Releases: plinkr/Wild9Recomp
Release list
Wild9 Recompiled v0.1.4
[0.1.4] - 2026-10-03
Features
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(plugin) Add mod that activates the original game debug overlay
The original 1998 game contains an internal diagnostic overlay routine that tracks memory, processor, GPU usage, and scene rendering metrics, but it remains inactive during standard gameplay.
This update introduces the
wild9.debug.overlaymod plugin to make this native screen visible. Exposing these diagnostic tools gives players and developers direct insight into real time engine performance and scene statistics for preservation and debugging purposes without altering the underlying gameplay behavior. -
Add higher frame rate (60, 120, 144, 165 FPS) presentation mod
Modern high refresh rate PC displays benefit from higher output cadences, but modifying core console game loops can break physics, animation pacing, and audio synchronization. To deliver a visually smoother experience on modern monitors without compromising original game mechanics, an optional temporal frame blending presentation mod is now available.
The new mod allows completed frames to be blended within the OpenGL presentation path at selectable targets including 60, 120, 144, 165 FPS, or native display refresh rates. The underlying game simulation, timers, physics, and audio continue operating at their authentic 59.94 Hz cadence, providing smoother motion while maintaining total gameplay fidelity.
Miscellaneous Tasks
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Add standalone AppImage and Windows product release builds
End users previously needed to run a local compilation setup on their own computers to build the recompiled game code. To remove this requirement for players, this update introduces standalone product builds for both Linux and Windows that bundle the compiled game logic directly into the distributed application. Players can now launch the game immediately without installing compilers, CMake, Python, or external toolchains.
The continuous integration release workflow is extended with dedicated jobs to assemble a Linux AppImage and a portable Windows distribution archive. Build configurations now allow disabling the initial setup wizard and linking pregenerated game sources directly via
WILD9_SETUP_WIZARD. Automated scripts securely fetch and verify recompiled code bundles against recorded manifests and disc signatures before artifact creation.In addition, the
psxrecompandrecomp uisubmodules are updated to incorporate upstream runtime enhancements and packaging improvements. Project documentation is expanded to detail the usage of standalone releases alongside traditional setup host archives. -
Retire setup host release jobs to align with upstream
psxrecompUpstream
psxrecompretired the setup host distribution format in commit874df9b5to simplify releases and improve the player experience. Distributing setup hosts required maintaining heavy continuous integration matrix builds across Linux, Windows, and macOS, while placing the burden of compiling game code and managing local development toolchains onto players.This update removes the setup host pipeline from the release workflow and updates documentation to reflect the new direction. Releases now focus exclusively on standalone product builds where the recompiled code is already packaged inside the executable. Players only need to provide their game disc image as a runtime data source without installing compilers or build dependencies.
Wild9 Recompiled v0.1.3
Full Changelog: v0.1.2...v0.1.3
Features
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Add intro video(FMV) skip plugin
Allow players to skip the opening movie sequences and developer logos to reach the title screen much faster. This quality of life plugin provides a configurable controller button that defaults to
Startwhile also supportingCross,Square,Triangle, andSelect. Triggering the skip button during the intro sequence dismisses the active video along with any remaining opening videos.Additionally, existing mod plugin sources have been reformatted with
clang-format -
Enable native wide backdrop support and update
psxrecompsubmoduleThe two dimensional backdrop and parallax wind layers were previously anchored to the original 4:3 boundaries, leaving visible empty margins in the expanded widescreen viewport. Enabling native wide backdrop rendering and stretching backdrop horizontal coordinates allows these background layers to span the widened frame properly, while clearing the newly exposed areas to prevent visual artifacts.
Widescreen primitive culling declarations in
game.tomlare now migrated to specialized SXY culling hooks. This allows geometry extending into the expanded horizontal margins to remain visible instead of being rejected by the original horizontal screen-edge tests, while preserving the existing vertical culling behavior.The
psxrecompsubmodule is switched to the fork branch that provides these widescreen backdrop and SXY culling features, and changelog generation settings are added incliff.toml.
Refactor
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Migrate widescreen culling to
psxrecompframework configurationHandling widescreen visibility culling previously relied on manual runtime patches inside the plugin. Bypassing or coarsely overriding geometry culling prevented missing primitives in expanded aspect ratios, but it also introduced performance drops in dense areas such as Crystal Mines by forcing the engine to process geometry that should have remained culled.
The recompiler framework now provides generic support for projected coordinate visibility culling. This allows the title configuration in
game.tomlto declare the culling structures directly, preserving the original visibility optimizations while expanding only the horizontal rejection range for wider viewports.With this functionality handled natively by the recompilation framework, the manual runtime patches in the plugin are no longer needed and have been removed.
Wild9 Recompiled v0.1.2
Full Changelog: v0.1.1...v0.1.2
Wild9 Recompiled v0.1.1
Full Changelog: https://github.com/plinkr/Wild9Recomp/commits/v0.1.1