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F-Zero: GP Legend Recomp v0.1.0-preview

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@Zaxaerith Zaxaerith released this 14 Oct 15:50

F-Zero: GP Legend Recomp — Release Notes (v0.1.0-preview)

Status: Experimental Technical Preview (Windows x64)
Release Tag Target: v0.1.0-preview (DRAFT — Local Audit Stage, Not Yet Tagged or Published)
Supported Game: F-Zero: GP Legend (USA, Game Code: BFZE, CRC-32: 0x781AAB58, SHA-1: 977588d9d27b7115e0bb309fb019ae81b9f413ff)
Supported BIOS: Official Game Boy Advance Retail BIOS (16,384 bytes, SHA-1: 300c20df6731a33952ded8c436f7f186d25d3492)


1. Overview

This release provides the first standalone, player-facing Windows x64 preview build of F-Zero: GP Legend Recomp, a native static recompilation project built upon the GBARecomp framework and the recomp-ui launcher interface.

The project translates original ARM7TDMI machine code directly into native x86-64 machine instructions, delivering authentic 60 fps racing, low-latency Direct3D 11/SDL2 presentation, and full cartridge SRAM persistence while introducing a modern graphical launcher.


2. Key Features in v0.1.0-preview

  • recomp-ui Graphical Player Launcher:
    • Interactive Dear ImGui desktop interface for selecting game ROM and GBA BIOS dumps.
    • Automatic cryptographic SHA-1 and exact file size validation before launch.
    • Full keyboard customization and SDL2 game controller mapping (Xbox, PlayStation, Switch Pro, and standard XInput/DirectInput gamepads).
    • Integer window scaling (1x through 6x) and borderless fullscreen toggle (F11 / Alt+Enter).
    • Master audio volume control.
    • Configuration persistence (rom.cfg, bios.cfg, config.ini).
    • Support for --launcher flag to reopen configuration after checking "Skip Launcher".
  • Zero Local Compiler Dependency:
    • Uncovered guest paths utilize GBARecomp's built-in reference Stage-1 interpreter fallback.
    • Eliminates the previous requirement for a local MinGW/GCC compiler on player machines (GBARECOMP_SELFHEAL_RECOMPILE_DEFAULT=OFF).
    • Standalone distribution requires no developer tools (no CMake, Ninja, GCC, Python, or MinGW).
  • Cartridge SRAM Persistence:
    • Authentic 32 KiB SRAM save protocol verified across multiple sessions and restarts (saves/fzero_gp_legend_usa.sav).
  • Display & Raster Accuracy:
    • Incorporates dedicated PPU HBlank scanline sampling and Affine BG line catch-up patches (patches/gbarecomp-fzero-compat.patch) to prevent vertical row tearing during high-speed Mode-7 track rendering.
  • 64 MiB MinGW Stack Configuration:
    • Native binary links with -Wl,--stack,67108864 to prevent call stack overflow during deep guest dispatch recursion.
  • Developer CLI Preservation:
    • Command-line arguments (--rom, --bios, --frames, --dev) remain fully operational for profiling, headless testing, and developer diagnostics.

3. Verified Playable Scope

The following gameplay paths have been tested and verified:

  • BIOS Boot: Official GBA intro sequence and sound chime.
  • Title & Attract Sequences: Title screen, mode selection menus, class select, and machine selection.
  • Grand Prix Racing: Race introduction, countdown, 60 fps track traversal, acceleration, steering, boosting, collision response, and HUD telemetry.
  • Time Attack Interface: Race Play entry, machine select, and track loading.
  • Audio Playback: BGM and sound effects play at authentic speed without audio stretching, crackling, or severe buffer underruns.
  • Save Persistence: 32 KiB SRAM round-trip save creation and reload.
  • GUI Configuration: Launcher settings load, persist, and successfully drive native gameplay launch.
  • Standalone ZIP Execution: The portable distribution runs independently in clean Windows sandboxes without developer tools installed.

4. Scope Open for Community Testing (Known Limitations)

This is an experimental technical preview. Compatibility across the entire game has not been exhaustively proven:

  • Full Campaign Progression: Not all cups (Bronze, Silver, Gold, Platinum) and difficulty levels (Novice, Standard, Expert, Master) have been completed from start to finish.
  • Story Mode & Zero Test: Story mode narrative branches and license test challenges remain open for community verification.
  • Championship Mode: Championship course progression and records require additional verification.
  • Link Cable Multiplayer: Serial communications and link-cable multiplayer modes are not verified or currently supported.
  • Coverage Honesty: The compiled corpus contains 9,973 statically recompiled functions. While covering >99.8% of instructions during tested Grand Prix racing, residual unmapped entry points (e.g. data table dispatches and rare jump targets) execute via interpreter bridge. This release is NOT claimed to be FULLY_STATIC.

5. Required Files

This distribution contains NO copyrighted game ROMs or BIOS files. Players must supply:

  1. Game ROM: F-Zero: GP Legend (USA, Code BFZE, 16,777,216 bytes, SHA-1: 977588d9d27b7115e0bb309fb019ae81b9f413ff).
  2. GBA BIOS: Official retail GBA BIOS (16,384 bytes, SHA-1: 300c20df6731a33952ded8c436f7f186d25d3492).

6. Package Verification (v0.1.0-preview)

  • Archive File: FZeroGPLegendRecomp-windows-x64-v0.1.0-preview.zip
  • File Size: 11,279,191 bytes (approx. 10.76 MiB)
  • SHA-256 Checksum: fca2b81a850811eae66fcb4e3a7a76b09d3e80e14f85279e29bc48d67f318d6b
  • Contents:
    • FZeroGPLegendRecomp.exe (SHA-256: 4559154fb5e855d647957435c64e21a886bd3e3cd691b90d2a946f51eb1ec2bd)
    • SDL2.dll, libgcc_s_seh-1.dll, libstdc++-6.dll, libwinpthread-1.dll
    • game.toml (sanitized runtime configuration)
    • assets/ (launcher UI fonts and controller glyphs)
    • licenses/ (open-source licenses, font attributions, and MPL-2.0 source files)
    • LICENSE (PolyForm Noncommercial 1.0.0 for integration code)
    • THIRD_PARTY_NOTICES.md
    • README.md, README.zh-CN.md
    • manifest.json

7. Legal Disclaimer & Copyright Notices

  • Original Integration Code: Licensed under PolyForm Noncommercial License 1.0.0 (Copyright (c) 2026 Zaxaerith). Note: The original integration code is strictly PolyForm Noncommercial and is NOT licensed under MIT.
  • Third-Party Libraries: GBARecomp (PolyForm Noncommercial 1.0.0), recomp-ui (MIT), Dear ImGui (MIT), SDL2 (zlib), toml++ (MIT), tinyfiledialogs (zlib), stb (MIT/Public Domain), OFL/CC fonts, GCC Runtime Exception. See THIRD_PARTY_NOTICES.md for complete text.
  • Commercial Game Rights: F-Zero is a trademark and copyright of Nintendo and Suzak. This project does not distribute game ROMs, BIOS dumps, audio streams, or graphic assets. Recompiled C++ source code is a mechanical instruction translation; neither its compilation nor its distribution implies authorization or endorsement by Nintendo.