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[0.1.8] - 2026-10-25
Bug Fixes
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(widescreen) Center title and loading screens in 16:9
The previous widescreen implementation applied a fixed patch across all tiled 2D layer routines to widen gameplay backdrops. Because the title and loading screens share that exact same routine, the old adjustments pushed full screen images 64 pixels to the left, creating an empty strip on the right edge while displacing the artwork off center.
The plugin now determines layer requirements per draw instead of applying one global patch for the whole frame. Full screen static illustrations retain their original 4:3 framing, appearing cleanly centered with proper side bands. Gameplay backdrops continue to span the entire 16:9 view while aligning accurately with their intended positions instead of being shifted. Smaller layers retain their stock behavior, and rendering remains completely unchanged whenever widescreen mode is disabled.
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(release) Resync packaged game.toml with the new SXY cull schema
The
game.tomlshipped inside release packages is a separate copy that was never updated when psxrecomp moved to the merged SXY culling format. It still described the cull sites with the old fields, so every v0.1.8 build aborted at startup because the runtime could not findconsumer_address. The packaged copy now mirrors the root configuration again, keeping overlay caching disabled as the only intended difference, since Wild 9 has no disc overlays and release builds ship without a toolchain.To keep this from slipping through again, packaging now refuses to produce a release whenever the two configurations diverge, and the Windows environment gains the tooling needed for that check to run there as well.
The workflow actions were also moved to their Node 24 releases so the runners stop warning about the Node 20 deprecation.
Other
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Track upstream psxrecomp master now that SXY culling is merged
The projected SXY culling support that
Wild 9needed for widescreen was accepted upstream, so thepsxrecompsubmodule now follows the officialRetroPortingToolKit/psxrecompmaster branch instead of the personal fork branch that carried the earlier prototype. Building against the shared framework keeps the title aligned with the rest of the ecosystem and removes the burden of maintaining a private framework branch.recomp-uimoves forward as well, since the current framework expects the newer launcher settings and render pipeline options.The widescreen culling configuration in
game.tomlis migrated to the schema that was merged. Each triangle and quad rejection sequence is now described by every AND instruction of the fold together with the branch that consumes its result, which lets the framework validate the whole sequence before widening only its horizontal edge. The shifted lower edge test is expressed through the existingscreen_x_siteshandling, and theslti_lower_sitesentries are dropped because those instructions test the vertical position and depth rather than the horizontal position, so widening them never helped the revealed area.The render thread is enabled by default because it lets emulation and OpenGL work proceed in parallel, which keeps demanding scenes such as Crystal Mine at a steady 60 FPS. Dithering is also disabled by default for a cleaner image at higher internal resolutions.
The setup wizard arguments are now passed after the forwarded runtime options. When they came first, the framework treated the following options as extra setup sources, which dropped the codegen host from the link and broke the build against the current framework.