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Seamless World - Experimental 1
Seamless World is now available as an experimental, default-off mod in the launcher's Mods page. Use the stock USA ROM.
- Live, persistent Light/Dark worlds and connected dungeon floors.
- Mouse-wheel zoom and F4 whole-current-world/floor view, with viewport-anchored HUD and native inventory/map/dialogue.
- Native cross-boundary combat, weapons, carried objects, NPC transactions, secrets and puzzles.
- Native floor travel and one live dungeon lamp cone. The Village well now reaches its authored room rather than the fallback room.
Validation: four production CTests and six generation-hook tests pass. Focused native gameplay and byte-exact replay checks cover crossings, weapons/spells, carrying, NPCs, puzzles, doors, stairs, death/Continue and the well. The trace-off production build matches sampled diagnostic-build WRAM and rendered pixels. Stock presentation, adaptive widescreen and missing-pack MSU fallback pass. The ZIP includes runtime dependencies and all three opt-in mod packages, with no ROM, private saves, configuration or mod selections.
Windows x64 experimental release, local play only. Whole-map slowdown is expected; 60 FPS is not required. This is representative qualification, not an exhaustive audit of every quest, boss or interaction variant. Native Linux/macOS builds and netplay are unqualified. Existing native saves are separate from build-specific save states.
The complete burndown and evidence summary is in docs/SEAMLESS-WORLD.md. Source: game01c4cb967743d5a51ca6b1beb625de3139d23161, engine8491278164d13b1a691871e930a1d428d5068bca.
v0.6.6
This update fixes adaptive-view regeneration for FastROM timing expressions and refreshes the pinned engine and launcher dependencies to the versions used in the current ALttP checks.
- Preserve the adaptive sprite-culling hooks when regenerating code with FastROM branch timing.
- Handle queued TCP save-state requests in developer/debug builds, using the same game-thread handoff as load-state requests.
- Correct the executable name in the Quick Start instructions.
The Windows ZIP includes the runtime DLL dependencies, launcher assets and bundled mod catalog. Supply your own supported USA ROM; ROMs, player saves and private settings are not included. Normal first-run audio and window defaults apply.
Existing brief gameplay and current-build save/load checks passed on the stable engine. This release is a trace-off build; gameplay was not relaunched for another visual check. Earlier content-coverage limits remain documented in the coverage notes.
v0.6.5
Launcher regeneration now preserves the game's widescreen postprocessor through a shared generation recipe. Update recursive framework and UI dependencies and bind generation to the verified USA ROM.
The assisted survey sampled fourteen dungeon entrances and thirteen boss rooms at 398-pixel adaptive widescreen, using the original loaders and the boss's actual room quadrant. These are entry/action observations, not a certification of every boss defeat or ending.
The Windows package uses normal first-run audio/configuration defaults, omits private keybindings and mod selections, includes its runtime DLL closure, and rejects trace builds. Extracted stock and widened input runs pass with only Windows system directories on PATH.
v0.6.4 — Mods page fix
Fixes an empty Mods page.
The mod provider was initialized with the catalog root mods, but it looks
for <root>/packages and the build stages mods/preloaded/packages. It
found no packages, returned success — an empty catalog is legal — and the
Mods page rendered empty with no error logged anywhere. The packages were in
the v0.6.3 zip the whole time; nothing loaded them.
Widescreen and MSU-1 audio are both back.
The root now comes from the engine (SNES_MOD_CATALOG_ROOT) rather than
being spelled out per title, so the two cannot drift apart again.
v0.6.3 - restore the Mods page
If the Mods page was empty in v0.6.2, this release is the fix.
What was wrong
v0.6.2 put the mod catalog in one directory and then looked for it in another,
so the Mods page came up with nothing in it — no error, no warning, just an
empty list. Both the adaptive widescreen and MSU-1 packages were in the archive
the whole time; the game simply never read that folder.
This was introduced in v0.6.2 and affects the Windows build only.
Fixed
The catalog location now comes from one definition in the engine instead of
being spelled out separately by the build and the game, so the two cannot drift
apart again. Verified on a clean extract: both packages are present and the game
reads them from the directory they actually ship in.
Adaptive widescreen and MSU-1 are both on the Mods page, off by default.
Linux
The v0.6.1 AppImage was never affected and remains current. One thing worth
knowing about it: it copies its mod catalog next to the .AppImage file on
launch, and skips that silently if the containing folder is not writable. If
your Mods page is empty on Linux, move the .AppImage somewhere you can write
to and relaunch.
v0.6.2 - packaging, engine, and the missing MSU-1 mod
A Link to the Past 0.6.2 — packaging and engine update.
Mods
The MSU-1 package now actually ships. The previous zip carried only the
widescreen package — the catalog was staged by a hand-rolled build step that
copied just part of it, so MSU-1 never reached the Mods page. Catalog staging is
now owned by the framework and verified to be present in the zip.
Packaging
Windows packaging no longer copies a hand-written list of runtime DLLs into the
zip. That list was a snapshot of the build's dependencies on the day it was
written, and it silently went stale whenever a newer SDL3 pulled in something
new — which is exactly how a sister project shipped a zip that could not start
at all (0xc000007b / 0xc0000135).
The package is now derived from the executable's real dependency graph, and the
finished zip is re-checked: every dependency must resolve inside it, and every
binary must be 64-bit. Anything missing or wrong-architecture fails the build
instead of shipping. This release was verified by launching it with PATH
stripped to C:\Windows\system32;C:\Windows.
This build also links the MinGW C/C++ runtime statically, so
libgcc_s_seh-1.dll, libstdc++-6.dll and libwinpthread-1.dll are no longer
shipped or needed.
Engine
Moves to the current snesrecomp engine, a large jump from the previous release.
Expect the accumulated engine work of the last several months. Please report
anything that looks wrong versus the previous version.
Install
Extract the whole folder and run the executable. Supply your own
legally-obtained ROM when prompted — the ROM is never redistributed.
Linux/macOS: not rebuilt for this release; the previous version's assets
remain current.
A Link to the Past v0.6.1 - audio crackle fixed
Audio: family-wide crackle fixed
The shared engine retired a hardcoded 534 output samples per audio callback
regardless of how many the host actually asked for, so consumption tracked the
callback rate and ignored the callback size. Any host not asking for exactly
534 drove the DSP output ring permanently out of balance.
Measured on the Super Mario Kart port before the fix: 17.8 k samples/s consumed
against 32.04 k/s produced, the ring pinned at its cap, and 43% of every audio
sample generated was discarded - 384,032 of them carrying audible music - in
64,935 separate drop runs. Tempo survived because the drops landed as thousands
of very short runs per second, which is why this was heard as static rather than
as obviously wrong pitch.
The consumer now retires exactly as many samples as it emits frames, converts
the SPC's native 32040 Hz onto the device rate with continuous-phase
interpolation, and steers ring occupancy with a +/-0.5% servo (about 8 cents,
well below audibility) so the guest and the audio device can no longer drift
apart. Starvation fades over 64 frames instead of cutting to silence.
After the fix, same measurement: 0 samples dropped, 0 audible drops, 0 drop
runs, occupancy stable, consumed/produced 0.999, no steady-state underruns.
Engine: snesrecomp 1c271f9 + ad7860b. Launcher: recomp-ui 58e9d72.
A Link to the Past v0.6.0 — adaptive widescreen as a mod, SDL3, first Linux build
What's new
Adaptive widescreen is now a mod, and there is a Linux build.
- Widescreen moved from Display settings to the Mods page (matching Mega Man
X / X2 / Super Mario World). It is a single default-off toggle named
Widescreen (adaptive) — ALttP has no fixed 16:9 mode: the view widens to
match your window at a fixed 224-line height, so a 4:3 window renders authentic
and wider windows reveal more of the room. - First Linux AppImage for A Link to the Past. State —
config.ini,
keybinds.ini,rom.cfg,saves/,mods/— lives next to the
.AppImage, survives updates, and re-anchors if you move the file. Drop your
ROM beside the.AppImageand it is picked up automatically. - Ported to SDL3 (SDL2 still available for local builds).
- Fixed adaptive widescreen being pinned to 4:3: the renderer was reporting its
own logical size instead of the real window, so it always computed zero extra
columns. - Windows archive now uses portable ZIP paths, so Linux and Steam Deck extractors
rebuild the bundledassets/andmods/packages/hierarchy correctly. - Crash reports now carry the release version instead of
dev. - Production builds no longer announce a TCP debug server they do not have.
Notes
- A verified A Link to the Past (USA) ROM is required and is not included.
Both the stock ROM and a qwertymodo MSU-1-patched image are accepted. - Windows: extract the full archive, then run
ZeldaALttPSNESRecomp.exe. - Linux:
chmod +xthe.AppImageand run it from a writable folder.
Zelda: A Link to the Past Recompiled v0.5.5 - fullscreen setting
What's new
- Fullscreen setting restored in the launcher — Settings → Display → Fullscreen now cycles Off / Borderless / Exclusive (was lost in the RmlUi→ImGui launcher migration). Persists in config.ini, applies at boot; Alt+Enter still toggles at runtime.
- Turbo state reported to the shared audio runtime (PR #1).
- Engine updated to latest main (widescreen HUD anchoring, interpreter coverage diagnostics, guest-frame-time APU coupling).
Notes
- Windows zip only; unzip and run the exe. Settings are stored in config.ini next to the exe.
v0.5.4 — Turbo audio dropout fix
What's fixed
Audio no longer drops out under Turbo. Holding Turbo across area and music transitions could silence audio until the next track change (and sometimes not recover). The fix is in the shared APU sound-chip communication: when the game runs faster than real time, commands to the same sound port could collapse together and the sound engine would never see the earlier one. The scheduler now guarantees every distinct command is observed, with no effect on normal-speed timing.
No gameplay or save changes.
ROM not included — provide your own legally-obtained dump.