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Def Jam: Fight for NY — Recompiled v1.2.0-beta.1

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@github-actions github-actions released this 09 Nov 18:09
e950a7f

v1.2.0 beta 1 — Experimental Fighter Mod Support

This is an opt-in experimental prerelease for testing custom fighters. Stable
v1.1.1 remains Latest. The app does not offer prereleases as automatic updates;
download this beta manually. Its interface reports version 1.2.0.

You need your own supported USA Xbox dump. The game-free app verifies it and
compiles locally. No game executable or game data is distributed. The Def Jam
Vendetta modpack and its converted assets are not included.

What is new

  • Install and enable ordinary fighter ZIPs in Mods > Fighters. Packs can add
    fighters alongside retail fighters and other independent packs.
  • Native selection artwork, names and loading/results identities, with owned
    appearance, voice, supported motion and cinematic resources.
  • Stable fighter identities and managed progression across pack changes,
    including continuing the adopted career with packs disabled.
  • Offline creator commands and a beginner
    creation guide, using companion source commands from PR6.
  • Corrections for loading portraits, retained voice routing after Rematch,
    bounded cinematic file requests and stale live unlock marks after selection
    changes. Detailed evidence and limits are in the
    runtime compatibility review.
  • Explicit pointer conversions keep the fighter adapters buildable with Clang;
    macOS CI now compiles the game-side source objects as well as runtime fixtures.

Testing and limits

The final Windows stock regression passed 17 of 17 applicable checks, with
four platform-inapplicable checks skipped. Its unit stage passed 2,391 tests
(60 skipped; one slow branding test excluded by the standard harness). All
35 candidate CI jobs passed, including macOS game-side source compilation.

A real Windows GUI install from stable v1.1.1 completed in 373.3 seconds, followed
by a clean update from the candidate's inspected CI app in 204.6 seconds.
All 29 protected save, settings and song files remained byte-identical. These
checks used a separate user folder with the app's default layout.
Earlier development tests cover natural results, real Rematch, subsequent
Inferno combat, resource release, protected saves and installed launcher use.
Those tests do not establish that every fighter or every animation is correct.

Fighter Mod Support remains experimental. Broad roster/audio/animation fidelity,
created-fighter/opponent combinations, long sessions and physical controllers
need more testing. New native gameplay qualification is Windows only; macOS and
Linux/Steam Deck native checks are not claimed. CI builds and synthetic fixtures
are separate from gameplay qualification. Full M5/M6 acceptance remains open.

The Workshop development branch's standalone CAF recipe extension (PR213) is
not included. It needs separate integration and mixed-pack qualification.

Use a backup or separate test installation. Back up the complete data folder,
including managed fighter progression and song preferences. Do not restore
individual old save files or delete adoption markers after managed Play.

Full-roster preparation in development took roughly two minutes. The 32 MiB owned
animation pool is a bounded implementation budget, not a guarantee that arbitrary
assets fit. Known issues carried from stable include memory investigation #166
and Steam Deck replay differences #98; this beta does not close those issues.

Please report the exact beta/pack versions, fighters, venue, match rules and
whether the fault follows Rematch or returning to selection. Press F9 after a
problem to create a local bug bundle; review it before sharing.

Def Jam: Fight for NY — Recompiled v1.1.1

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@github-actions github-actions released this 08 Nov 21:16
afaa9b1

v1.1.1 — Windows update fix

Fixes an update or repair stopping with Access is denied while replacing
DefJamLauncher.exe, including the .restore error on a subsequent retry (#207).

An older Windows shortcut can leave its launcher running behind the app. Before
setup starts, the app now restarts directly and resumes the selected operation
after the old launcher exits. Saves, settings, mods and the verified dump are kept.
If another launcher is still open, setup reports it before recovery or compilation.

Recovery on all platforms leaves files that already match their backup alone and
reports both the original error and any rollback error. macOS and Linux already
replace their shortcut wrapper with the app, so they do not need the Windows restart.

Downloads and updating

  • Windows x64: DefJamRecompiled-1.1.1-windows-x64.exe.
  • macOS, Apple Silicon: DefJamRecompiled-1.1.1-macos-arm64.zip.
  • Linux / Steam Deck: DefJamRecompiled-1.1.1-linux-x86_64.AppImage.

Each package includes its SHA-256 and provenance. Releases publish the app packages
only; the legacy setup downloads remain retired. You need your own supported USA
Xbox dump; no game files or precompiled game are distributed.

Update through the app, or download the new app and open it. On Windows, if an old
shortcut is blocking recovery, close the app and any background DefJamLauncher.exe,
then open DefJamRecompiled.exe directly and select Repair / Update game.

Validation and scope

  • Release candidate CI: 35/35. Tagged Source release workflow: 37/37
    (42522957108).
  • Windows update from the isolated 1.1.0 test installation using the candidate app
    payload: pass, 299.0 seconds. Settings and save marker are byte-identical;
    the new receipt/executable are valid and no recovery journal remains.
  • All nine final assets match GitHub's SHA-256 digests and their checksum files.
    Each app's provenance and complete embedded payload were verified as non-development
    1.1.1, source afaa9b1, unchanged toolkit 4801dc1.
  • Release-head local unit suite: 906 passed / 56 skipped; source publication check:
    605 files, 0 failures.

This is a single-fix hotfix: #207, with the existing app-only publication policy
from main. No gameplay, renderer or toolkit changes; the toolkit remains 4801dc1.

  • Fix PR CI: 35/35, including native Windows executable-lock/handoff tests and
    Windows, macOS and Linux app/setup builds. Setup suites: Windows 235 passed / 29
    skipped; macOS 199 / 11; Linux 235 / 16.
  • Local Windows unit suite: 901 passed / 53 skipped; final focused setup/native
    tests: 139 passed / 10 skipped. A fresh real-dump installation of the fix passed
    in 374.7 seconds, including compilation and activation.
  • The real app released the waiting Windows wrapper and resumed its requested
    operation. The later GUI integration attempt stopped on test-environment cache
    and compiler-temp permissions; final GUI repair completion was not established.
  • The owner explicitly requested publication within an hour without a full game
    regression rerun. No full regression or new gameplay/Steam Deck play-test is
    claimed for this hotfix. The known qualifications in the
    1.1.0 release notes remain applicable.

Def Jam: Fight for NY — Recompiled v1.1.0

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@github-actions github-actions released this 08 Nov 12:23
0e90a3a

v1.1.0 — Your own music

Your own songs play like the game's soundtrack, a song cut from the original release is back, and two widescreen
glitches are fixed.

As always, you need your own supported USA Xbox dump. No game files or game executables are distributed.

Downloads

  • Windows: DefJamRecompiled-1.1.0-windows-x64.exe.
  • Linux and Steam Deck: DefJamRecompiled-1.1.0-linux-x86_64.AppImage.
  • macOS (Apple Silicon): DefJamRecompiled-1.1.0-macos-arm64.zip.
  • Every app package has its SHA-256 and provenance. The legacy Windows and macOS setup downloads
    were removed on November 8, 2026; this and future releases publish only the app packages above.

What's new

  • Your own songs (#203). Put MP3, FLAC, Ogg or WAV files in the songs folder of your data folder (or add
    folders on the launcher's new Songs page). They are converted once and play in the Beatbox, in the menus with the
    song banner, and in fights, from start to end: when the game jumps around its music in a fight (the start, Blazin,
    knock-downs), your song carries on where it was. Up to 27 of your songs next to the game's own; 35 on at once.
    Each song plays Straight (as it is) or Interactive (experimental: the game switches it between filtered
    versions as the fight goes). Guide: Custom songs.
  • "Holler If Ya Hear Me" (2Pac) is back (#203). Cut from the original release, its audio is still on the disc.
    It is on by default and appears in the Beatbox and the song banner like any other song.
  • Songs page in the launcher (#203). Songs on the home screen: your folders, which songs are in the game and how
    they play, and each profile's Beatbox (every song on or off, and the order) with the mouse.
  • Next song / song from the start (#203). Hold the right stick in (R3) and press D-pad right or left, or press F8
    or F7, in the menus and in fights. The D-pad press also reaches the game (in a menu it moves the cursor one step).
  • Volumes are kept (#203). The music, effects and announcer volumes you set in Options now come back after a
    restart. The original game saved them but never applied them.
  • French-base translation packs (#185). A language pack can now be built on the game's French text
    as well as the English one.

Fixed

  • Widescreen: the song banner is no longer cut off (#204) on menus without the HD Widescreen Menus mod.
  • Widescreen: the submission meter sits with its fighter's HUD (#205), for all four fighters, instead of a side
    bar's width away from it.

For builders and testers

  • Setup writes how long each stage takes to its log (#192).
  • An optional compiler cache for setup builds (#195), off by default; setup does not turn it on yet.
  • The memory check in the regression compares settled fights and reports scene changes separately (#201).

Moving to 1.1.0

The app offers this release as an update. Then it offers Update game, which builds the game again from your dump.
Your saves, settings and mods are kept. Saves made with 1.1.0 stay readable by earlier versions and the original game:
your own songs' places in the Beatbox are kept in a separate file.

Tested for this release

Windows, on the release candidate (98ad031, CI run 42431333103):

  • Full regression, stock lane: 17/17. With the release profile (16:9, Menus 1.4.0 and Fighters 1.0.0): 17/17.
  • Unit tests: 889 passed. Source tree check: 0 failures.
  • Install from the CI setup artifacts: exit 0, game built and starts.
  • Clean Update from 1.0.1: exit 0, the data folder had 0 differences.

macOS 26.5.2 on Apple Silicon, game source dec1ef6 (later records-only commits):

  • Clean analysis/lift/build; full stock and 16:9 HD regressions each 21/21 in 48 minutes, including the native
    launcher/overlay/settings checks. HD uses verified Menus 1.4.0 + Fighters 1.0.0; original-image goldens stay stock.
  • Stock combat 28/28 and versus 27/27; replay matches 80 records over 1,800 steps; boot soak 3/3.
  • Native custom/restored songs, Straight and Interactive playback, SDL F8/F7 shortcuts, 60-song Beatbox with 35 enabled,
    cached conversion reuse, and saved volumes after Accept Changes and a restart pass.
  • A private unchanged French-base review pack passes launcher selection, menu, fight, Story intro and subtitle checks.
  • Fresh install from the CI app payload: 204 seconds. Clean Update from 1.0.1: 97 seconds; 137 data files unchanged,
    including marker settings and copied profiles. Fresh and updated game builds both present for 40 seconds with save restoration.
  • HD two-match memory route 36/36; five-fight route 56/56, including the final 90-second menu hold. Five-fight settled
    RSS falls by 695.5 MiB; its transition peak is +0.4 MiB. HD combat settled RSS grows 8.8 MiB, transition peak +21.7 MiB.
  • Native 16:9 song-banner checks pass with and without the HD menu pack: expanded cards and all three text lines
    remain intact at the appropriate picture/screen edge. Shared widescreen fixture: 1/1, 82 draws.
  • Opening device-PCM capture: 330.5 seconds, two clicks and one dropout, within the earlier healthy Mac range.
  • Optional compiler cache: cold build 29.9 seconds, warm 2.0 seconds with 142/142 hits. Executable code is
    byte-identical to the uncached build; cached quick regression 5/5. The option stays off by default and setup does not enable it.
  • Final full unit suite: 871 passed, 73 skipped.

Steam Deck/Linux, rebuilt source fec3b54, with results recorded on the release PR:

  • Stock and HD full regressions each 20/21; replay produces the known 79 records against the 80-record golden (#98).
    Isolated repeat produces identical records and matches its own golden.
  • Extra checks pass: Free For All result 29/29, two matches 36/36, five fight cycles 56/56.
  • Two cinema timing native fixtures crash with Zig-as-cc on both this RC and 1.0.1; other native compiler results differ.
    These failures remain recorded; the owner authorized this GA release with these known qualifications.
  • CI AppImage install/Clean Update, Game Mode/physical-pad play and audible custom-song acceptance were not run there.

The owner authorized GA publication on November 8 with these qualifications, before the combined candidate play-test.
The owner plans to play-test and update the Steam Deck through the GA channel the next morning. Extra Mac Story
reference images remain unapproved; that additional visual comparison was not counted as a passing gate.

Def Jam: Fight for NY — Recompiled v1.0.1

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@github-actions github-actions released this 06 Nov 22:04
2a61312

v1.0.1 — Linux ships as one AppImage

A packaging hotfix for v1.0.0. The game, the app and the setup behave as in v1.0.0; only the Linux downloads change.

As always, you need your own supported USA Xbox dump. No game files or game executables are distributed.

Linux and Steam Deck players: update by hand once. The Linux app is now DefJamRecompiled-1.0.1-linux-x86_64.AppImage. The v1.0.0 AppImage looks for the old file name, and the v0.13.0 Linux setup looks for a setup download that no longer exists, so neither offers this update. Download the AppImage below and open it: it finds your installation and offers to update the game, keeping your saves, settings and mods. From then on it updates itself.

Downloads

  • Windows: DefJamRecompiled-1.0.1-windows-x64.exe.
  • Linux and Steam Deck: DefJamRecompiled-1.0.1-linux-x86_64.AppImage. It installs, updates and adds itself to Steam, and builds the game with a toolchain it carries.
  • macOS (Apple Silicon): DefJamRecompiled-1.0.1-macos-arm64.zip.
  • The Windows and macOS setup tools (DefJamSetup-1.0.1-windows-x64.exe, DefJamSetup-1.0.1-macos-arm64.dmg) are attached as well. Every file has its SHA-256 and provenance.

What changed

  • Linux ships only the AppImage (#199). The separate Linux setup download (DefJamSetup-<version>-linux-x64.tar.gz) is no longer published. The AppImage carries the same setup and does everything it did.
  • The AppImage names its platform (#199): DefJamRecompiled-<version>-linux-x86_64.AppImage, like the Windows and macOS files. The app and the website still recognise the old name for v1.0.0.

Moving to 1.0.1

  • Windows and macOS, from 1.0.0: the app offers this release as an update. Then it offers Update game, which builds the game again from your dump. Your saves, settings and mods are kept.
  • Linux and Steam Deck, from 1.0.0 or v0.13.0: download the AppImage above and open it, as described at the top.

Tested for this release

  • Windows 11: unit tests (706 passed; the Linux-only ones are skipped on Windows) and the source policy check.
  • CI: the Windows, macOS and Linux app and setup builds, the Linux setup's wizard smoke test and the release asset checks.
  • The game itself is unchanged from v1.0.0, so the full regression was not rerun. See the v1.0.0 notes for its test results and known issues.

Def Jam: Fight for NY — Recompiled v1.0.0

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@github-actions github-actions released this 06 Nov 19:42
50d575a

v1.0.0 — Def Jam Recompiled, the app

The first stable release. Def Jam Recompiled is one game-free app per platform that checks your dump, builds the game on your computer, runs it, updates it and manages its mods. It replaces v0.13.0 as the latest release.

As always, you need your own supported USA Xbox dump. No game files or game executables are distributed.

Linux and Steam Deck: switching to the AppImage. From 1.0.0, Linux ships as one app, DefJamRecompiled-1.0.0-x86_64.AppImage. The old Linux setup download (DefJamSetup-<version>-linux-x64.tar.gz) is no longer attached. If you installed with the v0.13.0 Linux setup, it will not offer this update: it lists 1.0.0 as having no setup for your platform. Download the AppImage below and open it instead. It finds your installation and offers to update the game, keeping your saves, settings and mods. Then update to v1.0.1 the same way: from v1.0.1 the Linux file is named DefJamRecompiled-<version>-linux-x86_64.AppImage, which the 1.0.0 AppImage does not look for. From v1.0.1 on, the AppImage updates itself.

Downloads

  • Windows: DefJamRecompiled-1.0.0-windows-x64.exe. Add to Steam sits beside Play and adds the game with its library artwork. The app makes no Start menu or desktop shortcuts.
  • Linux and Steam Deck: DefJamRecompiled-1.0.0-x86_64.AppImage. It installs, updates and adds itself to Steam, and builds the game with a toolchain it carries, so nothing has to be installed first.
  • macOS (Apple Silicon): DefJamRecompiled-1.0.0-macos-arm64.zip. Steam integration is not available on macOS.
  • The Windows and macOS setup tools (DefJamSetup-1.0.0-windows-x64.exe, DefJamSetup-1.0.0-macos-arm64.dmg) are attached as well. Every file has its SHA-256 and provenance. There is no Linux setup download any more: use the AppImage.

Moving to 1.0.0

  • From v0.13.0 on Windows or macOS: the app or setup you have offers this release as an update. Or download the app above and open it: it finds your installation and offers to update the game. Your saves, settings and mods are kept.
  • From v0.13.0 on Linux or Steam Deck: the old setup will not offer this update. Download the AppImage above and open it: it finds your installation and offers to update the game. Your saves, settings and mods are kept.
  • From beta 1 or beta 2: the betas report the same version, so they do not offer 1.0.0 themselves. Download the app above and open it. It replaces the beta app, then offers Update game, which builds the game again from your dump in about ten minutes. Your saves, settings and mods are kept, and the beta stays playable until the new build is ready.

What's new since v0.13.0

One app for everything (#125-#132, #179).

  • First run asks for your dump, the install and data folders, and a picture style: Modern (widescreen at 2x, MSAA 2x and anisotropic filtering 16x; recommended) or Original. Generating upscaled original textures is optional. An existing installation can be reused.
  • Home has Play, Settings, Controls, Mods and Help, with Check for updates kept in view. Advanced settings keep every option, with clearer descriptions.
  • Mods has Installed and Browse tabs.
  • Updates. The app updates itself from GitHub releases and offers to update the game when it is older than the app. Update reuses the verified analysis of your current build, so it is faster (#126).
  • Repair, Clean Rebuild and Uninstall are under Advanced > Maintenance. Uninstall removes the app and its game builds and keeps your data folder (dump, saves, settings, mods and logs).
  • Controller-only use, TV and high-DPI layouts are supported. On Windows the window is resizable and DPI-aware.
  • Steam integration on Windows (#144) and Linux (#168). Linux builds with the app's own toolchain, so SteamOS no longer downloads a ~1 GB container (#170).

Graphics options (#151). Game texture levels, anisotropic filtering, MSAA anti-aliasing, high-quality downscaling, a colour tint and film scratches. Original keeps the picture as it was, and existing installations keep their settings. Modern uses MSAA 2x and anisotropic filtering 16x (#193).

Cheats (#97). Infinite health, max Blazin', no regeneration, Story cash and development points, giant and tiny fighters, and fighter swaps. Cheats that change your Story profile ask first and are permanent.

New artwork (#191). The app icon and Steam artwork use HD city artwork with the original Fan Recomp subtitle.

Fixes:

  • Widescreen Story map and Battle venue pins (#190, issue #162). Choosing a shop in Story no longer cuts off the Shop District border or its heading, and venue pins near the edge of the Battle map are no longer sliced off at the old 4:3 boundary. Existing HD Widescreen Menus 1.4.0 installations need no new download.
  • Combo call-out in widescreen fights (#198, issue #196). "1ST COMBO MOVE" and its siblings stay together at 16:9 instead of splitting apart.
  • Texture memory budget (#182, issue #141). The texture memory setting reaches the game again (2048 MiB by default), so widescreen menu backgrounds no longer flash black side bars.
  • SC04 cutscene (#164, issue #161). The picture no longer runs ahead of its audio.
  • Language mods load on Linux and the Steam Deck, and Linux Uninstall removes the Steam shortcut (#183).
  • Builds of the same version are told apart, so a newer build replaces the installed app and offers to update the game (#184).
  • The uninstall log records what was removed and what was kept.

Everything in v0.13.0 (language mods, the French interface, English Story subtitles, audio and controller fixes) is included.

Tested for this release

  • Windows 11 (VS 2019 Build Tools, MSVC 14.29, RTX 4070 Ti SUPER), on the release candidate before #198 (commit 4b73e78, toolkit 351e28a):
    • A fresh analysis, lift (18,446 functions, none failed) and release build, then the full regression in two lanes, 48 minutes each.
    • Stock lane: 17 of 17 passed. Unit tests (859), the three golden frames, One on One, Free for All and the TerrorDome Free for All at a median 120 frames per 2 s, combat 27/27, versus 26/26, the fight replay (80 records, golden hash), the intro cutscenes, crib, gym, three boots, French, English subtitles and the input trace.
    • 16:9 lane with HD Widescreen Menus 1.4.0 and HD Fighters 1.0: 16 of 17 passed. The failure: combat's memory-growth check measured 105 MB against its 64 MB limit, and 99 MB on a rerun. The game's memory stays flat at about 2,390 MB for the whole fight; the check's last sample lands in the scene change after the fight, which adds about 110 MB, as the change before the fight does in every run (beta 1 included). It is recorded as a failure, not changed, and followed in #166.
    • Both new map screens at 16:9 (#190): the Shop District border and heading, and the venue pins at the edge of the Battle map.
    • Setup from this release's CI files (checksums match): a v0.13.0 install, then a Clean Update to 1.0.0 in 6.5 minutes with the data folder unchanged (119 files identical), and a fresh install (7 minutes). The installed games were not started in this test.
  • macOS and Steam Deck: the full regression was not rerun on the final release commit. The owner chose to release on the Windows results. Those platforms were last tested on the v1.0.0 release candidate before beta 1 (Steam Deck: every gameplay check passed; macOS: run by the owner's macOS agent), and players have used both betas on them since. Of the changes after beta 2, #190 was tested on macOS by its author and #193 was played on the Steam Deck by the owner.
  • #198 (combo call-out) joined after that run, with toolkit 6c0bd55 combining both fixes. It was checked by its own pull request and by CI on the release commit; the owner chose not to rerun the full regression for it.
  • CI: all three app and setup builds pass, along with the unit tests, native fixtures and source policy.

Known issues

  • Learn Moves. The Story Learn Moves list draws grey and light bars behind its rows (#181), which may or may not match the console.
  • Disk space. Each Update or Repair keeps another ~600 MB build in the install folder (#180).
  • Story map heading. When the Story map pans down to the gym or up to the barber, the Shop District heading can sit behind MAP or move off the top, as it did before.
  • Under investigation: memory growth over long sessions and the HD-lane memory check above (#166), and plain fight replays that differ on the Steam Deck (#98).

See the v1.0.0 regression plan for every included change, its commit and the platform test commands. Beta notes: beta 1, beta 2.

Def Jam: Fight for NY — Recompiled v1.0.0-beta.2

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@github-actions github-actions released this 05 Nov 01:28

v1.0.0 beta 2 — Def Jam Recompiled, the app

This is a beta for play-testers. It is published as a GitHub prerelease, so it is not the latest release, and the app and setup of v0.13.0 never offer it as an update. The latest stable release stays v0.13.0. Please play it and report what you find; press F9 in the game to save a bug bundle (a short recording and the logs) to attach.

As always, you need your own supported USA Xbox dump. The app checks it and builds the game on your computer. No game files or game executables are distributed.

Everything in beta 1 is here. This beta fixes what its testers found.

Moving from beta 1

Download this beta's app and open it.

  • Windows: the downloaded program replaces the installed app.
  • Linux and Steam Deck: the downloaded AppImage replaces the installed one.
  • macOS: replace the app yourself.

The app then offers to update your game. Choose Update game: the game is built again from your dump, in about ten minutes. Your saves, settings and mods are kept, and beta 1 stays playable until the new build is ready.

Beta 1's app does not look for this beta itself, because both report version 1.0.0. From this beta on, the app tells builds of the same version apart.

Fixes

  • The texture memory budget works again (#182). Every beta 1 player ran at 512 MiB, whatever Texture memory budget in Mods > Advanced mods said, because the setting reached the game under a name the texture loader does not read. Scenes with upscaled or HD textures evicted and reloaded them, and the widescreen sides flashed black: Press Start to the main menu, and the stage select in Battle. The 2048 MiB default applies again, and so does your own setting. If you raised it as a workaround, it now takes effect.
  • Language mods load on Linux and the Steam Deck (#183). The pack's name was lost at start, so the game stayed in English with a language mod on. Windows was not affected.
  • Uninstall on Linux removes the Steam shortcut (#183). Beta 1 removed the shortcut's artwork and left the shortcut behind. If that happened to you, open Help, choose Repair or rebuild..., then Remove from Steam and Add to Steam.
  • Moving between builds of one version (#184). A newer build of the same version replaces the installed app and offers to update the game, as described above.

Language mods are not listed in Load Order. That is by design: a language mod changes the game's own files beneath every texture mod, and only one is on at a time. Turn it on or off in Installed mods.

Tested before this beta

  • Windows 11:
    • The texture budget: the game reads 4096 MiB from the setting. The main menu in 16:9 with Upscaled Original Textures evicts nothing, where beta 1's 512 MiB evicted 270 textures.
    • Moving from beta 1: a scratch install of beta 1's app was replaced by this beta's app in 2 seconds. With beta 1's game installed, the app then offered Update game. The rebuild itself was not run in that test.
    • The unit tests.
  • Steam Deck: the Spanish translation mod loads and the main menu is in Spanish. The Steam fix is covered by unit tests.
  • CI: all three app and setup builds pass, along with the unit tests, native fixtures and source policy.

Known issues

  • Learn Moves. The Story Learn Moves list draws grey and light bars behind its rows (#181), which may or may not match the console.
  • Disk space. Each Update or Repair keeps another ~600 MB build in the install folder (#180).
  • Under investigation: memory growth over long sessions (#166), plain fight replays that differ on the Steam Deck (#98), and the menu and map issues #141 and #162.
  • The project website (#133) is not part of this release.

Def Jam: Fight for NY — Recompiled v1.0.0-beta.1

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@github-actions github-actions released this 04 Nov 21:04
cd2a298

v1.0.0 beta 1 — Def Jam Recompiled, the app

This is a beta for play-testers. It is published as a GitHub prerelease, so it is not the latest release, and the app and setup of v0.13.0 never offer it as an update. The latest stable release stays v0.13.0. Please play it and report what you find; press F9 in the game to save a bug bundle (a short recording and the logs) to attach.

As always, you need your own supported USA Xbox dump. The app checks it and builds the game on your computer. No game files or game executables are distributed.

What's new since v0.13.0

One app for everything (#125-#132, #179). Def Jam Recompiled is a single game-free app per platform. It replaces the setup wizard, the play wrappers and the launcher inside the game:

  • First run asks for your dump, the install and data folders, and a picture style: Modern (widescreen at 2x, recommended) or Original. Generating upscaled original textures is optional. An existing installation can be reused.
  • Home has Play, Settings, Controls, Mods and Help, with Check for updates kept in view. Advanced settings keep every option, with clearer descriptions.
  • Mods has Installed and Browse tabs.
  • Updates. The app updates itself from GitHub releases. When your installed game is older than the app, it offers to update the game first. Update reuses the verified analysis of your current build, so it is faster (#126).
  • Repair, Clean Rebuild and Uninstall are under Advanced > Maintenance. Uninstall removes the app and its game builds and keeps your data folder (dump, saves, settings, mods and logs).
  • Controller-only use, TV and high-DPI layouts are supported. On Windows the window is resizable and DPI-aware.

Platforms:

  • Windows: DefJamRecompiled-1.0.0-windows-x64.exe. Add to Steam sits beside Play and adds the game with its library artwork (#144). The app makes no Start menu or desktop shortcuts.
  • Linux and Steam Deck: DefJamRecompiled-1.0.0-x86_64.AppImage. It installs, updates and adds itself to Steam (#168). It builds the game with a toolchain it carries, so nothing has to be installed first, and SteamOS no longer downloads a ~1 GB container (#170).
  • macOS (Apple Silicon): DefJamRecompiled-1.0.0-macos-arm64.zip. Steam integration is not available on macOS.
  • The DefJamSetup-1.0.0-* setup tools are attached as well.

Graphics options (#151). Game texture levels, anisotropic filtering, MSAA anti-aliasing, high-quality downscaling, a colour tint and film scratches. Every one defaults to the picture as it was, and existing installations keep their settings.

Cheats (#97). Infinite health, max Blazin', no regeneration, Story cash and development points, giant and tiny fighters, and fighter swaps. Cheats that change your Story profile ask first and are permanent.

Fixes:

  • The SC04 cutscene's picture no longer runs ahead of its audio (#164, issue #161).
  • The uninstall log now records what was removed and what was kept.

Tested before this beta

  • Windows 11: a fresh analysis, lift and release build, then the full regression in two lanes. The stock lane passed 16 of 17 checks, and so did the 16:9 lane with HD Widescreen Menus 1.4.0 and HD Fighters 1.0. The one failure was a test-only check, fixed since. Cheats and the graphics options were also tested in fights and Story. Scratch installs covered installing, a Clean Update from v0.13.0, Repair, an interrupted Clean Rebuild, Uninstall and Add to Steam (on a test Steam folder).
  • Steam Deck: the full regression passed its gameplay checks. Its menu-script checks were updated for the new launcher layout afterwards.
  • macOS: regression run by the owner's macOS agent.
  • CI: all three app and setup builds pass, along with the unit tests, native fixtures and source policy.

Known issues

  • Updating from a beta. The app offers only newer stable releases. This beta reports version 1.0.0, so it will not offer a later beta or the final 1.0.0 to you. Download those from the releases page and the app updates the existing installation.
  • Learn Moves. The Story Learn Moves list now draws grey and light bars behind its rows (#181), which may or may not match the console.
  • Disk space. Each Update or Repair keeps another ~600 MB build in the install folder (#180).
  • Under investigation: memory growth over long sessions (#166), plain fight replays that differ on the Steam Deck (#98), and the menu and map issues #141 and #162.
  • The project website (#133) is not part of this release.

See the regression plan for v1.0.0 for every included change, its commit and the platform test commands.

Def Jam: Fight for NY — Recompiled v0.13.0

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@github-actions github-actions released this 01 Nov 15:36
f961c34

v0.13.0 — Language, audio and controller input

This release combines PR #156 (audio heap/window separation), #153 (language
mods, the disc's French interface and English Story subtitles), and #158
(ordered controller transitions and software input tracing).

  • Heap RAM uses its first-mirror physical alias, preventing music/speech buffers
    from reading a different heap page when memory layout changes.
  • Language mods contain deltas against the player's own dump and rebuild into a
    local cache. They do not change the dump; no translated game data is shipped.
  • A language mod can include its own HD images beside its translation deltas.
    Its images load beneath the other texture packs when that language mod is active.
  • The interface offers the game's built-in French and English subtitles in
    every Story cutscene. French voices and icon artwork remain English; some
    disc strings, including 69 gym tips, are untranslated. Choose subtitle behavior
    in the launcher under Interface / Language and subtitles.
  • Rapid controller presses retain ordered transitions through guest consumption.
    Host acquisition targets 1 ms. Optional late refresh remains off by default;
    tracing measures software delivery, not physical display latency.
  • Explicit pointer casts fix the new late-input path's Apple Clang/Linux build.
  • Setup retains the existing local-build model for Windows x64, Apple Silicon
    macOS and Linux x64. macOS setup CI uses macos-15. The source tree also carries
    main's separation of private texture-authoring records from runtime integration.

Toolkit: d569ca10811cef67ec4e9fa2173088c2f9fd0580. New guest wrappers require
fresh analysis/lifting when building from an older checkout. Setup compiles the
player's verified supported USA Xbox dump locally. No game executable or game
assets are distributed.

Regression results and known limits

All three platforms completed their RC testing with widescreen enabled, a
2048 MiB replacement-texture cache, full local Lanczos 4x, HD Widescreen Menus
1.4.0 and HD Fighters 1.0.0. Lanczos loads first; the specialized mods take
priority. French menus and actual English subtitle captures passed visual
review on all three platforms. Saves were restored by the test guards.
Original-image goldens remain a separate stock 4:3 compatibility lane.

  • Windows: full suite 16/17, four Windows-inapplicable SDL UI checks skipped.
    Units 745 passed / 28 skipped / one slow test deselected; both tracing trials
    passed 40/40 presses through nine stages. The memory gate recorded +96.7 MiB
    and +375.6 MiB on confirmation against 64 MiB. Longer combined-pack observations
    passed, while a Lanczos-only control still exceeded the limit. Historical
    failures and accepted release qualifications remain in the
    Windows report.
  • macOS: initial full suite 16/21, targeted failed-check run 4/5. Build and
    sleep-affected results were qualified and rerun. The fresh awake input
    confirmation still generated only 38/40 scheduled presses with late refresh
    off; all 38 reached every downstream stage. Refresh on passed 40/40. This is
    an unresolved short-pulse script/injection observation, not proof that the
    game dropped received input. Awake memory controls passed the 64 MiB limit;
    one audio-dry control failed, then its confirmation passed. See the
    Mac report.
  • Linux / Steam Deck: gameplay, French/subtitles, launcher/overlay and both
    controller-tracing trials passed. Two-match memory growth failed at +73.2 MiB
    and +67.8 MiB. Replay/repeat retain the known Deck golden difference: 79 records
    versus 80, although the two repeat runs agree with each other. See the
    Linux results
    and existing issue #98.

The platform RC runs preceded the final language-mod HD-image addition from
PR #153. That addition is checked by synthetic installer/launcher/native-language
fixtures and targeted Windows checks; those earlier platform runs do not certify
that newly activated translation-image path.

The owner approved the Windows playtest and authorized release on November 1,
2026 with these regression qualifications. Full results are not described as
all-green. The 64 MiB memory threshold and goldens were not relaxed. Local setup
install/Clean Update acceptance and a separate Deck playtest were not performed
for this train; the game-free setup builds are covered by CI.

Follow-up bugs:

PR #146 and the v0.14.0 feature train are excluded. See
regression reproduction commands and
known issues for details.

v0.12.3 — Smoother fights and the CachyOS build fix

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@github-actions github-actions released this 28 Oct 18:31
65038d0

v0.12.3 — Smoother fights and the CachyOS build fix

A small release. Fights no longer judder from the game stepping its simulation
unevenly, and setup builds again on Linux compilers that default to C++20 (GCC 16
on CachyOS). Two pull requests were combined on one branch (release/v0.12.3), with a docs fix (#149),
and the full regression ran once per platform on that combination.

What changed

  • Smoother fights: an even simulation step every frame
    (#143, issue
    #140). Frames
    arrived evenly at 60 a second, but the fight's simulation sometimes ran no step
    on one frame and two on the next, so motion jumped like 30 fps. The game's 60 Hz
    frame clock and the display drift slowly in phase; when a clock tick sat right on
    the main loop's check it fell on alternate sides of it. Each tick is now steered
    by at most 1% of a frame toward the middle between two checks. In the owner's
    play-test the uneven frames in fights fell from 11.2% to 0.1%. The simulation and
    game speed are unchanged (the replay checks match). RECOMP_FRAME_CLOCK_LOCK=0
    turns it off; RECOMP_FRAME_CLOCK_TRACE=1 logs steps per frame. Menus are
    unchanged.
  • Setup builds again under C++20 (CachyOS, GCC 16)
    (#139, issue
    #138). The mod
    manager code stored a file path's UTF-8 form in a type that changed in C++20, so
    the Linux build stopped on compilers that default to it. A unit test now guards
    against the pattern returning.

Installing

Download the setup for your platform from this release:

  • Windows x64: DefJamSetup-0.12.3-windows-x64.exe
  • macOS Apple Silicon: DefJamSetup-0.12.3-macos-arm64.dmg (unsigned)
  • Linux x64 / Steam Deck: DefJamSetup-0.12.3-linux-x64.tar.gz

For an existing installation choose Clean Update: the game code changed, so
setup analyses and builds again. Saves, settings, mods and texture packs are kept.

Building from source: git submodule update --init --recursive, then analyze,
recomp and build again.

Testing

Each row is the release candidate (release/v0.12.3), not the individual PRs.

Check Windows macOS Steam Deck / Linux
Full regress.py 14/14 pass (4 macOS/Linux-only skipped), 37 min pass (owner's run) pass (owner's run)
Opt-in checks (skipintro, fight-terrordome, ffa-result, two-matches, repeat, visual) 6/6 pass; two-matches and visual on a rerun (see below) — —
Setup install, and Clean Update from v0.12.2 pass (data folder byte-identical) — —
Owner play-test pass — —

On Windows, two-matches failed once because a fighter was put out of the
free-for-all with health left, which its "ended at zero health" assertion does
not allow (the same flake ffa-result showed in v0.12.1). It passed 35/35 on a
rerun. visual failed once on the crib screen: the randomly chosen "now playing"
track had a title longer than the area the baseline ignores. It passed 4/4 on four
reruns, two of them with the frame-clock lock turned off, with the same results.

Known issues

  • HD widescreen menu backgrounds can flash black side bars on Windows with three
    texture packs installed
    (#141); not
    addressed by this release.
  • Menus can still step 0 or 2 times on alternate frames, because their frame
    times alternate short and long; the frame-clock lock does not change that.
  • Story shops still pause briefly while a chosen item loads
    (#119).
  • The v0.12.0 known issues (Steam Deck repeat check #98, VRR slowdown #101) still
    apply.

See known issues for the full list.

Def Jam: Fight for NY — Recompiled v0.12.2

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@github-actions github-actions released this 27 Oct 17:51
4fc0f24

v0.12.2 — Steadier Story frames and the fire-escape fix

A small release. The Story-mode Power Plant free-for-all now paces like Battle Mode,
because the renderer's push-buffer executor does less work per frame. The black
rectangle in the title-to-main-menu fire-escape pan is gone. Four pull requests
were combined on one branch (release/v0.12.2), and the full regression ran once
per platform on that combination.

What changed

  • Executor performance: Story Power Plant paces like Battle Mode
    (#129, issue
    #109, probably also
    #101). In the Story
    Power Plant free-for-all the executor that replays the game's graphics commands
    was busy 15.5 ms of every 16.7 ms frame, so close to half the frames missed the
    60 Hz deadline. The GPU was not the cause. The executor now applies shader
    constants on a fast path, gathers vertex attributes from a per-batch plan,
    computes texture and combiner signatures faster, compiles each combiner pixel
    shader once per HLSL text, no longer reads a trapped display register on every
    pass of its loop, and (Windows) paces frames with a high-resolution timer. On
    Windows the measured executor time fell from 15.5 ms to 9.6 ms a frame and
    frames over 18 ms from 6.2% to 0.2%. Every change has an opt-out switch
    (see workflows); the new [EXECTIME] line
    (RECOMP_PRESENT_PACING=1) reports where the time goes.
  • No black rectangle in the fire-escape pan
    (#131). The
    title-to-main-menu pan briefly showed a black rectangle, with or without mods,
    because the game's scenery object leaves its first tile empty. The first tile is
    now repaired before upload, only for the exact retail object, at every aspect
    ratio. RECOMP_MENU_TRANSITION_REPAIR=0 turns the repair off.
  • Cancelled setup handoff no longer leaves an engine running
    (#134). When ps
    was refused, a cancelled handoff could leave the engine process behind. Setup
    and its test now stop it.
  • HD Widescreen Menus 1.1 and 1.2 records
    (#135, with #131).
    Documentation and pins only. The mod pack itself is a separate download from the
    mod catalogue and works on v0.12.1 without reinstalling; the fire-escape
    repair above is the one game change it relies on.

Installing

Download the setup for your platform from this release:

  • Windows x64: DefJamSetup-0.12.2-windows-x64.exe
  • macOS Apple Silicon: DefJamSetup-0.12.2-macos-arm64.dmg (unsigned)
  • Linux x64 / Steam Deck: DefJamSetup-0.12.2-linux-x64.tar.gz

For an existing installation choose Clean Update: the toolkit changed, so
setup analyses and builds again. Saves, settings, mods and texture packs are kept.

Building from source: git submodule update --init --recursive, then analyze,
recomp and build again.

Testing

Each row is the release candidate (release/v0.12.2), not the individual PRs.

Check Windows macOS Steam Deck / Linux
Full regress.py 14/14 pass, 37 min (the four launcher and overlay checks are macOS/Linux only) 18/18 pass, 38 min pass
Opt-in checks (repeat twice, visual) repeat 2/2; visual 4/4 repeat 2/2; visual not run (see below) —
Setup install, and Clean Update from v0.12.1 not run on the test PC (see below); CI built the setup and passed its update tests — —
Owner play-test after publication, by the owner's choice — —

On Windows, setup could not create its temporary folder on the test PC that day; the published v0.12.1 setup failed the same way there, so it is not a change in this release. The only setup change here is #134's cancelled-handoff cleanup, which CI tests.

On macOS, visual could not run: this Mac has no approved baselines. Story Power Plant
pacing was not measured on the Mac.

Before the candidate was cut, #129 was measured on Windows only (Story Power Plant
with a created fighter, render scale 3, 16:9; --quick 5/5, fight and ffa 2/2,
visual 4/4). macOS and the Steam Deck use the same executor; the pacing timer is
Windows only.

Known issues

  • Story shops still pause briefly while a chosen item loads
    (#119).
  • A host stall at start-up can leave the title's frame clock far behind and make
    a boot crawl for a while. It is old behaviour, not caused by #129, and was
    reproduced on main; making the catch-up robust is a separate change.
  • The v0.12.0 known issues (Steam Deck repeat check #98, VRR slowdown #101) and
    the v0.11.0 ones (three uncovered menu backgrounds) still apply.

See known issues for the full list.