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Metroid Prime Hunters v0.7.12-alpha

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@mstan mstan released this 01 Nov 17:58

Metroid Prime Hunters v0.7.12 uses ndsrecomp v0.6.11 with native ARM9/ARM7, HLE math/submission and Native OpenGL4x/AA8. It retains O2 banks and serial presentation.

  • Integrates native memory/code-publication and prepared-service improvements.
  • Fixes launcher keyboard-binding persistence/forwarding and explicit unbinding through the qualified UI integration.
  • Ships the matched native overlay cache and complete portable overlay toolchain.

One matched180-VBlank Room92 sample versus delivered v0.7.11 recorded elapsed1.199938->1.0407782s (-13.26%) and process CPU1.484375->1.171875s (-21.05%). Host load and GPU clocks differed; these are descriptive observations for this workload. AFTER frontend CSV is unavailable after a later untimed assertion, so no per-frame-tail comparison is claimed. Current-build save/load, resumed native progress, a coherent image and clean exit passed the remaining-only check.

Known driver/save-audio hitches and broader native-rendering/wireless limitations remain tracked. Native saves are preserved; save states are build-specific.

Owner reviewed and approved the final Windows build. This remains an alpha release and is the current Windows download; no new wireless/netplay compatibility claim is made. Engine source: 179ac63d9e4055e1218d61b3fd03c34a94880a6e. Game source: ec81d42.

Metroid Prime Hunters v0.7.11-alpha

Pre-release

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@mstan mstan released this 27 Oct 16:42

MetroidPrimeHuntersRecomp v0.7.11-alpha

Enables 4x internal 3D resolution and 8-sample supersample anti-aliasing
by default. The game now displays its higher-resolution 3D raster while
preserving native-resolution HUD text and DS window masks. Native
resolution and AA Off remain available in Mods; explicit saved settings
are retained. Adaptive widescreen remains enabled by default.

Fixes HD fallback in masked Mario Kart scenes and native-aspect views,
plus native GL HD red/blue channel transport. The owner accepted the
new game pictures, including MPH adaptive widescreen. Original textures
can still show diagonal aliasing; texture filtering is future work.

Retains the previous native ARM9/ARM7 and per-title HLE packages.
Quality settings increase graphics cost; no new speed claim or online
compatibility claim is made. Native saves are preserved; execution
snapshots remain build-specific. Validation reuses the owner playtests
and focused actual-GPU, compositor and launcher checks.

Engine pin: 2d9f4f3cb33daa78a724a1c17fdbcc2048580c2c. Tracking: beads-yjp.101.

Metroid Prime Hunters v0.7.9-alpha - Retained performance framework

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@mstan mstan released this 24 Oct 08:20

Metroid Prime Hunters v0.7.9-alpha (Windows)

Integrates the retained shared ndsrecomp host-work improvements into main:
reduced unarmed diagnostic work, immutable graphics capture reuse, MPH native
math/submission HLE and guarded geometry-command/projection reuse. Keeps the
native OpenGL presenter, Prime Controls, adaptive display, full declared bank
inventory and live-overlay toolchain.

The MKDS-specific native CPU backend is not enabled for MPH. MKDS's new race
result is not an MPH speedup claim. Existing v0.7.8 matched older-host and owner
gameplay evidence is reused, supplemented by focused artifact checks.
Native saves remain supported; snapshots are build-specific. Live Wiimmfi
was not retested and remains experimental/unverified for this update.

v0.7.8-alpha - Lower host overhead (Windows)

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@mstan mstan released this 23 Oct 03:55

Windows x64 update with lower host overhead, building on the v0.7.7 native OpenGL preview.

Download MetroidPrimeHuntersRecomp-windows-x64-v0.7.8.zip, extract it into a fresh folder, and run MetroidPrimeHuntersRecomp.exe. Supply your own supported USA revision-0 cartridge dump (AMHE0). FreeBIOS and generated firmware remain the launcher defaults. No retail ROM, BIOS/firmware dump, save or raw capture is included. Normal pacing and audio are enabled for players.

Changes

  • Reduce default diagnostic sampling while retaining explicit profiling controls.
  • Reuse immutable texture and palette capture snapshots when their coherent contents are unchanged. Registers and render lists still latch each job; the integer reference renderer still supplies graphics read back into guest VRAM.
  • Preserve existing guest CPU/device timing, geometry execution, interrupt and Wi-Fi contracts. Reset/load invalidates host snapshot reuse.
  • Keep the existing required 266 compiled banks, nine compatible native cache shards, and the bundled compiler/Python toolchain for uncovered runtime code.
  • Retain Software rendering and developer LLE builds, plus build opt-outs for the new diagnostic/capture paths. The CPU-span and deadline-cache probes were rejected and are excluded.

Measured result

One matched 600-VBlank uncapped Gorea sample on the older Core i5-4670 / GTX 760 host, with identical existing HLE/rendering features:

Reference Retained changes
Process CPU time 7.078 s 6.719 s
Elapsed time 5.723 s 5.648 s
Simulation throughput 104.8 VBlanks/s 106.2 VBlanks/s
Capture snapshot copying 375 MiB 2.5 MiB

That is 5.1% less process CPU time, 2.2% fewer process cycles and 1.3% less elapsed time in this sample. Private committed memory was about 65 MiB lower. Both screens, recent audio, semantic guest state and guest event deltas matched. Focused graphics/save-state checks passed, and the owner accepted the desktop visual playtest.

These are targeted simulation measurements, not sustained presented 60-FPS, whole-game or all-hardware qualification. They do not establish that the larger low-end performance problem is solved.

Compatibility and source

Wiimmfi remains experimental. No new real-peer Wiimmfi match was performed for this update. The optimization does not replace the game's WFC protocol or establish new online compatibility. Native in-game saves are preserved; execution save states remain specific to their build.

This release is Windows-only. The previous v0.7.6-alpha release retains Linux/Steam Deck downloads.

Title source, engine source. The attached source ZIP includes the matching title, engine, UI, ARM-core and FreeBIOS trees, build instructions and license notices. SHA256SUMS.txt covers both ZIPs. Packaging verifies the bank inventory, native-cache identity, DLL imports, licenses and absence of private payloads.

v0.7.7-alpha - Native OpenGL performance preview (Windows)

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@mstan mstan released this 19 Oct 02:35

Windows x64 playtest preview with the new native OpenGL renderer and MPH HLE performance work. Please report how it behaves on your hardware, especially during campaign combat and Wiimmfi matches.

Download and start

  1. Download MetroidPrimeHuntersRecomp-windows-x64-v0.7.7.zip below and extract it into a fresh folder.
  2. Run MetroidPrimeHuntersRecomp.exe and select your own USA revision-0 cartridge dump (AMHE0). No retail ROM, BIOS/firmware dumps or saves are included. The launcher uses FreeBIOS and generated firmware by default.
  3. Auto/OpenGL uses the new renderer. Settings β†’ Display β†’ Software remains available for graphics troubleshooting. Normal pacing and audio are enabled for players.

Back up existing saves before testing an alpha. This preview is Windows-only; the previous v0.7.6-alpha release still has Linux/Steam Deck downloads.

What changed

  • Native OpenGL rasterization from the matching GPL-licensed melonDS implementation replaces the accelerated compute rasterizer in this Windows build.
  • Includes the MPH submission batching, decoded-command reuse, expanded native math services and exact viewport cache developed during the performance investigation.
  • Guest geometry execution, DMA/IRQ scheduling and Wi-Fi device behavior retain their existing contracts. Graphics captured into guest VRAM use the portable reference renderer.
  • Includes all 266 required compiled banks, nine compatible native overlay cache shards, and the bundled toolchain for uncovered runtime code. No separate compiler/Python installation is required to play.
  • HD internal resolution is available. Texture upscaling is currently unsupported with native GL, so its control is hidden and the texture factor stays at 1x.
  • Software rendering and developer LLE build options remain available. The connected CPU-region experiment is excluded because it did not improve measured throughput. No PGO.

Measured result

One matched 600-vblank uncapped Gorea combat sample on the older Core i5-4670 / GTX 760 machine:

Previous compute renderer Native OpenGL
Throughput 89.70 vblanks/s 98.69 vblanks/s
Process CPU time 9.109 s 7.641 s

That is 10.0% more throughput and 16.1% less CPU time in this sample. Both arms used the same HLE services and bank archive; tracked gameplay state, guest event counts and HLE call counts matched. This is one targeted A/B pair, not a whole-game performance or compatibility guarantee.

Online play and useful reports

Wiimmfi remains experimental. The renderer does not replace WFC service logic or bypass existing compatibility checks. This preview has not completed new real-peer online qualification or cross-host determinism qualification. Please report connection failures, disconnects, hangs or diverging behavior rather than assuming a renderer gain proves online compatibility.

For an issue report, include CPU/GPU, Windows version, driver, renderer/resolution settings, room or game mode, and clear reproduction steps. For online problems, include the error code and both players' release versions. Share diagnostic logs after checking them for personal information; do not upload ROMs, saves, firmware, raw code snapshots or the live-shard-cache folder.

Build and source

Runner: f5f529b-mph-submit-hle-v3-native-gl-v1; title: v0.7.7-alpha.

Title source, engine source, shared UI source.

The additional source ZIP includes the pinned engine, title, UI and expanded ARM-core/FreeBIOS dependencies, with build instructions and third-party notices. SHA256SUMS.txt covers both download ZIPs. Focused renderer/capture/HLE, launcher-provider and code-generation checks passed; packaging verifies bank/cache identity, DLL dependencies and archive contents. Existing gameplay evidence was reused without a new benchmark matrix.

v0.7.6-alpha - Native math HLE

Pre-release

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@mstan mstan released this 04 Oct 04:00
9c2d1e0

This release enables the first MPH math HLE shortcuts: native scale/add, cross-product, and transform/translation routines. They replace whole operations while preserving the interface used by the game. HLE is the default in the MPH developer build scripts; developers can select LLE at build time. There is no player-facing runtime switch.

  • Focused campaign validation exercised the shortcuts in Celestial Gateway, Ice Hive, and Gorea phase 2, including weapons, morphing, scanning, movement, and boss attacks.
  • One offline Combat Hall match with three bots exercised movement, firing, and morphing. Both CPUs continued normally, and inspected screenshots showed ordinary gameplay.
  • The 1,536 arithmetic, overlapping-buffer, unaligned-access, and return-contract checks passed. Standalone headless execution samples ran above real time on the test PC; no HLE/LLE comparison or large overall FPS gain is claimed.
  • Retains v0.7.5's campaign coverage and Omega Cannon control fix. The separate report of persistent graphics-quality reduction remains under investigation.
  • Fixes Linux packaging validation so an optional shard cache is correctly checked when present.

Windows and Linux/Steam Deck packages contain all 266 declared banks and nine compatible prebuilt native shards. Linux is built on Ubuntu 22.04 with a maximum required GLIBC version of 2.35. Packages contain no ROM, BIOS, firmware, saves, or private captures. Supply your own supported USA revision-0 ROM.

This remains an alpha. These focused checks do not establish complete game coverage, a completed boss fight or match, online stability, or interactive display/audio pacing on every machine.

Framework: 74efebb5a462e11f2e7eb42f54037d81fa056243. UI: e45e1f3062731abc188e351cad3608730b01fa12.

v0.7.5-alpha - Campaign coverage and Omega fix

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@mstan mstan released this 04 Oct 02:19

This release adds campaign coverage and fixes the Omega Cannon shortcut issue
reported in #44.

  • Adds compiled code harvested across all 66 campaign rooms, including missing
    Gorea boss overlays, transformation and ending paths.
  • Keeps the Omega Cannon when using Prime Controls special-weapon shortcuts
    during Gorea phase two. Power Beam and missile selection remain available.
  • Retains the existing controller, widescreen and in-game settings fixes.

The focused Gorea coverage checks completed 1,099 VBlanks without ARM9 or ARM7
interpreter fallback. This does not establish a universal FPS improvement or
exhaustive coverage of every action in every room. No new HLE replacement is
included. The graphics-quality reduction also reported in #44 remains under
investigation.

Windows and Linux/Steam Deck downloads are included. Both packages include nine
compatible prebuilt native shards and the bundled TCC compiler for code
encountered outside the compiled banks. The Linux package requires GLIBC 2.35
or newer.

Build/source anchors:

  • MPH: v0.7.5-alpha, commit 6d67d44
  • ndsrecomp: 13213eeb336fa45eb79264f9dcea8274acec54fb
  • recomp-ui: e45e1f3062731abc188e351cad3608730b01fa12

Supply your own USA revision-0 ROM. Nintendo ROMs, BIOS/firmware dumps, saves,
raw captures and generated source are excluded from these downloads.

SHA-256:

  • Windows ZIP: 5ace5aeb6cc953605492a9f6d8c4d4fb32293f1d50bc7fb2ea93e1d21abfd4c0
  • Linux AppImage: 56db7df0d6f75c302076a6256c11b844ef4ad5a1427d42c1588d625024d70cf9

Metroid Prime Hunters Recomp v0.7.4-alpha

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@mstan mstan released this 11 Sep 02:09

This v0.7.4-alpha refresh focuses on launcher/controller UI behavior and diagnostics.

Changes:

  • Refreshes the launcher controller stack/diagnostics for Xbox Bluetooth pads such as the Elite Series 2.
  • Windows ships SDL3 3.4.14 so SDL can use the current controller mapping database.
  • Launcher startup now logs SDL runtime details and the exact gamepad mapping selected for follow-up reports.
  • Keeps runtime graphics/settings menu gamepad navigation on the expected A/B select/cancel layout.
  • Linux/Steam Deck packaging is included for this tag. This build does not include a prebuilt native live-shard cache; the bundled TCC fallback remains available.

Build/source anchors:

  • MPH tag: v0.7.4-alpha at a92c401
  • ndsrecomp framework: db7e8370babecda2570642a159bf95488e20c5a8
  • recomp-ui: e45e1f3062731abc188e351cad3608730b01fa12

SHA256:

  • MetroidPrimeHuntersRecomp-windows-x64-v0.7.4.zip: F2A824A51B4D4F5E3C99D3E6668188D8A9845CE5BF0EC1931798399E32AE7D1C
  • MetroidPrimeHuntersRecomp-linux-v0.7.4-x86_64.AppImage: 2DEA6ED1A202BA8432AD5DE8F233269DB3BFC2E979DD597014B4F13AF52AAE91

Metroid Prime Hunters Recomp v0.7.3-alpha

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@mstan mstan released this 10 Sep 02:14

This patch fixes alternate-form mouse camera control and Imperialist zoom near walls.

  • Restores mouse camera control in morph ball and other alternate forms for all Hunters, while preserving Samus boost charging.
  • Keeps the selected widescreen aspect when aiming the Imperialist into nearby walls.
  • Retains the multiplayer mouse and keyboard settings fixes, weapon/scan aiming fixes, and in-game mouse sensitivity settings from earlier 0.7.x releases.

Downloads:

  • Windows: MetroidPrimeHuntersRecomp-windows-x64-v0.7.3.zip
  • Linux: MetroidPrimeHuntersRecomp-linux-v0.7.3-x86_64.AppImage

SHA256 checksum files are included. Supply your own supported game ROM.

Validation: both packaged runners reached the Metroid Prime Hunters title screen. Package integrity and bank inventories were verified. No campaign or multiplayer test sequences were run for this release.

The Linux AppImage uses the Ubuntu 22.04 build environment for Steam Deck compatibility. As in v0.7.2, it includes the live compilation toolchain without a prebuilt Linux shard cache. Windows retains its prebuilt shard cache.

Older compatible save states still load. Save states written by this version cannot be loaded by older runners; normal in-game saves are unaffected.

Framework source: 56ed6c9.

Metroid Prime Hunters Recomp v0.7.2-alpha

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@mstan mstan released this 09 Sep 15:33

This patch release adds an in-game Escape settings menu for Prime Controls mouse sensitivity. Press Escape during gameplay and adjust Mouse sensitivity in 1% steps from 10% through 400%. Changes apply immediately and, when launched through the recomp-ui launcher, are saved back to the existing launcher settings file for the next run.

Changes:

  • Added runner-side recomp-ui runtime menu support.
  • Added in-game mouse sensitivity adjustment and persistence to the launcher mods.ini.
  • Passed the launcher settings path into the runner on Windows and Linux.
  • Bumped the title package version to 0.7.2.

Artifacts:

  • Windows: MetroidPrimeHuntersRecomp-windows-x64-v0.7.2.zip
  • Linux: MetroidPrimeHuntersRecomp-linux-v0.7.2-x86_64.AppImage

Validation performed:

  • Windows runner build succeeded with the active ndsrecomp source.
  • Windows launcher build was current and mph-mod-provider-test passed.
  • Windows package bank inventory verified: 251 banks.
  • Linux AppImage build succeeded in the Ubuntu 22.04 Steam Deck container.
  • Linux package bank inventory verified: 251 banks.
  • Linux AppImage layout test passed.

Packaging note: the Linux AppImage ships without a prebuilt Linux live-shard cache because no release-shard-cache-linux input was present; bundled TCC live compilation remains available. No gameplay validation matrix was run for this patch.