Skip to content

Releases

0.6.2 Beta

Choose a tag to compare

@NoRain211 NoRain211 released this 02 Nov 22:37

0.6.2 Beta makes macOS and Linux setup install its own tools, builds Linux with clang, and lets Windows setup ride out antivirus scans. It replaces 0.6.1 as the recommended download.

Downloads: DOAXBV-0.6.2.zip is for Windows. DOAXBV-0.6.2-macOS.zip is for Apple Silicon and Intel Macs, and DOAXBV-0.6.2-Linux.zip is for x86-64 Linux and the Steam Deck. Each ZIP's README.txt lists its setup.

Corrected upload: the Windows ZIP was replaced to remove the macOS and Linux shell scripts (build_game.sh, launcher.sh, run_game.sh) that it shipped by mistake. Nothing else changed, and an existing build does not need rebuilding.

Upgrading: the game program, generation recipe and runtime are the same as 0.6.0 and 0.6.1. If your build works, you don't need this release. If setup failed, extract the ZIP into a new folder and build again: on Windows, open Launcher.cmd, go to Build, pick your ISO and press Build game; on macOS and Linux, follow the ZIP's README.txt. Saves are unchanged; copy your private saves over from your previous install.

Fixed

  • macOS and Linux setup needed Capstone installed by hand (#173, #177). build_game.sh now installs Capstone 5.0.9 into private/venv itself, pinned by hash, and repairs a venv that is missing, broken or has the wrong version. Thanks to the reporter of #173, whose output found each of these setup gaps.
  • macOS and Linux setup needed extract-xiso built by hand (#173, #179). When none is on PATH, setup builds the XboxDev release that the Windows package bundles. On macOS that needs Apple's command line tools (xcode-select --install).
  • Windows setup could stop with Access is denied after extracting llvm-mingw (#176). Antivirus can keep the new files open for a few seconds; setup now retries the move, and a later run clears staging that an earlier one left behind.
  • The Linux package list was incomplete (#178). With the X11 headers installed, SDL3's build also needs six X11 extension packages, and the runner needs libshaderc1. The Linux README.txt and docs/building.md now give a tested Ubuntu 24.04 command.

Changed

  • Linux builds with clang (#178) when clang and clang++ are installed and neither CC nor CXX is set, as Windows and macOS already do. CI now builds and runs the runtime tests on Linux.

Known issues

  • Shore textures can blink, and the cut to a point's celebration can flash black (#159).
  • A second Hopping Game can be playable before loading finishes (#54), an upside-down map can flash when leaving the pool (#55), and some underwater textures may be missing (#56).
  • macOS and Linux do not yet render fog, point lights, the sea shimmer or the new Direct3D 11 lighting and shadow options (#105).
  • The launcher's Ray-traced GI option has no effect in release builds.

Validation

The Windows ZIP's own BuildGame.cmd, run with the supported ISO from a new folder, downloaded and installed llvm-mingw, regenerated the game program byte-for-byte against the recipe (1888 of 1888 manual callsites) and built the runner, Launcher.exe and DOAXBV.exe. The Linux ZIP, extracted with unzip into a new folder on Ubuntu 24.04 (WSL) with no Capstone or extract-xiso installed, ran ./build_game.sh with the same ISO: it installed Capstone, built extract-xiso, verified the extraction, regenerated the game program byte-for-byte and built the runner and launcher with clang 18.1.3. The macOS setup steps ran only in CI on GitHub's macOS runner (Capstone install and the extract-xiso build); the macOS ZIP was not built on a Mac. 0.6.2 has not had a play session; its game program is the one 0.6.0 shipped.

The full list is in CHANGELOG.md.

Support the project on Ko-fi.

0.6.1 Beta

Choose a tag to compare

@NoRain211 NoRain211 released this 02 Nov 17:57

0.6.1 Beta fixes Windows setup from a long folder path and the Capstone setup hint on macOS, and replaces 0.6.0 as the recommended download.

Corrected upload (November 2): the ZIPs were replaced to add the Capstone hint fix (#173, #175). Nothing else changed. If your 0.6.1 build already worked, you don't need to download it again.

Downloads: DOAXBV-0.6.1.zip is for Windows. DOAXBV-0.6.1-macOS.zip is for Apple Silicon and Intel Macs, and DOAXBV-0.6.1-Linux.zip is for x86-64 Linux and the Steam Deck. Each ZIP's README.txt lists its setup.

Upgrading: the game program and generation recipe are the same as 0.6.0. If 0.6.0 already built and runs for you, you don't need this release. If setup failed, extract the ZIP into a new folder and build again: on Windows, open Launcher.cmd, go to Build, pick your ISO and press Build game. Saves are unchanged; copy your private saves over from your previous install.

Fixed

  • Setup stopped while extracting llvm-mingw (#171, #172). If the game folder's path was longer than about 105 characters and Windows long paths were off, setup failed with No such file or directory on a deep compiler file. Setup now extracts the compiler through an extended-length path, so folders up to about 145 characters build. Thanks to the reporter of #171 for the full error.
  • The Capstone hint pointed at the wrong Python (#173, #175). When Capstone was missing, setup told you to run python -m pip, which on some Macs is Python 2.7 and can't install Capstone 5.0.9. The hint now names the Python running setup, and the macOS steps in README.txt install Capstone into private/venv, because Homebrew's Python refuses pip install. Thanks to the reporter of #173.

The macOS and Linux ZIPs change only in their docs and the shared setup script; their builds are the same as 0.6.0.

Known issues

Unchanged from 0.6.0:

  • Shore textures can blink, and the cut to a point's celebration can flash black (#159).
  • A second Hopping Game can be playable before loading finishes (#54), an upside-down map can flash when leaving the pool (#55), and some underwater textures may be missing (#56).
  • macOS and Linux do not yet render fog, point lights, the sea shimmer or the new Direct3D 11 lighting and shadow options (#105).
  • The launcher's Ray-traced GI option has no effect in release builds.

New in 0.6.1:

  • Windows setup once stopped with [WinError 5] Access is denied right after extracting llvm-mingw, on a PC with Defender real-time scanning on. Running BuildGame.cmd again got past it.

Validation

The corrected Windows ZIP's own BuildGame.cmd, run with the supported ISO from a new folder, downloaded and extracted llvm-mingw, regenerated the game program byte-for-byte against the recipe (1888 of 1888 manual callsites) and built the runner, Launcher.exe and DOAXBV.exe. The long-path fix was also checked with Windows long-path support off: 0.6.0's setup code failed with the error from #171, and 0.6.1's installed the compiler; the first 0.6.1 upload built from a folder whose path is 107 characters long. With a Python that lacked Capstone, in a folder whose name has a space, setup printed the new hint, and pasting it into PowerShell installed Capstone. The macOS and Linux ZIPs were not rebuilt, and the new macOS steps were not run on a Mac; apart from docs, these ZIPs differ from 0.6.0 only in the two setup script changes. 0.6.1 has not had a play session; its game program is the one 0.6.0 shipped.

The full list is in CHANGELOG.md.

Support the project on Ko-fi.

0.6.0 Beta

Choose a tag to compare

@NoRain211 NoRain211 released this 28 Oct 00:20
1503f15

0.6.0 Beta builds on RC1 and replaces 0.5.3 as the recommended download.

Downloads: DOAXBV-0.6.0.zip is for Windows. DOAXBV-0.6.0-macOS.zip is for Apple Silicon and Intel Macs, and DOAXBV-0.6.0-Linux.zip is for x86-64 Linux and the Steam Deck. Each ZIP's README.txt lists its setup.

Upgrading: the generation recipe changed, so extract the ZIP into a new folder and build again. On Windows, open Launcher.cmd, go to Build, pick your ISO and press Build game. Saves are unchanged; copy your private saves over from your previous install.

Highlights

  • No Visual Studio needed (#115). Windows setup downloads the llvm-mingw compiler (190 MB) instead of installing Microsoft's Build Tools, with no administrator prompt.
  • New launcher (#148–#151, #154, #164). It looks like the game's island menus and builds the game from its Build page. It works with an Xbox or PlayStation controller once a build exists, and shows the game icon. Setup also adds DOAXBV.exe, which starts the game with your saved settings.
  • Sun shadows (#122, #133, #135) and per-pixel lighting (#130), opt-in on the launcher's Graphics page (Direct3D 11).
  • Free camera, model viewer and screenshots (#126, by @tmcleroy). Title screen idle modes (#117) and shorter demo cuts (#121), also by @tmcleroy. Every swimsuit in Exhibition (#112, by @tmcleroy).
  • Experimental whole-game high frame rate (#132): RECOMP_GAME_HZ=120, Windows only. It still shows slight streaking, so RECOMP_SPLIT_RATE=auto remains the recommended high refresh option.

Fixed

  • Setup from a release ZIP failed to download the lifter when the PC's Git settings named a missing certificate file (#160, #163), and setup failures now print the tool's own reason (#161).
  • Setup on exFAT and FAT32 drives stopped at the lifter checkout (#110, #118).
  • Widescreen window fit and display scaling above 480p (#119).
  • Specular highlights and line geometry were missing (#146), and the title screen sea had no shimmer (#155).
  • Texture folders with non-English names (#152); depth of field and scene changes above 480p on macOS and Linux (#120, by @tmcleroy).

The full list, including developer tools such as scripted play (#158, by @g-freeks) and readable game code (#141, by @tmcleroy), is in CHANGELOG.md.

Known issues

  • Shore textures can blink, and the cut to a point's celebration can flash black (#159).
  • A second Hopping Game can be playable before loading finishes (#54), an upside-down map can flash when leaving the pool (#55), and some underwater textures may be missing (#56).
  • macOS and Linux do not yet render fog, point lights, the sea shimmer or the new Direct3D 11 lighting and shadow options (#105).
  • The launcher's Ray-traced GI option has no effect in release builds.

Validation

The Windows ZIP's own BuildGame.cmd, run from a fresh folder with the supported ISO, downloaded llvm-mingw, regenerated the game program byte-for-byte against the recipe (1888 of 1888 manual callsites) and built the runner, Launcher.exe and DOAXBV.exe. The Linux ZIP's build_game.sh did the same on Ubuntu 24.04 under WSL and built the runner and launcher. The macOS ZIP has not been built on a Mac. Many changes were play-tested on their own branches before merge (see docs/public-status.md); 0.6.0 itself has not had a full play session, and launcher controller support was checked with a virtual gamepad only.

Support the project on Ko-fi.

0.6.0 Beta RC1

0.6.0 Beta RC1 Pre-release
Pre-release

Choose a tag to compare

@NoRain211 NoRain211 released this 09 Oct 23:28
f24742d

Release candidate. 0.5.3 stays the recommended download until this build passes a full play test. Please report anything that looks or plays worse than 0.5.3.

Updated 2026-10-10: this upload adds the Linux and Steam Deck build (#103) and a save journal fix for macOS and Linux (#104). The 2026-10-09 upload added the macOS build (#99). If you downloaded RC1 before 2026-10-09, download the ZIP again and rerun BuildGame.cmd to get #99's DirectSound change on Windows; the generation recipe is the same.

Downloads: DOAXBV-0.6.0-rc1.zip is for Windows. DOAXBV-0.6.0-rc1-macOS.zip is for Apple Silicon and Intel Macs, and DOAXBV-0.6.0-rc1-Linux.zip is for x86-64 Linux and the Steam Deck. Each ZIP's README.txt lists its setup; then run ./build_game.sh /path/to/game.iso.

This candidate improves rendering and adds opt-in high refresh presentation and texture replacement. It updates the generation recipe, so extract the ZIP into a new folder and run BuildGame.cmd again. Saves are unchanged; copy your private saves over from your previous install.

Added

  • High refresh presentation (#98). On a display above 60 Hz, set RECOMP_SPLIT_RATE=auto before RunGame.cmd. Extra frames are interpolated between the game's 60 Hz ticks for the camera, characters, the ball and singly drawn props; gameplay keeps its original timing. auto reads the primary display; on another display, set its exact refresh rate. The picture runs one tick behind, and water, repeated props and the shop preview still move at 60 Hz. Leave it unset on 60 Hz displays.
  • Texture replacement (#95). With RECOMP_TEXTURES set, F12 dumps the current frame's textures as PNG and Ctrl+F12 reloads edited PNGs while the game runs. See docs/texture-replacement.md.
  • Experimental VRR (#82). RECOMP_D3D_VRR=1 uses a tearing-capable path for G-Sync and FreeSync. VRR must already be active for the game window, or the picture tears.
  • macOS build (#99, by @tmcleroy). Apple Silicon and Intel Macs can build from source with build_game.sh and play with launcher.sh; see docs/building.md. SMAA and custom soundtracks are not available on macOS yet. A smoke run by @tmcleroy reached the save-select and options menus; it has not been play-tested.
  • Linux and Steam Deck build (#103, by @tmcleroy). x86-64 Linux, including SteamOS through a container build, can build from source with build_game.sh; launcher.sh opens a gamepad settings screen. It renders through Vulkan and needs the system's shaderc. SMAA and custom soundtracks are not available on Linux yet. Smoke runs on a Steam Deck reached the save-select and settings menus at 60 fps; it has not been play-tested.

Fixed

  • Scene transitions (between match rounds, entering the Hopping Game) showed about two seconds of black instead of the held frame (#97).
  • Even 60 Hz pacing with V-Sync on 120 and 240 Hz displays (#82).
  • Depth-of-field backgrounds shimmered and characters had a stair-stepped halo at upscaled resolutions (#79).
  • Distant geometry had no fog (#94).
  • Point lights were dropped or lit as directional (#92).
  • Textures at steep angles blurred and shimmered; foliage and hair edges stair-stepped under MSAA (#93, edge fix needs Direct3D feature level 10.1+).
  • The title screen sea had no shimmer (#96).
  • Closing the window mid-frame could exit with an error code (#80).

Changed

  • DirectSound buffer calls copy streamed audio up to the cursor the game is about to read, so the streaming decoder cannot overwrite unplayed audio (#99). This also runs on Windows and has not been play-tested there yet.
  • On macOS and Linux, mipmapped textures sample their smaller levels (#103). There, a save flushes its undo journal to disk when it starts and its save folders when it commits (#104); Windows is unchanged. Saves still carry no power-loss guarantee.

Known issues

  • macOS and Linux do not yet render fog, point lights or the title sea shimmer (#105).

Validation

The packaged BuildGame regenerated the game program byte-for-byte against the recipe and compiled the Windows runner. Most fixes were play-tested on their own branches before merge; this combined build has not yet had a full play session. The macOS build is covered by CI's macOS runtime tests and the contributor's smoke run; it has not been built on a Mac from this ZIP. The Linux ZIP's build_game.sh regenerated the program byte-for-byte and built the runner and launcher on Ubuntu 24.04, and that runner started and played the intro under WSL; the Steam Deck smoke runs used the contributor's own build.

Full history: CHANGELOG.md. Support the project on Ko-fi.

0.5.3 Beta — Mixtape

Choose a tag to compare

@NoRain211 NoRain211 released this 30 Sep 15:23

0.5.3 Beta — Mixtape

Fully playable. This release adds Radio Station shuffle. It updates the
generation recipe, so download the new ZIP into a new folder and run
BuildGame.cmd again. Saves are unchanged.

Download and play

  1. Download DOAXBV-0.5.3-Beta.zip below and extract it into a new folder
    with a short path. GitHub's automatic source archives do not include tools.
  2. Drag your supported USA game ISO onto BuildGame.cmd.
  3. If Microsoft build tools are missing, accept the installation offer and
    follow Windows administrator prompts. Wait for Setup complete.
  4. Open Launcher.cmd, choose resolution, MSAA, SMAA and volume, then press Play.

Windows 10/11 x64 and internet access are required. The ZIP bundles Python,
Capstone, Git, CMake and extract-xiso
. Setup downloads SDL3 from its official
release while building. Microsoft's C++ compiler and Windows SDK are downloaded
from Microsoft when needed, with your consent; allow several GB of disk space.
You do not need the full Visual Studio IDE.

The package includes source and setup tools, no game files or prebuilt game
runner
. Your executable is built locally from your ISO. Keep your existing
installation and saves when upgrading; saves are not imported automatically.
If the ISO extractor reports VCRUNTIME140.dll missing, install the included
Prerequisites/vc_redist.x86.exe and retry.

The separate MinGit-2.55.0.5-64-bit-corresponding-sources.zip is for
license compliance and developers rebuilding Git; it is not needed to play.

What's new

  • Shuffle (#78). The game has no random play: its music player steps to
    the next playlist song and wraps at the end. Tick Shuffle music in
    Launcher.cmd to play Radio Station playlists in random order, custom
    soundtrack songs included. Songs still follow the game's location rules, the
    playing song is never picked again next, and saved playlists keep their
    order. "Previous" steps back one entry from the shuffled next song. A
    runner started directly uses RECOMP_MUSIC_SHUFFLE=1. An option in the
    game's own settings screen is planned (#77).

The launcher still has Volume (0.5.2, #76) and Music folder for
private\UserMusic (0.5.1, #75). Custom soundtracks arrived in
0.5.0 (#73).
The full changelog is in
CHANGELOG.md.

Validation

Public runtime tests and GitHub CI pass, including a check of the shuffle
choice: it respects location rules, never repeats the playing song, reaches
every allowed song and gives up when none qualifies. The packaged builder
built the game with its bundled Python, Git and CMake, with system Git and
CMake removed from PATH; fresh generation matches the locally built program
byte for byte and every runtime source matches the tagged commit. A short
agent run of the packaged build with shuffle on logged random next-song
choices for the opening music and played audio without underruns. Hearing
shuffled Radio Station songs during play still awaits the owner's play test.

Known issues

  • A second Hopping Game can become playable before loading finishes (#54).
  • A brief upside-down map flash can appear when leaving the pool (#55).
  • Some underwater beach textures may be missing (#56).
  • PlayStation 4 and 5 controllers have not yet been confirmed on physical
    hardware (#65).

Playability coverage and limits remain those of
0.4.

Report issues ·
Support on Ko-fi

0.5.2 Beta — Mixtape

Choose a tag to compare

@NoRain211 NoRain211 released this 30 Sep 12:31

0.5.2 Beta — Mixtape

Fully playable. This hotfix adds volume control and starts the game at full
volume.
It changes the launcher and run script only; the recipe, runtime and
saves are unchanged from 0.5.1. Download the new ZIP into a new folder and run
BuildGame.cmd again.

Download and play

  1. Download DOAXBV-0.5.2-Beta.zip below and extract it into a new folder
    with a short path. GitHub's automatic source archives do not include tools.
  2. Drag your supported USA game ISO onto BuildGame.cmd.
  3. If Microsoft build tools are missing, accept the installation offer and
    follow Windows administrator prompts. Wait for Setup complete.
  4. Open Launcher.cmd, choose resolution, MSAA, SMAA and volume, then press Play.

Windows 10/11 x64 and internet access are required. The ZIP bundles Python,
Capstone, Git, CMake and extract-xiso
. Setup downloads SDL3 from its official
release while building. Microsoft's C++ compiler and Windows SDK are downloaded
from Microsoft when needed, with your consent; allow several GB of disk space.
You do not need the full Visual Studio IDE.

The package includes source and setup tools, no game files or prebuilt game
runner
. Your executable is built locally from your ISO. Keep your existing
installation and saves when upgrading; saves are not imported automatically.
If the ISO extractor reports VCRUNTIME140.dll missing, install the included
Prerequisites/vc_redist.x86.exe and retry.

The separate MinGit-2.55.0.5-64-bit-corresponding-sources.zip is for
license compliance and developers rebuilding Git; it is not needed to play.

What's new

  • Volume (#76). Earlier releases always started the game at 20% volume.
    Launcher.cmd now has a Volume choice (100%, 75%, 50%, 25%, Mute),
    remembered with its other settings, and the game starts at 100% by default.
    RunGame.cmd also uses 100% unless RECOMP_AUDIO_GAIN (0 to 1) is set.

Custom songs still go in private\UserMusic, which the launcher's Music
folder
button opens (0.5.1, #75). Custom soundtracks arrived in
0.5.0 (#73).
The full changelog is in
CHANGELOG.md.

Validation

Public runtime tests and GitHub CI pass, including checks that the run script
defaults to full volume and keeps a volume the launcher sets. The launcher
restores a saved volume in both Windows PowerShell 5.1 and PowerShell 7, and
settings saved by earlier versions open at 100%. Runtime, recipe and generated
code are byte for byte those of 0.5.1, whose packaged build used only the
bundled tools. Agent runs of that build through the new run script started at
full volume by default and at 25% when set the way the launcher sets it, with
no audio underruns. The volume heard in play awaits the owner's play test.

Known issues

  • A second Hopping Game can become playable before loading finishes (#54).
  • A brief upside-down map flash can appear when leaving the pool (#55).
  • Some underwater beach textures may be missing (#56).
  • PlayStation 4 and 5 controllers have not yet been confirmed on physical
    hardware (#65).

Playability coverage and limits remain those of
0.4.

Report issues ·
Support on Ko-fi

0.5.1 Beta — Mixtape

Choose a tag to compare

@NoRain211 NoRain211 released this 30 Sep 01:06

0.5.1 Beta — Mixtape

Fully playable. This hotfix moves the custom music folder somewhere easy to
find.
It changes the runtime and launcher only; the recipe and saves are
unchanged from 0.5.0. Download the new ZIP into a new folder and run
BuildGame.cmd again.

Download and play

  1. Download DOAXBV-0.5.1-Beta.zip below and extract it into a new folder
    with a short path. GitHub's automatic source archives do not include tools.
  2. Drag your supported USA game ISO onto BuildGame.cmd.
  3. If Microsoft build tools are missing, accept the installation offer and
    follow Windows administrator prompts. Wait for Setup complete.
  4. Open Launcher.cmd, choose resolution, MSAA and SMAA, then press Play.

Windows 10/11 x64 and internet access are required. The ZIP bundles Python,
Capstone, Git, CMake and extract-xiso
. Setup downloads SDL3 from its official
release while building. Microsoft's C++ compiler and Windows SDK are downloaded
from Microsoft when needed, with your consent; allow several GB of disk space.
You do not need the full Visual Studio IDE.

The package includes source and setup tools, no game files or prebuilt game
runner
. Your executable is built locally from your ISO. Keep your existing
installation and saves when upgrading; saves are not imported automatically.
If the ISO extractor reports VCRUNTIME140.dll missing, install the included
Prerequisites/vc_redist.x86.exe and retry.

The separate MinGit-2.55.0.5-64-bit-corresponding-sources.zip is for
license compliance and developers rebuilding Git; it is not needed to play.

What's new

  • Music folder (#75). Put MP3, WAV or FLAC files in private\UserMusic
    inside the release folder, or press Music folder in Launcher.cmd to
    create and open it. 0.5.0 used private\imported-disc\disc\UserMusic;
    move any songs from there. Restart the game after adding songs, then pick
    them in its custom soundtrack menu, such as the Radio Station playlist.

Custom soundtracks arrived in
0.5.0 (#73).
The full changelog is in
CHANGELOG.md.

Validation

Public runtime tests and GitHub CI pass, including the MP3, WAV and FLAC
decode check and a check that the launcher passes private\UserMusic to the
game. The packaged builder built the game with its bundled Python, Git and
CMake, with system Git and CMake removed from PATH; generated code matches
0.5.0 byte for byte and every runtime source matches the tagged commit. A
short agent run of the packaged build through RunGame listed a test song
from private\UserMusic and played game audio without underruns. Choosing
custom songs in the game menu and hearing them during play still await the
owner's play test.

Known issues

  • A second Hopping Game can become playable before loading finishes (#54).
  • A brief upside-down map flash can appear when leaving the pool (#55).
  • Some underwater beach textures may be missing (#56).
  • PlayStation 4 and 5 controllers have not yet been confirmed on physical
    hardware (#65).

Playability coverage and limits remain those of
0.4.

Report issues ·
Support on Ko-fi

0.5.0 Beta — Mixtape

Choose a tag to compare

@NoRain211 NoRain211 released this 29 Sep 23:56

0.5.0 Beta — Mixtape

Fully playable. This release adds custom soundtracks. It updates the
generation recipe, so download the new ZIP and run BuildGame.cmd again.
Saves, the launcher and bundled setup tools are unchanged from 0.4.9.

Releases now carry a name after their headline feature; 0.5.0 is "Mixtape".

Download and play

  1. Download DOAXBV-0.5.0-Beta.zip below and extract it into a new folder
    with a short path. GitHub's automatic source archives do not include tools.
  2. Drag your supported USA game ISO onto BuildGame.cmd.
  3. If Microsoft build tools are missing, accept the installation offer and
    follow Windows administrator prompts. Wait for Setup complete.
  4. Open Launcher.cmd, choose resolution, MSAA and SMAA, then press Play.

Windows 10/11 x64 and internet access are required. The ZIP bundles Python,
Capstone, Git, CMake and extract-xiso
. Setup downloads SDL3 from its official
release while building. Microsoft's C++ compiler and Windows SDK are downloaded
from Microsoft when needed, with your consent; allow several GB of disk space.
You do not need the full Visual Studio IDE.

The package includes source and setup tools, no game files or prebuilt game
runner
. Your executable is built locally from your ISO. Keep your existing
installation and saves when upgrading; saves are not imported automatically.
If the ISO extractor reports VCRUNTIME140.dll missing, install the included
Prerequisites/vc_redist.x86.exe and retry.

The separate MinGit-2.55.0.5-64-bit-corresponding-sources.zip is for
license compliance and developers rebuilding Git; it is not needed to play.

What's new

  • Custom soundtracks (#73). Put MP3, WAV or FLAC files in
    private\imported-disc\disc\UserMusic inside the release folder (the
    first start creates it), then start the game. They appear as one soundtrack
    in the game's own custom soundtrack menu, such as the Radio Station
    playlist, and the game picks, starts, stops and mixes them like its own
    music. Windows Media Foundation decodes the files; they are only read,
    never changed. The folder is scanned at startup. On Windows N editions
    without the Media Feature Pack the game still starts with custom
    soundtracks off.
  • Formatting crash (#73). Selecting a custom song stopped the runtime
    because its text formatter handled only a few fixed patterns. It now
    handles every %s %c %d %i %u %x %X field with width and flags.

How the soundtrack path works, and how other recompilation projects can
reuse it, is described in
docs/custom-soundtracks.md.
The full changelog is in
CHANGELOG.md.

Validation

Public runtime tests and GitHub CI pass, including a check that decodes MP3,
WAV and FLAC samples through Media Foundation into the game's PCM format.
The packaged builder built the game with its bundled Python, Git and CMake,
with system Git and CMake removed from PATH, and fresh generation matches the
locally built program byte for byte. A short agent run of the packaged build
started, presented frames, created the UserMusic folder, played game audio
without underruns and exited cleanly. Choosing custom songs in the game menu and
hearing them during play still await the owner's play test of this build.

Known issues

  • A second Hopping Game can become playable before loading finishes (#54).
  • A brief upside-down map flash can appear when leaving the pool (#55).
  • Some underwater beach textures may be missing (#56).
  • PlayStation 4 and 5 controllers have not yet been confirmed on physical
    hardware (#65).

Playability coverage and limits remain those of
0.4.

Report issues ·
Support on Ko-fi

0.4.9 Beta

Choose a tag to compare

@NoRain211 NoRain211 released this 29 Sep 12:30

0.4.9 Beta

Fully playable. This release fixes deleting a save. It updates the
generation recipe, so download the new ZIP and run BuildGame.cmd again.
Launcher and bundled setup tools are unchanged from 0.4.8.

Important

The first start of 0.4.9 upgrades the save journal in its save folder.
Earlier builds then refuse to start with that folder. Copy your saves into
the new installation instead of sharing one folder between versions.

Download and play

  1. Download DOAXBV-0.4.9-Beta.zip below and extract it into a new folder
    with a short path. GitHub's automatic source archives do not include tools.
  2. Drag your supported USA game ISO onto BuildGame.cmd.
  3. If Microsoft build tools are missing, accept the installation offer and
    follow Windows administrator prompts. Wait for Setup complete.
  4. Open Launcher.cmd, choose resolution, MSAA and SMAA, then press Play.

Windows 10/11 x64 and internet access are required. The ZIP bundles Python,
Capstone, Git, CMake and extract-xiso
. Setup downloads SDL3 from its official
release while building. Microsoft's C++ compiler and Windows SDK are downloaded
from Microsoft when needed, with your consent; allow several GB of disk space.
You do not need the full Visual Studio IDE.

The package includes source and setup tools, no game files or prebuilt game
runner
. Your executable is built locally from your ISO. Keep your existing
installation and saves when upgrading; saves are not imported automatically.
If the ISO extractor reports VCRUNTIME140.dll missing, install the included
Prerequisites/vc_redist.x86.exe and retry.

The separate MinGit-2.55.0.5-64-bit-corresponding-sources.zip is for
license compliance and developers rebuilding Git; it is not needed to play.

What's new

  • Deleting a save (#71). Confirming deletion left the Vacation slot
    occupied. The slot now shows as New and its files are removed; other slots
    are unchanged. Save files also follow Windows rules for sharing, creation,
    attributes and timestamps, and a save whose file operation fails is rolled
    back instead of committed.

The full changelog is in
CHANGELOG.md.

Validation

Public runtime tests and GitHub CI pass, including new checks for deletion,
sharing, create dispositions, attribute and timestamp updates, and rollback.
The packaged builder built the game with its bundled Python, Git and CMake,
with system Git and CMake removed from PATH, and fresh generation matches the
play-tested program byte-for-byte. The owner play-tested that program and
accepted it for release.

Known issues

  • A second Hopping Game can become playable before loading finishes (#54).
  • A brief upside-down map flash can appear when leaving the pool (#55).
  • Some underwater beach textures may be missing (#56).
  • PlayStation 4 and 5 controllers have not yet been confirmed on physical
    hardware (#65).

Playability coverage and limits remain those of
0.4.

Report issues ·
Support on Ko-fi

0.4.8 Beta

Choose a tag to compare

@NoRain211 NoRain211 released this 28 Sep 12:36

0.4.8 Beta

Fully playable. This release adds native PlayStation 4 and 5 controller
support, up to four controllers and controller vibration.
The generation
recipe, launcher and bundled setup tools are unchanged from 0.4.7; the game
runner changed, so run BuildGame.cmd again.

Important

Do not use DS4Windows with this release. Connect your PlayStation
controller directly and close DS4Windows (or disable its controller output)
before playing. DS4Windows adds an emulated Xbox controller, so one pad would
appear twice and take two player ports. If you launch the game through Steam,
turn Steam Input off for it.

Download and play

  1. Download DOAXBV-0.4.8-Beta.zip below and extract it into a new folder
    with a short path. GitHub's automatic source archives do not include tools.
  2. Drag your supported USA game ISO onto BuildGame.cmd.
  3. If Microsoft build tools are missing, accept the installation offer and
    follow Windows administrator prompts. Wait for Setup complete.
  4. Open Launcher.cmd, choose resolution, MSAA and SMAA, then press Play.

Windows 10/11 x64 and internet access are required. The ZIP bundles Python,
Capstone, Git, CMake and extract-xiso
. Setup downloads SDL3 from its official
release while building. Microsoft's C++ compiler and Windows SDK are downloaded
from Microsoft when needed, with your consent; allow several GB of disk space.
You do not need the full Visual Studio IDE.

The package includes source and setup tools, no game files or prebuilt game
runner
. Your executable is built locally from your ISO. Keep your existing
installation and saves when upgrading; saves are not imported automatically.
If the ISO extractor reports VCRUNTIME140.dll missing, install the included
Prerequisites/vc_redist.x86.exe and retry.

The separate MinGit-2.55.0.5-64-bit-corresponding-sources.zip is for
license compliance and developers rebuilding Git; it is not needed to play.

What's new

  • PlayStation 4 and 5 controllers (#65, #70). Controllers are now read
    through SDL3, so DualShock 4 and DualSense pads work without DS4Windows.
    Cross/Circle/Square/Triangle act as A/B/X/Y, L1/R1 as Black/White, Options
    as Start and Share/Create as Back.
  • Up to four controllers (#68). Each connected controller takes the next
    free player port and keeps it until it is disconnected.
  • Vibration (#67). The game's rumble now reaches the controller.
    Saves from earlier builds load with Vibration off: turn it on once in
    Controller Settings.

The full changelog is in
CHANGELOG.md.

Validation

Public runtime tests and GitHub CI pass, including an automated check that
drives virtual controllers through every button, trigger and stick mapping, a
second controller, rumble routing and unplugging. The packaged builder built
the game with its bundled Python, Git and CMake, with system Git and CMake
removed from PATH, and fresh generation matches 0.4.7 byte-for-byte. With an
Xbox controller, the built game started, detected the controller and played
its startup vibration. In play with an Xbox controller, rumble works after
turning Vibration on in Controller Settings.

Not yet tested: a physical PlayStation 4 or 5 controller (USB or
Bluetooth) and two physical controllers in one match. If you have a
PlayStation controller, please report how it works in
#65.

Known issues

  • A second Hopping Game can become playable before loading finishes (#54).
  • A brief upside-down map flash can appear when leaving the pool (#55).
  • Some underwater beach textures may be missing (#56).

Playability coverage and limits remain those of
0.4.

Report issues ·
Support on Ko-fi