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Super Metroid v0.4.3 - precompiled runtime

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@mstan mstan released this 06 Nov 20:05

Super Metroid v0.4.3 opens the widescreen view across connected rooms and secret
passages, and adds continuous movement through ordinary doors.

  • Show neighboring rooms with their own terrain, palettes, items and animated
    environmental effects, including lava and Ceres steam.
  • Keep neighboring enemies active by default. Mods > Widescreen > Neighboring
    room logic
    can turn that activity Off while preserving scenery and doors.
  • Use continuous room transitions by default. Choose Native under
    Room transitions to retain the original door animation.
  • Open door bubbles from either side with the required native weapons and
    ammunition. Closed doors and walls continue to block interactions.
  • Preserve resident enemies, projectiles, collected items and door state when
    entering and revisiting rooms. Boss encounters and progression still start
    through their normal room-entry conditions.

Fresh installs enable Widescreen with adaptive Fit. Existing saved aspect,
renderer and mod choices remain honored. Keep your settings and native SRAM
saves when updating; save states belong to their exact build.

Supply your own supported unmodified Super Metroid ROM. Packages contain the
precompiled runtime and mod catalog, with no ROMs, developer saves or toolchain.

Super Metroid v0.4.2 - precompiled runtime

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@mstan mstan released this 04 Nov 01:36

Super Metroid v0.4.2 brings the gameplay enhancements and the latest stable
renderer and Higher FPS improvements together on main.

  • Fix the minimap's drifting bottom dotted row in both Center and Edges HUD layouts.
  • Restore Mother Brain's rainbow beam and hide premature boss-arena staging in the Mother Brain and Crocomire fights.
  • Hide the parked ship fragment before its authored entrance during the Zebes planet introduction.
  • Clear leftover staff text when skipping the credits, and restore the Tourian victims' appearance when returning without The Baby.
  • Keep the Zero Mission shoulder-aim angle after releasing and pressing the shoulder again. Align the laser sight to the displayed cannon and native projectile direction.
  • Optionally use original Zero Mission room tiles, palette and S/M map icons by selecting your own supported USA GBA ROM in the map feature's resource picker. No donor artwork or ROM is included.

Fresh installs enable Widescreen with adaptive Fit by default. Existing saved
aspect, renderer and mod choices remain honored. Elective gameplay enhancements
stay optional; original author and source credits remain in each mod's details.

The unidentified Speed Booster shortcut cover is deferred. The OpenGL/Vulkan
assessment did not establish a general Vulkan fix; explicit backend choices are
preserved. Native SRAM saves can be retained when updating. Save states are
specific to their build.

Supply your own supported unmodified Super Metroid ROM. The Windows x64, Linux
x64, macOS arm64 and macOS x64 packages contain the precompiled runtime and mod
catalog, with no ROMs, developer saves or build toolchain.

Super Metroid v0.3.22 - rebuilt Higher FPS

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@mstan mstan released this 01 Nov 21:56
a1d32d8

This release replaces the previous FPS mod with the rebuilt Higher FPS presentation system, following the object-scene approach used by SonicAnthology.

  • Samus now moves smoothly through pose changes. Object motion follows the sprites actually uploaded for display, including delayed and held uploads.
  • Native sprites and widescreen margins share the same motion. Current sprite art stays intact, and gameplay and audio keep their original timing.
  • Removes a redundant widescreen draw on each simulation frame.
  • Fixes console Reset resuming an obsolete scheduler continuation.

The existing FPS mod entry is updated in place to version 2. Its enabled state and selected FPS rate are retained; there is one Higher FPS control in Mods. It remains an optional presentation enhancement and works independently of widescreen. Auto follows display refresh; fixed rates remain available.

The owner accepted the prepared playtest. Automated checks verify intermediate displayed motion, unchanged same-width simulation traces, current-build save/load/reset continuation, and representative 120/144 FPS routes. Coverage is representative rather than a full-game guarantee; unverified object ownership and discontinuities stay discrete. Existing release runtime selections and portable fallbacks are preserved.

Keep native SRAM saves and settings when updating. Host save states are build-specific. Supply your own supported ROM; downloads contain only the precompiled runtime and assets.

Super Metroid 0.3.21 - diagnostic capture fix

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@mstan mstan released this 01 Nov 03:41

Fix diagnostic DSP audio recording after reset or a save-state load (snesrecomp #233). When SNESRECOMP_DSPOUT is enabled, the recorder now tracks timeline changes, bounds ring reads, excludes speculative frames, and fails the capture run on output errors. Normal gameplay and playback do not use this recorder.

This Windows x64 hotfix retains the prior release engine and feature selections, plus the capture fix. Keep native saves and settings when updating. Host save states are build-specific. Supply your own supported ROM.

Super Metroid v0.3.20 - shared native/HLE package

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@mstan mstan released this 30 Oct 05:24

This stable release includes the owner-approved shared SNES runtime optimizations on current engine main.

  • Windows x64 packages select the qualified native audio advancement and mixing, fused immutable-ROM reads, compact scheduling services and existing native row planner/center reuse.
  • Adaptive widescreen, authored-room boundary clipping, minimap anchoring and the prior renderer fixes are preserved. Custom rendering and presentation enhancements remain opt-in.
  • Other dependency pins and ordinary source-build defaults are unchanged. Other platforms keep their existing portable implementation selections.

The shared runtime was qualified against the representative SNES title bundle and accepted by the owner. The engine pin adds no runtime or generator changes beyond the qualified revision. This release does not change gameplay or claim a universal frame-rate gain. Package measurements are workload-specific and are not additive.

The separate v0.4.x enhancement prereleases are unchanged. Keep native SRAM saves and settings when updating. Host save states belong to their exact build. Supply your own supported ROM; downloads contain only the precompiled runtime and assets.

Super Metroid v0.4.1 - Per-mod author and source attribution

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@mstan mstan released this 29 Oct 05:13

This prerelease carries forward the v0.4.0 enhancements and fixes their attribution
in the existing Mods detail area. All forty enhancements now name their original
authors or their native implementation authors and provide a clickable source link.
The two native presentation features link to this repository too.

The original hack pages are Ancient Chozo by Albert V., Ascent by Benox50, and
Super Metroid Redux by ShadowOne333. Specific patch contributors are named on
the features they informed, including Grime's Ancient Chozo ASM contributions.
Two supplied standalone Redux references do not identify an individual author;
their attribution states that explicitly instead of guessing.

This updates mod metadata and its loader-to-launcher wiring. Feature settings
and gameplay behavior are unchanged. Supply your own supported unmodified ROM
and preserve your native SRAM saves and settings when updating.

Super Metroid v0.4.0 - QoL enhancements prerelease

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@mstan mstan released this 29 Oct 03:37

Updated prerelease: v0.4.1 adds the original authors and source links in each mod's attribution area.

This prerelease adds forty individually configurable Super Metroid enhancements
to the launcher's Mods page, alongside widescreen and presentation FPS. It also
retains the replay and widescreen fixes from v0.3.18.

  • Maps and HUD: clearer pause map with door markers, zoomable world map,
    optional live or paused map overlay, aiming laser, pause statistics and
    maximum ammo capacities. Gameplay keeps the native ammo counters.
  • Controls and movement: Zero Mission-style shoulder controls, weapon radial
    selection, respin, momentum preservation, morph movement and shinespark
    options.
  • Combat and balance: idle auto charge with tap-to-fire charged shots, item
    magnet, configurable bombs, screw attack improvements, reserve and station
    improvements, and vanilla bug fixes.
  • Pacing: intro/Ceres/credits skips, faster elevators and doors, reduced screen
    shake, optional instant pickups and complete pickup-jingle removal, pause
    quit to file select, and return from the completion screen.

Elective enhancements are off by default. Correctness fixes are enabled by
default. Select the features you want in Mods before starting a session.
Inspired features credit the original hack authors in their package descriptions.
These are native runtime features for the supported unmodified ROM; full ROM-hack
packs are deferred. The requested falling aim-down change and suit-transformation
skip are not included pending their definitions.

The feature work passed Windows/Linux unit and targeted gameplay checks,
compiled/interpreted comparisons, stock-behavior checks, matching/mismatching
mod-set netplay checks, and owner playtesting. The final map fades, moving charge
flare and duplicate gameplay ammo row were corrected after that review. Release
packages are built and tested separately for Windows x64, Linux x64, macOS arm64
and macOS x64. This is a prerelease, not a claim of an unassisted full-game audit.
The previously reported Steam Deck audio crackle remains unverified on that device.

Extract the complete package; on Linux use Launch.sh. Supply your own supported
Super Metroid (Japan, USA) ROM. Keep native SRAM saves and settings when updating;
host save states are specific to their exact build. Downloads contain the native
runtime, launcher assets and mod manifests, with no ROM, generated C or saves.

Super Metroid v0.3.19 - precompiled runtime

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@github-actions github-actions released this 29 Oct 13:05
459ae36

This stable release brings the approved rendering and memory work to current main.

  • The minimap's final dotted border follows the map when the HUD is anchored at the screen edge.
  • Windows x64 builds include the qualified shared row planner and native-center reuse. Custom rendering remains opt-in, and unsupported/interpolated cases keep the reference route.
  • Compact captured PPU registers reduce renderer stack/storage costs. Scene-export scratch is allocated only for a requested snapshot.
  • Released wall, unused-room padding, lava-surface and eye-beam fixes are preserved. Room camera behavior is unchanged.
  • Other platforms retain their existing portable renderer defaults. Source build options for row planning and center reuse remain OFF by default.

The owner accepted the presented Metroid candidate. Automated and independent validation cover renderer fixtures, real captured scenes, per-frame full-WRAM CRC/CPU-register traces, current-build save/load and fresh-process restoration. Three matched 5,000-frame widescreen pairs on SERVER (Windows x64) used qualified GCC binaries and 15.4-20.4% less process CPU with row/center options enabled (median 18.8%, NoSpriteLimits=1). The release workflow uses Clang, so this is not a measurement of the downloadable executable. This describes that measured Windows workload; it is not an original-Xbox or universal frame-rate claim, and package percentages are not additive.

The separate v0.4.x enhancement prereleases are unchanged. Keep native SRAM saves and settings when updating. Host save states belong to their exact build. Supply your own supported ROM; downloads contain only the precompiled runtime and assets.

Super Metroid v0.3.18 - precompiled runtime

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@github-actions github-actions released this 28 Oct 20:23
833848e

This release fixes the widescreen artifacts confirmed during the October replay review.

  • Plasma Spark no longer shows white cross tiles in unused room padding or a black cutout above the upper shaft wall.
  • The Morph Ball Eye beam keeps its cone shape when it extends far beyond the original view. The thin yellow stripe at the old 4:3 edge is removed too.
  • Cathedral's lava-surface bubbles now extend with the lava.
  • Windows x64 includes the qualified native raster/runtime path already integrated on main. Other supported platforms retain their portable paths.

The owner accepted the corrected wall, cone and lava behavior and explicitly confirmed the final light fix. Renderer tests, immutable capture comparisons and current-build save/load checks pass. Three supplied clips remain unconfirmed/not reproduced after review; they are retained as deferred reports rather than claimed fixes. The previously reported Steam Deck gameplay audio crackle remains unverified on that device.

Keep your native SRAM saves and settings when updating. Save states belong to their exact build. Supply your own supported ROM; downloads contain only the precompiled runtime and assets.

Super Metroid v0.3.16 - precompiled runtime

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@mstan mstan released this 26 Oct 19:16

This update fixes widescreen artifacts reported during the latest playthrough and adds the in-game Options tab.

  • Item and dialogue messages preserve HUD placement. Power bombs no longer bleed into the HUD, and the moving HUD pixel strip and unstable edge bars are corrected.
  • Widescreen backgrounds, door transitions and liquid effects use the correct room and raster data. Crocomire's body stays anchored to the room when it leaves the original screen boundary.
  • Enemies remain active across the wider visible view. They can notice and attack Samus sooner than in 4:3. Shared projectile bounds follow that view too.
  • The Options tab applies settings during play, survives current-build save/load, and exits through normal configuration and native-save persistence.
  • Run-ahead audio output, long-frame SPC catch-up, pause transitions and current-build snapshot validation are corrected.

The owner accepted the prepared Windows visual/gameplay checks. Steam Deck hardware was unavailable for the remaining ordinary-gameplay audio check; that report remains unverified on the device. Some script routines also retain their established ROM interpreter fallback while further native compiler optimizations are investigated.

Keep your native SRAM saves and settings when updating. Emulator save states belong to their exact build. Supply your own supported ROM; downloads contain the precompiled runtime and assets only.