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v0.1.7
Pre-release
Pre-release
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Project Pyrrhus 0.1.7, a pre-release: partly playable, see docs/RELEASE-CRITERIA.md.
New in 0.1.7:
gameplay.inimotion = auto|on|off:autouses the controller's own tilt when it has a working accelerometer and the right stick otherwise;offalways uses the right stick;ononly the controller's tilt. The log says when a pad is reached over XInput (no motion sensors) and what that means for valves and charges (#36).- Options > Display: Field of view (45-75, 45 = original; first-person only, cutscenes keep theirs), Upscaling (Off / FSR 1) and Sharpness rows, saved in display.ini (KZ2_FOV, RSX_UPSCALE, RSX_UPSCALE_SHARPNESS for one run). The shader cache is rebuilt once after this update (the renderer's sources changed).
- Particle vertex generation (the particle vertex job's vertex emitter, including its DMA transfer to the GPU buffer) runs as native code by default (bit-exact against the recompiled SPU code on recorded and synthetic inputs; 10-22 % less SPU time for that job in play; KZ2_NATIVE_JOB_VJVERT=0 turns it off).
- Known issues and roadmap: offline Skirmish with bots works (checked in a scripted run on one map); the docs had said it was not in the port.
- The game's fast path for system library calls keeps the caller's TOC slot, as the full path does (adapted from a J-Stars Victory VS+ PC port by Tsamiuy, MIT). The translated Killzone 2 code does not read that slot today; it guards against a later toolkit change.
- The README and NOTICE list the project's official channels, and say that builds come only from this repository's GitHub Releases.
- CI runs in a smaller Nix shell without RPCS3 and the GPU tools, which were built from source on every run; the checks and host tests are the same.
Fixed:
- Demolition charges could not be armed, and valves turned only part way, with a controller that has no motion sensor or a pad mapper that stops the stick a little short of its end (a soft-lock in Blood Meridian). The game's valve and charge code follows the tilt with a one-degree dead band, and a charge arms only between about 33 and 37 degrees, so the old stand-in armed only in the last 4 % of the stick's travel. The right stick now drives that code directly: hold L1 and R1 as the game asks and push the stick more than half way. A virtual pad that reports a gyro or an empty motion sensor no longer counts as a motion controller. Tested with host tests; not yet played through a valve or charge in the game (#36).
- With a controller scheme other than Standard 1 (or the Modern layout), the keyboard followed the buttons instead of the actions: F aimed and the right mouse button meleed. On foot, every key now does the action its
keybinds.iniline names (right mouse zooms, F melees) whatever the layout; menus are unchanged. Checked under Proton with the Original and Modern layouts. - Build fixes for a Linux host (#34): both CMake toolchain files set
CMAKE_FIND_ROOT_PATH_MODE_PACKAGE ONLY, so a cross build no longer picks up host packages (mingw-w64.cmakenow uses the distribution's MinGW-w64 sysroot, orKZ2_MINGW_SYSROOT, as its root path); a different--toolchainstarts a fresh configure; the fall-back to the system GCC MinGW-w64 prints a note naming--toolchain. Checked with a test project and our own build, not on a real Fedora, Debian or Arch host. - The sky in the first level is no longer green. Textures that came after a full upload buffer were skipped and stayed empty; the buffer is now submitted and the texture uploaded. Shown in scripted runs, not yet confirmed on Windows.
If you have an earlier version, install this one over it: run the new setup and pick the same folder. The first start then translates and builds the game again where this version changes how it is built.
See CHANGELOG.md for the full list.
Windows installer (Project-Pyrrhus-setup.exe, recommended) and portable zip. You need your own Killzone 2 disc dump (US, BCUS98116), the 1.29 update and a decrypted EBOOT made from your own copy; none of them is included or downloaded. What each must contain: docs/GETTING-FILES.md. SHA-256 sums: SHA256SUMS (and the .sha256 files). What goes online: docs/PRIVACY.md.