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v1.1.1 - cartridge header compatibility

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@mstan mstan released this 19 Oct 18:26
ae1b61f

Fixes launcher verification succeeding but Play rejecting equivalent original ROM headers. This build uses the shared cartridge correction and regenerated native code. Legacy iNES, NES 2.0 and multi-region containers are accepted for the matching game data and resolved board; board/RAM/console/program-data checks and qualified regional timing remain enforced. No player setting is required.

Validation: 900-frame native/interpreter/header comparisons and real launcher Play pass. Extracted production ZIPs pass dependency and header-boot checks. Existing UI pin, renderer, enhancements and normal player audio defaults are retained. Automated tests use muted output. These checks cover header/startup regression, not a new complete mechanics audit. Native Linux x86_64 recheck passed under Ubuntu/WSL with system SDL2 selected explicitly: released-source game builds, 900-frame legacy/NES 2.0/multi-region native/interpreter comparisons with matching Windows state hashes and pixels, and real SDL/recomp-ui launcher Play under private Xvfb/software OpenGL. Linux GCC/Clang header contracts and source CLI generation/static-library checks also pass. The published Windows archives are unchanged. Default SDL2 discovery is fixed on current engine/game source branches (mstan/nesrecomp#77). For immutable release-tag source, explicitly set SDL2_DIR to the native system SDL2 CMake package, or build the latest source branch for automatic detection.

Extract the entire Windows ZIP and select your own matching original ROM. USA retail inputs are preferred where available. No ROM, player settings, saves, logs or dumps are included. CD Speed and Fast Loading packages are absent. SHA256SUMS.txt covers every archive.

Correcting the previously assumed RAM chip changes memory/hardware hashes; CPU execution and final pixels match the previous release.

Source changes: #2.

v1.1.0 — cycle CPU default

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@mstan mstan released this 05 Oct 06:06

The cycle CPU backend is now the default. The former backend remains available through explicit source-build selection.

The owner accepted a brief Windows playtest of the cycle build. Existing game behavior and enhancements were preserved.

Validation covers the recorded short owner playtests and focused automated checks. Full-game completion and new Linux/macOS runtime qualification are not claimed by this Windows release.

Game archives contain no ROM or personal save data. Select the matching original ROM at first launch. Legacy binary save states require the retained legacy backend; they do not load in cycle mode. Existing cartridge battery/password progress is preserved through the documented storage/import workflow.

Source default: master at 1f24c8b73d8835beaa35fce2f1e7d9b07324b343.

v1.0.0 — Yoshi's Cookie (stage-clear fix)

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@mstan mstan released this 01 Jul 07:00

First release of Yoshi's Cookie as a native PC build, produced by statically recompiling the NES ROM's 6502 code to C with the NESRecomp framework.

Highlights

  • Full game playable end-to-end.
  • Fixes the STAGE CLEAR corruption (garbled blocks/debris over the HUD). Root cause was a recompiler gap in modeling the 6502 "PLA/PLA/RTS = return two levels up" abort-caller idiom, which let the stack pointer underflow into the page where the game keeps its VRAM update buffer. Fixed in the engine and validated.

Install

  • Windows x64. Unzip and run YoshisCookieRecomp.exe. No ROM is included — on first launch, select your legally-obtained Yoshi's Cookie (NES) ROM; the path is remembered.
  • Controls: Arrows = D-Pad, Z = A, X = B, Enter = Start, Right Shift = Select. F5 turbo, F6/F7 save/load state, F11/Alt+Enter fullscreen. Gamepads supported; rebind in keybinds.ini.