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Releases: previouslevelgames/recharged

1.0.11 – New controls, graphics options and HD texture packs

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@github-actions github-actions released this 18 Oct 22:02
0d68bf4

Recharged 1.0.11 adds new controller options, more graphics choices, HD texture packs, and robot team looks.

Controls

  • Use a compatible PlayStation or Switch Pro controller’s gyro as a pointer, and bind stick directions as buttons.
  • Gyro pointing moves at an even speed, and desktop controller reports now run at 200 Hz for smoother input.
  • Configure stick dead zones and trigger press points per gamepad; bind the middle and side mouse buttons.

Graphics

  • Choose FXAA, MSAA, or SSAA, and select which graphics card runs the game.
  • On Windows, try DirectX 12 if Vulkan cannot start.
  • Performance Mode reduces visual effects to lighten matches without changing gameplay.
  • Record performance details, including the arena and settings, in the logs folder.

Gameplay and texture packs

  • Robot Goalies gives both goalies a robot appearance. Super Team (Work in Progress) can give the home team, away team, or both teams robot players. These are visual changes; Super Team requires a Super Mario Strikers (GameCube) disc image.
  • Load Dolphin HD texture packs from folders or ZIP files. Manage packs in the launcher’s table or drop them onto it to add them. Away-kit images are recoloured for Mirror matches so the teams remain distinct with replacement textures.

Other updates

  • Discord Rich Presence can show the current menu or match.
  • The launcher can reopen when the game closes and return to the foreground on Windows.
  • Game images with a modified main.dol, including Wiimmfi-patched images, are accepted.
  • HUD placeholder panels no longer show while sliding out.

Full Changelog: v1.0.10...v1.0.11


New here? Download the package for your system below, unpack it into a folder of its own and start recharged (Recharged.app on macOS). You need your own Mario Strikers Charged disc image (USA R4QE01 revision 1, or Europe R4QP01 revision 1 or 2; ISO or RVZ); no game files are included. Guides: install, Steam Deck, troubleshooting.

Test build: Release 1.1.0 - Retail online multiplayer (#74)

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@github-actions github-actions released this 18 Oct 17:35
bf648c3

Test build of pull request #74 at commit bf648c3, to try it before it is released.
It is replaced by each new push to the pull request and removed when the pull request closes.


For testing only: the game's original online play. Rollback netcode comes later.

  • Friend invitations (#2): enabled; for testing they skip the game's region check.
  • Online saves (#2): kept in a temporary format for now.
  • Windows (#2): the network layer runs on Windows too.
  • Online server (#2): [online] server in recharged.ini chooses where the game connects.
  • Online menus (#2): the game's lobby, rankings and friend codes are enabled.
  • Original online code (#2): the game's own Wi-Fi Connection code runs natively, Miis included.

1.0.10 – Recharged, European version, launcher updates and sound levels

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@github-actions github-actions released this 17 Oct 21:03
c215f76

Version 1.0.10 is the first release as Recharged. It runs the European version, updates itself, adds sound levels and new optional tweaks, and prepares graphics pipelines before the game starts.

Recharged (#64)

  • New name: the port is now Recharged, at previouslevelgames/recharged (the old address redirects). The program is recharged (recharged.exe on Windows), settings are in recharged.ini, the log in logs/recharged.log.
  • Coming from 1.0.9: unpack the new package over the old folder and start recharged. Settings are copied from mscharged.ini, and your saves stay in the folder. Delete the old mscharged program and point shortcuts at recharged (Steam Deck: the entry's Target). macOS asks again for Input Monitoring.
  • In-game logo (#63): an animated R and E now appear before CHARGED on the title screen, main menu and captain select, using the game's own animated letters.

European version

  • Mario Strikers Charged Football (R4QP01, revisions 1 and 2) runs from its own game module, in its 60 Hz mode, with its five languages (English, German, French, Spanish, Italian) and its own saves. Revision 1 discs play with the revision 2 code.
  • The launcher follows the disc's version for its texts, languages and save folder; the disc-error screens come from the disc itself.

Launcher

  • Updates (#50): the launcher looks for a new version when it starts and asks before installing it. It replaces only its own files (settings, saves and logs stay) and restarts; if anything fails, the old version stays. This works from 1.0.10 on.
  • Test builds (#50): each pull request's build is published as a pre-release; Release / Test on the Play page switches between them.
  • Game image library (#65): choose one game folder and the launcher scans it for images. A table shows each game's region, revision, ID, format, size and save banner; click an image to choose it. The folder is rescanned when selected or refreshed, and the chosen image is not silently changed. Images outside the folder can be chosen separately; other games and unreadable images are identified.
  • WBFS images: besides ISO and RVZ, the launcher and the game read .wbfs images, also when split into parts (.wbfs, .wbf1, ...) kept side by side.
  • Finds your disc when none is chosen yet.
  • macOS app (#61): packages include Recharged.app, which starts without opening Terminal. The log appears in its own window rather than a console.
  • Gamepads: assigning B or a D-pad direction no longer moves the selection, and changing the Default profile makes a copy for the gamepad.
  • The About page shows where a build comes from.

Sound

  • Sound levels (#59): music, sound effects, voices, the crowd, menus and HUD, cutscenes and movies, each from 0 to 100 % on the Audio page.

Optional tweaks

  • Mirror match (#51): both teams can pick the same captain in Domination. The away team wears an away kit everywhere, from the menus to the match: the game's own, or one made from the home kit for Mario, Luigi, Wario and Waluigi.
  • Blue Peach (#56): Peach's team wears her blue kit on the field.
  • Thunder Island walls (#54): electric side fences like every other stadium.
  • No HUD (#58): hide the score, clock, player markers and captions in matches; press H to toggle them. The Mega Strike meter and its goalie defence remain visible.
  • Fair ball contests (#67): when players of both teams reach a loose ball at once, neither team wins it more often; the game's player order slightly favoured the home team (52 % of the time on average). On by default, and always on in online and LAN matches, so every LAN player needs 1.0.10.
  • Competitive gameplay card: Fast terrain, Thunder Island walls, Fair ball contests and No Mega Strikes sit together.
  • Fast menus (#49): Cup Central's camera no longer jumps around the trophy.

Fixes and performance

  • NK bug (#38): Kritter can take the ball from a deking teammate again; that part of the 1.0.9 fix caused own goals. The NK bug stays fixed.
  • Performance mode (#55): the gear next to Play turns on lighter matches: no 4x antialiasing, crowd, background NPCs, ambient effects, bloom or stadium shadows. Gameplay stays the same.
  • Performance stats (#57): record the arena and the settings, saved in the logs folder.
  • Fewer first-time stutters: graphics configurations from tester logs and the USA and European routes are prepared before the game starts.

1.0.9 – DirectX 12, performance optimization, bug fixes and much more

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@github-actions github-actions released this 15 Oct 17:22
6144eb6

Take match day further with Mario Strikers Charged 1.0.9: play at high or uncapped frame rates, put an end to the NK/Boo glitch that let shots pass through goalies, and fix the video-memory growth behind 1.0.8's out-of-memory crashes. Choose Vulkan or DirectX 12 on Windows, prepare graphics before kickoff, and get faster loading and audio, Steam Deck support, and clearer diagnostics.

Version 1.0.9 fixes the NK/Boo collision bug and the video-memory growth behind 1.0.8's out-of-memory crash, adds selectable Windows graphics APIs, prepares the game's graphics before it starts, and improves loading and audio performance, diagnostics and Steam Deck support.

Gameplay

  • NK (No Kritter) bug / Boo glitch (#38): losing the ball while intangible no longer leaves shots passing through both goalies, including when a landing Chain Chomp knocks it away from a deking carrier. Releasing the ball restores its collision flags, and a goalie no longer takes it from an intangible teammate. This fix is always on; --no-tweaks keeps it. Retail teleport/deke mechanics remain intact.

  • Fast menus (#39): the optional tweak now skips pause-menu transitions too.

  • Fast terrain (#43): a new optional tweak gives every stadium the dry terrain of Bowser Stadium and leaves out the Sand Tomb's sand patches. Online matches, the stadiums' looks, hazards, tilt and wind, and Petey's muck holes are unchanged.

  • High and uncapped frame rates (#45): the new Display → Frame rate option (display.frame_rate, run override --frame-rate) offers original (default, 60 FPS like the Wii), display, unlimited or a fixed 30–1000. Matches keep their fixed 50 Hz simulation and draw every frame from blended snapshots, so game speed stays the same. The video interface stays at its real rate, so movies, dimming and the HOME menu are unaffected. Hosts that cannot keep 60 FPS also stop dropping menu frames to 30. Known: pointer input is polled at 100 Hz.

Windows, loading and packaging

  • Vulkan and DirectX 12 (#32): choose either API in the Windows launcher's Advanced page. A failed selection reports an error without silently switching APIs. The ZIP includes the required shader compiler and runtime DLLs.
  • Loading performance (#36): resident file reads, including medium resident texture reads, avoid worker handoffs; memory ownership searches during loading are bounded.
  • Wii Remote freezes (#46): with a Wii Remote connected over Bluetooth, the game no longer freezes for a moment every few seconds. It looks for newly connected controllers only when a device is connected or removed, instead of every 2 seconds.
  • Steam Deck: add a dedicated packaged build and start fullscreen in Steam Game Mode.
  • CI (#47): the Intel macOS package is cross-compiled on the Apple Silicon runner instead of taking over an hour on an Intel one, and CI fetches dependencies at their pinned commits only, which speeds up every platform.
  • Limit the sane new/delete compiler opt-out to GCC 15 and newer.

Memory and audio performance

  • Video memory: textures the game stops using are released after 600 unused frames. Before, every texture stayed in GPU memory: the credits movie alone added about 1.7 GB, and a 1.0.8 Windows session ran out of video memory after 19 minutes. A render target the game destroys also releases its copies, which each match's crowd and captain impostors left behind.
  • Audio: each audio frame (about 333 a second) builds its 96 voices in place, reuses their storage, leaves stopped voices' signals alone, validates once and converts parameter blocks field by field instead of byte by byte. DSP memory coherence is checked once per address-map change instead of on every transfer. These were the largest main-thread costs in a match.
  • The port's own code in the game modules (ownership registry, data transports, audio devices) builds at -O2; the original game sources keep -O1.

Graphics preparation and diagnostics

  • Prepared before the game starts: Preparing graphics compiles the game's drawing and effect pipelines on several processor cores before the boot screens. It covers a bundled list recorded from scripted runs through all 17 stadiums and 12 captains, the Striker Challenges and the Strikers 101 lessons (240 configurations), and any others the game has used on this PC. The first launch compiles them once; later launches load them from the cache. Nothing is prepared or held once the game runs.
  • Fewer pipelines: the fog type and the vertex data's byte order are now chosen per draw instead of being part of each pipeline, so one recorded configuration covers an effect under every stadium's fog. The bundled list shrinks from 534 configurations plus 340 fog variants to 239, with identical pixels.
  • Stutters in mscharged.log: a pipeline missing from both still compiles the first time it is drawn, which causes a brief stutter, and is prepared from the next launch on. Pipelines that one frame needs together now compile in parallel instead of one after another; the frame waits for them only when it is drawn. logs/mscharged.log records each one (Graphics: new pipeline compiled while drawing in … ms) with its configuration, so testers' logs can complete the bundled list (tools/pipeline_catalog.py --import mscharged.log). Please attach the log when an effect stutters the first time it appears.
  • Preparation screen: a label and percentage over a thin bar on black, which fades in only when preparation takes longer than 0.3 s. The original boot "Loading" bitmap no longer flashes up after it.
  • Each graphics API keeps its compiled pipelines across launches and API switches; GPU, driver or renderer changes can require compiling them again.
  • Replace the title-bar FPS counter with an optional on-screen FPS | GPU | CPU | LAT overlay. CPU/GPU show total system usage; unavailable counters and unimplemented network latency show N/A.
  • Group Frame logging, recordings-folder access, Clear shader cache, API validation and console logging under Advanced → Diagnostics & analytics. Frame logging defaults off and writes a fresh CSV plus summary beside the executable. The old environment variable no longer controls it. Cache clearing preserves saves, settings and recordings and refuses to run while the game uses the cache.
  • Add an All tweaks control to the launcher's Gameplay page.

1.0.8 – Wii Remotes over Bluetooth and Dolphin save import

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@yannicksuter yannicksuter released this 13 Oct 20:00
14671b5

Highlights

  • Wii Remotes over Bluetooth: Remotes (with Nunchuk) paired directly with your PC now play alongside the Mayflash DolphinBar.
  • Save folder and Dolphin import: choose where the game keeps its saves and copy your Dolphin save over.
  • CPU vs CPU: new opt-in tweak, watch the CPU play both teams.
  • On-screen FPS counter: new opt-in display option.
  • Many gameplay, shadow and menu fixes.

Wii Remotes over Bluetooth

The Controls page lists paired Remotes with their battery levels.

  • Windows: the Controls page connects a Remote when you press 1+2 or SYNC, and Remotes are no longer silently dropped.
  • Linux: Remotes keep reporting after status requests, and the Controls page copies the udev commands when access is missing.
  • Pointer calibration is gone: real Remotes point correctly without it.
  • If a player's controller is not connected, the launcher says who plays instead, on the Controls page and next to Play: "Player 1's Wii Remote is not connected, so the game starts with keyboard & mouse as player 1." Your player assignments stay saved.
  • The Players card no longer jumps while a Remote's Bluetooth connection is flaky.

Saves

Game → Save data lets you choose the folder for the game's saves. Import from Dolphin copies your Dolphin save over, byte for byte, after a backup of the current save. data.bin exports are not supported.

New options (off by default)

  • CPU vs CPU (Gameplay page, #31): in Domination, press Done on Choose Sides without picking a side and the CPU plays both teams, as in the title screen's demo matches. Choose Sides in the pause menu can also hand a running match over to the CPU, and any controller can still pause. The Road to the Striker Cup, Striker Challenges, Strikers 101 and online matches keep the original rule.
  • On-screen FPS counter (Display → Frame rate → On screen, #20): the frame rate in a small pill in a corner of the window, windowed and fullscreen. It is never part of the game's picture or screenshots.

Fixes

Gameplay

  • No Mega Strikes turns off only the captains' Mega Strikes; Skillshots stay (the game's Classic Mode cheat removes both). Strikers 101 lessons keep their own rules, and Striker Challenges now follow the option. (#22)
  • Goal nets no longer stay dented after a goal. (#19)
  • Koopa shells, Birdo eggs, fireballs, hammers, Waluigi's wall and other powerups behave correctly when they hit something, and Birdo's super-shot egg no longer crashes the game when it ends.
  • Linux and macOS: goalies pick up loose balls.
  • End of the match: a sudden-death goal plays the right celebration, the final score and series wins are recorded, a shot still in play at the whistle no longer lets the match run on, and the clock shows 0.0 instead of negative tenths.
  • Windows and macOS:
    • Sidekicks that a Strikers 101 lesson or Striker Challenge leaves out no longer appear. (#25)
    • Players vaporized by Crystal Canyon's sun flare stay gone until the next kickoff instead of coming back on fire. (#28)
    • Players hit by an Ice Shell or caught in Peach's photo stay frozen for the full time. (#29)

Graphics

  • Thrown shells, bananas, Bob-ombs and hammers keep a complete, steady shadow. Before, it flickered, was cut off or vanished, most visibly on Windows. (#18)
  • Electrocuted players flash with the game's black-and-cyan lightning instead of white debug letters. The original game lacks this texture too: the disc has it only in a debug bundle the game never reads. (#33)

Menus

  • Fast menus: the black box behind popups appears at once, and the screens after a match (results, popups, stats) skip their transitions too. (#26)
  • Fast menus: spotlights and lamp sparkles no longer vanish or flicker during menu transitions. (#34)
  • Changing menu screens no longer freezes the game and its music for up to half a second. (#27)

Launcher

  • Vulkan is shown as the Windows graphics API.
  • The Developer tests card is gone from Advanced.

Faster

  • Loading a match no longer causes a 100 ms hitch on Linux.
  • Textures are set up faster.

For developers

Francesco Palazzo (@GoldenPalazzo) contributed a debug LAN multiplayer mode (#30). In a build with -DMSCHARGED_DIAGNOSTIC_FRONTEND_LAN=ON (Linux and macOS), Main Menu's Online item opens the game's original debug LAN lobby, and a launched match goes through the original network draft into Domination. The release packages don't include it. The goalie, powerup and time-up fixes above came with the same contribution.

Thanks to @einBirnenbaum, @GoldCobra and @Kliff300 for their reports.

Download

Pick the package for your system below (Windows, Linux or macOS Apple Silicon), extract it, start mscharged and select your own Mario Strikers Charged (USA) disc image (.iso or .rvz, game ID R4QE01). Game data is not included.

1.0.7 – Gameplay tweaks, a fuller picture and crash fixes

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@github-actions github-actions released this 11 Oct 22:07
fd25463
  • Gameplay tweaks (new Gameplay page in the launcher): four optional tweaks, all off by default: Skip intro (straight to the main menu; save prompts still appear), Fast menus (menu transitions finish instantly), No Mega Strikes (both teams, outside Striker Challenges and Strikers 101) and Unlock everything. With all four off you play the original game.
  • The picture fills the window: Clean and Sharp no longer show the Wii TV signal's empty border, and the game is drawn at exactly the window's size, one pixel per pixel. Soft keeps the original TV picture. (#15)
  • Launcher: the fullscreen option shows the display's resolution. Fullscreen always uses the monitor's own resolution, so a 1440p screen doesn't need a 1440p window size.
  • Crash fixes:
    • Windows: goal replays could crash after a long session.
    • Bowser's Striker Challenge (and possibly other heavy matches) crashed while loading.
    • Maximizing the window while the game was starting stopped it with "Controlled native window resize did not reach its requested actual size".
  • Quitting: Alt+F4 (Cmd+Q on macOS) closes the game, also in fullscreen.
  • Updated and pinned to the latest decompilation.

Pick the package for your system below (Windows, Linux or macOS Apple Silicon), extract it, start mscharged and select your own Mario Strikers Charged (USA) disc image (.iso or .rvz, game ID R4QE01). Game data is not included.

1.0.6 – Windows fullscreen and exit fixes

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@github-actions github-actions released this 11 Oct 09:11
f9231cb
  • Windows fullscreen: fullscreen with a 3D resolution of 3x or higher no longer stops right at start with "Failed to allocate MEM1/MEM2" (#9). The game now reserves its Wii memory before the graphics driver takes that space. If it still fails, logs/mscharged.log says what is in the way.
  • Windows exit: closing the game no longer ends in a crash.
  • Bug reports: Windows crash reports (mscharged-crash.dmp) now include the memory layout. Please attach them together with logs/mscharged.log.

Pick the package for your system below (Windows, Linux or macOS Apple Silicon), extract it, start mscharged and select your own Mario Strikers Charged (USA) disc image (.iso or .rvz, game ID R4QE01). Game data is not included.

1.0.5 – Windows startup fix

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@github-actions github-actions released this 11 Oct 08:10
c06d94b
  • Windows: the game starts again after you press Play. In 1.0.4 it froze right after the launcher: only the console window stayed open and no game window appeared. The new log file was waiting on itself. Linux and macOS were not affected.

Pick the package for your system below (Windows, Linux or macOS Apple Silicon), extract it, start mscharged and select your own Mario Strikers Charged (USA) disc image (.iso or .rvz, game ID R4QE01). Game data is not included.

1.0.4 – Gamepad profiles and crash reports

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@github-actions github-actions released this 11 Oct 01:44
1e22a92
  • Gamepad profiles: choose which button on your controller presses each Wii Remote and Nunchuk button (two buttons per action, sticks can be swapped). Save named profiles and pick one per player, so friends can reuse theirs. Profiles fit the controller kind: Xbox/PlayStation share one list; Nintendo and GameCube controllers have their own.
  • Controller-aware defaults: Switch controllers now use their printed A/B, and GameCube controllers (USB adapter) get their own layout.
  • Log file and crash reports: every run writes logs/mscharged.log. After a crash it holds a report, and on Windows a mscharged-crash.dmp too. Please attach these to bug reports.

1.0.3 – Goal replays from every angle

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@github-actions github-actions released this 10 Oct 23:53
3c781f7

Fixes

  • Goal replays now use their original camera positions again. Before, every replay was shown from the same low angle in the middle of the pitch. The game now loads its original settings file (common.ini) at start, which also restores:
    • the original demo match after 60 seconds without input in the main menu (press any button to return),
    • the original popup menu spacing and fade timings.
  • Randomness (AI decisions, replay and cutscene cameras) now differs on every start, as on the Wii. Before, every session repeated the same sequence.
  • Physics memory and the custom collision shapes are now set up in their original order at start.

Thanks to Kyle for reporting the replay camera issue. That report also led us to the other fixes in this release.

Download

Pick the package for your system below (Windows, Linux or macOS Apple Silicon), extract it, start mscharged and select your own Mario Strikers Charged (USA) disc image (.iso or .rvz, game ID R4QE01). Game data is not included.