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Releases: rac08241988/DemonsCrestSNESRecomp
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v1.0.3 - shader previews live on the game behind the Options menu
Shaders work on Vulkan and OpenGL renderers only. New configs default to OpenGL. On any other renderer the Shader row tells you to switch.
What v1.0.3 fixes
The shader now previews live on the game behind the Options menu. In v1.0.1 and v1.0.2, opening the Options menu (Esc / F12 / Guide) applied the selected shader to the menu only. The game behind it turned blocky and unshaded until you closed the menu, so you couldn't see what a preset did while choosing it. Now the shader applies straight away to the game picture while the menu is open, on both OpenGL (.glslp) and Vulkan (.slang via librashader), and the menu is drawn crisp on top.
This was a regression from v1.0.1. While the menu was open, the frozen game frame was handed to the shader as a 2x nearest-neighbour blow-up with the menu baked in, so the shader treated each 2x2 block as one source pixel. v1.0.3 sends the game frame through the shader at its real resolution and composites the menu afterwards as a separate layer.
Also fixed: black screen when switching the shader back to Off. This had the same root cause in the OpenGL renderer. After a GLSL preset ran, the plain (no-shader) draw used a broken vertex layout. The layout is now restored before every plain draw.
Controller handling is unchanged from v1.0.2 ([GamepadMap] everywhere). Everything else is unchanged.
Install
- Download
DemonsCrest-SNESRecomp-windows-x64-v1.0.3.zipand unzip it anywhere (Quiver Launcher picks it up automatically). - Open
DemonsCrestSNESRecomp.exe, click Browse For ROM, and pick your own Demon's Crest (USA) ROM. - Let it build. The first run downloads a portable compiler and builds the game on your PC. Then click Play.
The zip has no game code and no ROM.
Controls & Shortcuts (defaults, as shipped)
| Action | Xbox | Keyboard |
|---|---|---|
| Options menu | Guide | F12 / Esc |
| Save-state browser | hold View (Select) + press RB | F11 |
| Browser: load / save / back | B / Y / A (SNES A / X / B) | X / S / Esc |
| Quick load / save slot 1-10 | - | F1-F10 / Shift+F1-F10 |
| Rewind | hold View (Select) + press R3 | Shift+F12 |
| Open the launcher | hold View (Select) + press L3 | Ctrl+L |
| Toggle widescreen | - | Alt+W |
| Fullscreen / Reset / Turbo | - | Alt+Enter / Ctrl+R / Tab |
| Record a take | - | Alt+R |
The full table is in the README.
Known issues
- Vulkan shaders do not load on some real GPUs (#1). Use the OpenGL renderer for shaders meanwhile.
- Widescreen: the margins are dark in the stage-1 dragon arena.
Tested On
- CPU: AMD Ryzen 7 5800X3D (8 cores / 16 threads, 96 MB 3D V-Cache)
- GPU: NVIDIA GeForce RTX 3070 Ti (8 GB GDDR6X)
- RAM: 32 GB dual-channel
- Storage: M.2 NVMe SSD
- OS: Windows and AtlasOS
- Renderers tested: Vulkan and OpenGL
v1.0.2 - controller fix: gameplay controls back to v1.0.0
Shaders work on Vulkan and OpenGL renderers only. New configs default to OpenGL. On any other renderer the Shader row tells you to switch.
What happened, and what v1.0.2 fixes
v1.0.1 added "Xbox-style button prompts". To make the prompts match, that change re-routed the physical controller buttons by controller family (Xbox / PlayStation / Nintendo) instead of going through the game's [GamepadMap]. It was meant only for the menus, but on a real Xbox One controller it changed the controls for the whole game, and players had to fix their bindings by hand in the launcher's Controller screen.
v1.0.2 rolls that change back to v1.0.0's controller handling. What was reverted:
- the framework host patch's controller-family routing (
PadStyleForGamepad,OverlayPadBit,OverlayPadNote,g_overlay_pad_nav); the save-state browser and rewind read the pad through[GamepadMap]again, exactly as in v1.0.0; - the controller-family prompt glyphs in the save-state browser and rewind (back to the v1.0.0 SNES A / B / X prompts);
- the per-family A/B swap in the in-game Options menu (Xbox A accepts, Xbox B goes back, as in v1.0.0).
Everything else from v1.0.1 is unchanged: shaders and librashader, the full in-game settings, the widescreen row, and the save-state rows.
If you rebound your controls by hand on v1.0.1, open the launcher's Controller screen and use Reset to Defaults to get the v1.0.0 layout back.
Install
- Download
DemonsCrest-SNESRecomp-windows-x64-v1.0.2.zipand unzip it anywhere (Quiver Launcher picks it up automatically). - Open
DemonsCrestSNESRecomp.exe, click Browse For ROM, and pick your own Demon's Crest (USA) ROM. - Let it build. The first run downloads a portable compiler and builds the game on your PC. Then click Play.
The zip has no game code and no ROM.
Controls & Shortcuts (defaults, as shipped)
| Action | Xbox | Keyboard |
|---|---|---|
| Options menu | Guide | F12 / Esc |
| Save-state browser | hold View (Select) + press RB | F11 |
| Browser: load / save / back | B / Y / A (SNES A / X / B) | X / S / Esc |
| Quick load / save slot 1-10 | - | F1-F10 / Shift+F1-F10 |
| Rewind | hold View (Select) + press R3 | Shift+F12 |
| Open the launcher | hold View (Select) + press L3 | Ctrl+L |
| Toggle widescreen | - | Alt+W |
| Fullscreen / Reset / Turbo | - | Alt+Enter / Ctrl+R / Tab |
| Record a take | - | Alt+R |
The full table is in the README.
Known issues
- Black screen when switching the shader back to Off on some PCs. If it happens, restart the game. The fix is deferred.
- Vulkan shaders do not load on some real GPUs (#1). Use the OpenGL renderer for shaders meanwhile.
- Widescreen: the margins are dark in the stage-1 dragon arena.
Tested On
- CPU: AMD Ryzen 7 5800X3D (8 cores / 16 threads, 96 MB 3D V-Cache)
- GPU: NVIDIA GeForce RTX 3070 Ti (8 GB GDDR6X)
- RAM: 32 GB dual-channel
- Storage: M.2 NVMe SSD
- OS: Windows and AtlasOS
- Renderers tested: Vulkan and OpenGL
v1.0.1 - shader menu fix, Vulkan + OpenGL slang shaders, full in-game settings
Shaders work on Vulkan and OpenGL renderers only. New configs default to OpenGL. On any other renderer the Shader row tells you to switch.
Install
- Download
DemonsCrest-SNESRecomp-windows-x64-v1.0.1.zipand unzip it anywhere (Quiver Launcher picks it up automatically). - Open
DemonsCrestSNESRecomp.exe, click Browse For ROM, and pick your own Demon's Crest (USA) ROM. - Let it build. It is one click: the first run downloads a portable compiler and builds the game on your PC. Then click Play.
The zip has no game code and no ROM.
What's new in v1.0.1
-
Shader menu fixed. Left/Right cycles every preset and Enter applies it, on keyboard and pad. The choice is saved and defaults to Off. There are 346 presets:
- the full libretro slang pack, staged exactly like N64 Recomp Magical Tetris: the same
slang-shaderscommite1d75632, its 12 license-audited presets first, then all 246 ofpresets/; - the 88
.glslppresets.
Slang presets run through librashader on both OpenGL and Vulkan. They ship as unmodified source with their licenses (
shaders/slang/LICENSES,manifest.txt,SHADERS.md). - the full libretro slang pack, staged exactly like N64 Recomp Magical Tetris: the same
-
Fixed a black picture with slang presets on OpenGL.
-
The in-game Options menu now has every launcher setting, in sections (Video, Save States, Display, Audio, Controls, System). Settings that need a restart are labelled.
-
Widescreen row (Off / Adaptive / 16:9 / 21:9 / 32:9), applied live, in-game and in the launcher.
-
Save State / Load State next to Video, with a slot selector. There is no autosave.
-
Xbox-style prompts that match buttons by position: A confirms/loads, B goes back, X saves. They follow your controller family in the options, save-state and rewind menus.
Controls & Shortcuts (defaults, as shipped)
| Action | Xbox | Keyboard |
|---|---|---|
| Options menu | Guide | F12 / Esc |
| Save-state browser | hold View (Select) + press RB | F11 |
| Browser: load / save / back | A / X / B | X / S / Esc |
| Quick load / save slot 1-10 | - | F1-F10 / Shift+F1-F10 |
| Rewind | hold View (Select) + press R3 | Shift+F12 |
| Open the launcher | hold View (Select) + press L3 | Ctrl+L |
| Toggle widescreen | - | Alt+W |
| Fullscreen / Reset / Turbo | - | Alt+Enter / Ctrl+R / Tab |
| Record a take | - | Alt+R |
The full table is in the README.
Known issue
- Black screen when switching the shader back to Off (reported on v1.0.0). The fix is deferred to a later release. If it happens, restart the game.
Tested On
- CPU: AMD Ryzen 7 5800X3D (8 cores / 16 threads, 96 MB 3D V-Cache)
- GPU: NVIDIA GeForce RTX 3070 Ti (8 GB GDDR6X)
- RAM: 32 GB dual-channel
- Storage: M.2 NVMe SSD
- OS: Windows and AtlasOS
- Renderers tested: Vulkan and OpenGL
v1.0.0
One-click Windows builder for Demon's Crest. Contains no game code and no ROM. You need your own legally obtained Demon's Crest (USA) ROM.
- Download and unzip this release.
- Open
DemonsCrestSNESRecomp.exe. - Click Browse and pick your ROM.
- Let it build. The first time takes a few minutes, because it downloads a toolchain into the folder beside the exe.
- Play.
Features in this fork: RetroArch .glslp shaders and 120 Hz motion modes (Off / Interpolate / Low-latency). You pick both from the in-game options menu, which opens with F12, Esc or the gamepad Guide button. Settings are saved in dc_options.ini. The game runs without a console window and writes its log to DemonsCrest.log.
See README.md and LICENSE/NOTICE.md for licensing. The snesrecomp framework is PolyForm Noncommercial and the shaders carry their own licenses (mostly GPL).