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Releases: springah/daytona_recomp

v1.1.5 — one-shot Windows build (build.ps1)

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@springah springah released this 29 Oct 09:40

One-shot Windows build. Bundles for all three platforms are attached; as before they contain the game's own program code, recompiled, so they are for people who own the game only, and no game data. Unpack one and follow RUN.txt inside to add your own XBLA content package (on Windows, drag the package onto extract_game.bat, then double-click daytona.exe). See the README's Legal section and PORTS.md.

Bundle Platform SHA-256
Daytona-USA-PC-v1.1.5.zip Windows x64 (D3D12) 83de50f4dad2f7dfbd9656836fd37852d9b03b48eeefe6e467df7e6800d01ba3
Daytona-USA-Deck-v1.1.5.tar.gz Steam Deck / Linux x64 (Vulkan) 7b0b784cf9467f8acac624c2a137f4fc401fbef1aa859c58494bf718033f1f1a
Daytona-USA-macOS-v1.1.5.zip macOS (Apple Silicon, Vulkan over MoltenVK) 8a4848ee82c85e10f62c428501ad972651b605666ffda20efd425d863a82afd0

All three were booted from the extracted archives for this release: Windows (D3D12, RTX 3080, built by build.ps1 itself), macOS (MoltenVK, M3 Max) and the Steam Deck tarball on a Deck (RADV, SteamOS 3.9.5, 60 fps at the title). The renderer and runtime are unchanged from v1.1.4 (SDK v0.9.2); if v1.1.4 runs for you there is nothing to gain from updating beyond the version string. The macOS app is ad-hoc signed, not notarized: right-click → Open the first time. The Steam Deck tarball is for Desktop Mode or as a non-Steam game; run.sh resolves its own folder.

  • build.ps1 / build.bat — one command from a fresh Windows clone to a
    built daytona.exe.
    The script does the README's Build section in order:
    checks out the SDK and plume submodules if they are missing and repairs
    libmspack's symlinks if they came out as text stubs, installs any missing
    tool through winget (Git, Python 3, CMake, Ninja, LLVM 20+, VS 2022 Build
    Tools with the C++ workload), enters the x64 developer environment the
    clang++ build needs for the MSVC headers and rc.exe, builds the ReXGlue
    CLI from the vendored SDK, extracts your content package with
    scripts/extract_game.py (-GameSource <package>, or the only file in
    game/; skipped when assets/default.xex and extracted/ already exist),
    runs scripts/regen.sh, then configures and builds the win-amd64-<Config>
    preset. The two long compiles log to out/build/*.log instead of the
    terminal and are summarised; -Run launches the result against
    extracted/. build.bat is the double-clickable wrapper. Ported from the
    sibling futari port's script; the renderer and runtime are unchanged from
    v1.1.4.

v1.1.4 (beta 1.4) — first public bundles: PC, Steam Deck, macOS

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@springah springah released this 29 Oct 08:38

First release with prebuilt bundles attached. They contain the game's own program code, recompiled, so they are for people who own the game only; they contain no game data. Unpack one and follow RUN.txt inside to add your own XBLA content package (on Windows, drag the package onto extract_game.bat, then double-click daytona.exe). See the README's Legal section and PORTS.md.

Bundle Platform SHA-256
Daytona-USA-PC-v1.1.4.zip Windows x64 (D3D12) 122be3b91e684cf27311eba0168e1692554757ef167b5c75936885b8b5e0ae41
Daytona-USA-Deck-v1.1.4.tar.gz Steam Deck / Linux x64 (Vulkan) fd9379996d6b5d84cc67e875d161d3aad50e84c331c6e78ad0434c2f8f5358ac
Daytona-USA-macOS-v1.1.4.zip macOS (Apple Silicon, Vulkan over MoltenVK) f9ed4755337d53ea01282885a40ddf9bf83d1fd8188d37d8dc29b430122ebf41

The binaries are the beta 1.4 builds of 2026-08-14 (SDK v0.9.2). All three bundles were booted from the extracted archives for this release: Windows (D3D12, RTX 3080), macOS (MoltenVK, M3 Max) and the Steam Deck tarball on a Deck (RADV, SteamOS 3.9.5, 60 fps at the title in Gaming Mode). The macOS app is ad-hoc signed, not notarized: right-click → Open the first time. The Steam Deck tarball is for Desktop Mode or as a non-Steam game; run.sh resolves its own folder. This is a beta; RUN.txt lists what is known and what is worth reporting.

The first release with prebuilt bundles attached, for Windows, Steam Deck /
Linux and macOS. The binaries are the beta 1.4 builds of 2026-08-14; what was
added for publication is the packaging and the paperwork around them.

  • Texture heap recycles. Beta 1.2's fix for the attract-loop freeze only
    enlarged the texture heap (1024 → 4096 slots behind a guard that degraded
    instead of wedging). The heap now has LRU eviction and a free list behind
    that guard, so a session of any length can no longer degrade for good.
  • The remaining Live blades get the handshake. QuickChat, PlayerReview and
    GameInvite now receive the open/close notification pair instead of the SDK's
    silent-success stub, closing the last menu entries that could hang the menu
    the way Achievements once did.
  • macOS: the Metal layer's drawable size stays in pixels across fullscreen.
  • Bundles are published on GitHub Releases. Until now the per-OS bundles
    went only to a private download share and included the game data for a small
    circle of testers. The public bundles carry no game data: you add your
    own XBLA content package after unpacking (RUN.txt inside each bundle walks
    through it). They do contain the game's own program code, recompiled, so they
    are for people who own the game. See the README's Legal section.
  • extract_game.bat — drag your content package onto it and it unpacks
    into assets/ beside daytona.exe. extract_game.py learned the flattened
    bundle layout: beside the executable it defaults to assets/ for everything
    and finds a LIVE package in its own folder.
  • THIRD-PARTY-NOTICES.txt travels with every bundle, generated from the
    licence texts vendored in the SDK and renderer submodules by
    scripts/gen_third_party_notices.sh. The runtime statically links FFmpeg and
    libmspack (LGPL-2.1), whose written offer of source is in the file's header.
  • Docs and repo hygiene for a public release. CHANGELOG.md, NOTICE.md
    and CONTRIBUTING.md added; PORTS.md rewritten with the GitHub Releases
    policy and the packaging rules; README gains "Just want to play?", Legal and
    Licence sections and stops describing main as the stock port (it tracks
    this branch). The Deck launcher run.sh is tracked under dist/ so a bundle
    can be staged from a clean clone. CI's identity guard now runs on maintainer
    pushes only, so outside pull requests are not failed for their author.