an atlas gutter. - Aligned release overlay compilation hooks with the development configuration
and rebuilt the original-disc native overlay cache for this exact build.
Performance revalidation requested
GitHub issues #31 (Ilumina's second phase) and #32 (intro-stage enemies) remain
open. Current tests with Ultimate X in Ilumina's second phase and active intro
encounters ran near 60 FPS on the validation machine using NVIDIA OpenGL.
Those results do not establish performance on the Intel hardware in the reports.
If you reported either slowdown, please retry this candidate and report the
encounter, renderer, supersampling, enabled mods, CPU/GPU, and observed FPS.
Issue #22's savestate failure was not reproduced: 132 save/load operations
across 11 locations and a separate 20-minute active session with F7-menu saves
and loads passed. Please report the exact stage, BIOS and settings if it
persists. Issue #2's flashing on the reported 360 Hz display and issue #1's
Steam Deck Gaming Mode controller selection/rumble need hardware revalidation;
they are not certified resolved by the local tests.
Compatibility and known limitations
Standard PS1 memory-card saves remain supported. Back up your saves before
testing. Old savestates are not guaranteed to load across this framework update;
load from your memory card and create new states in this version.
Rare exposed gaps and local pillarboxing in Amazon Forest are accepted
widescreen limitations. The experimental combined rain/darkness mask also has
remaining limitations. These do not block this candidate.
This is a Windows-only candidate. The package includes OpenBIOS and its MIT
notice, the launcher, bundled mods, a freshly audited overlay cache, and the
overlay toolchain. Your legally obtained game disc is still required. It does
not include a game disc, retail BIOS, or save data.
MegaManX6Recomp v1.2.0-rc1 (Windows validation)
MegaManX6Recomp v1.2.0-rc1
This Windows validation candidate includes the adaptive widescreen integration
and the Weapon Center / Ilumina rendering fixes. The latest stable release
remains v1.1.0. A full playthrough has not been recertified for this candidate.
Changes
- Optional widescreen now offers Adaptive, 16:9, 21:9, and 32:9, in that order.
Adaptive follows the window's aspect ratio. Enable it in Mods; it is off by
default. - Extended enemy spawning and culling, Ride Armor visibility, moving trash
blocks, and Recycle Lab background coverage into the widened view. - Integrated the supporting framework changes, including fixes for crashes
during mod activation and renderer transitions. - Kept Ilumina's sprite parts aligned in both phases, including wide views.
Weapon Center's backdrop stays centered with the boss and reflects its
original panorama to cover the extra width without exposing an atlas gutter. - Aligned release overlay compilation hooks with the development configuration
and rebuilt the original-disc native overlay cache for this exact build.
Performance revalidation requested
GitHub issues #31 (Ilumina's second phase) and #32 (intro-stage enemies) remain
open. Current tests with Ultimate X in Ilumina's second phase and active intro
encounters ran near 60 FPS on the validation machine using NVIDIA OpenGL.
Those results do not establish performance on the Intel hardware in the reports.
If you reported either slowdown, please retry this candidate and report the
encounter, renderer, supersampling, enabled mods, CPU/GPU, and observed FPS.
Compatibility and known limitations
Standard PS1 memory-card saves remain supported. Back up your saves before
testing. Old savestates are not guaranteed to load across this framework update;
load from your memory card and create new states in this version.
Rare exposed gaps and local pillarboxing in Amazon Forest are accepted
widescreen limitations. The experimental combined rain/darkness mask also has
remaining limitations. These do not block this candidate.
This is a Windows-only candidate. The package includes OpenBIOS and its MIT
notice, the launcher, bundled mods, a freshly audited overlay cache, and the
overlay toolchain. Your legally obtained game disc is still required. It does
not include a game disc, retail BIOS, or save data.
v1.1.1-rc1: Linux built-in file picker
Linux test build for #30, based on v1.1.0.
The built-in file browser is enabled automatically for disc/SBI selection, custom BIOS selection, and installing .psxmod packages. Download the AppImage and launch it normally. No environment variables, command-line flags, or desktop file-picker packages are needed for these buttons.
Existing saves and settings use the same location as v1.1.0. This prerelease contains the same game/runtime baseline and bundled original-disc AOT cache coverage as v1.1.0.
Validation: Linux build, AppImage layout checks, default-picker launch test, and graphical picker checks in Ubuntu WSL. Debian 13/Openbox testing is requested.