新闻与发布

RetroRecomp 新闻

发布在 GitHub 上的转换器新版本,以及公告、活动和小贴士。转换器也可以通过帮助菜单自行更新。

最新版本
v1.5.4
文章
12
最近更新
2026年10月26日

发布v1.5.4

RetroRecomp v1.5.4 — Super FX games, one base of paths beside the converter, rewards for every conversion

提供英文版

  • Super FX cartridges convert. Star Fox, Star Fox 2, Stunt Race FX, Vortex, Yoshi's Island, Doom, Dirt Trax FX and Dirt Racer are qualified at the Extended level: native 65816 and SPC700 code on the final routes, the GSU chip itself running as a counted interpreted device, shown on its own line like the CX4. Their paths are qualified in the base shipped beside the converter, so these nine cartridges are rebuilt from them with the quick check. Known limits: battery saves are proven in play for Star Fox 2 only, Doom's frame pacing differs from MAME's, and Stunt Race FX's two-player mode still meets some interpreted code. Nothing was checked on a real console.
  • One base of paths, beside the converter. Retro-Recomp.exe no longer contains any path. The base sits beside it as Retro-Recomp-base.zip, laid down by the installer and the built-in update, and is kept current by small differences downloaded before a conversion (at most once a day) or on demand (Knowledge › Sync with the shared base, which also sends your discoveries once signed in). It works without an account; sending your discoveries still needs one. Without a base and without a connection, the converter discovers everything itself, as before, and says so.
  • Qualified and pending paths. A path is qualified once a successful conversion by another player received it, reached it and matched the reference; the qualification holds for one engine revision. The maintainer's campaigns are qualified from the start. Pending paths still guide conversions, and every conversion checks them. A game whose paths are qualified is rebuilt with the quick check, as before. Players' discoveries reach other players within a day, without waiting for a release.
  • Neo Geo joins the shared base. Discoveries made with a given cartridge and BIOS travel to players with the same pair. They guide the conversion, which is still checked against the reference and converts again without them if they make it fail. Neo Geo games also show in Compiled games and Games to explore.
  • Update check at startup. An option in Options › Common, on by default, looks at most every 6 hours for a new version or a new base, without downloading anything, and puts a dot on the update button. A click offers what changed: the software, the base, or both.
  • Faster and fixed Super Nintendo games. Frames take 44 to 58 % less time to compute. The controller strobe is delivered to the ports (Star Fox 2 prototype, Madden NFL 95, Bill Walsh College Football). SNES conversions take 3 to 35 % longer (profile-guided build).
  • SNES exports are converted again. The SNES engine changes what games do (controller strobe, Super FX bus), so SNES games converted by 1.4.1, 1.5.1 or 1.5.2 are converted again in full (a game whose paths are qualified in the base starts from them with the quick check). Games converted by 1.5.2 on the Master System, Game Gear, Game Boy, NES, Mega Drive, Neo Geo and CPS-1 are only rebuilt with the current tools and rechecked; X68000 exports are converted again once. F8/F9 quick states saved by 1.5.2 Mega Drive and Super Nintendo games are refused; those of the other consoles keep loading.
  • CPS-1 and X68000 convert again at the Standard level. In 1.5.2 the check that looks a game up in the bundled knowledge, run before every Standard conversion, stopped every CPS-1 and X68000 game before it started (KeyError). These two machines have no shared knowledge yet: the check now simply finds nothing.
  • Safer shared paths. A path offered by other players still guides your conversion, but your library keeps it, and your uploads send it, only once your own conversion has reached it. A Game Boy path that pointed into padding could become an empty native block that froze the game: such a block now runs RST 38 on 0xFF or goes through the interpreter. A Mega Drive path listed twice no longer makes the build fail, and one bad shared row is set aside alone. With the plain (not Extended) Master System and Game Gear backend, a divergence from the reference now fails the conversion instead of passing unnoticed.
  • Rewards for converting. The first conversion of a game the shared base already knows earns 10 RR coins (once per game, when your upload is checked); finishing it at the Extended level earns 20 more, Thorough 40 more, and the first player to finish a game at Thorough earns 60. Beyond 50 games a day, rewards arrive on the following days. Free titles mark collections (Collector at 10 games, Archivist 50, Curator 100, Living Museum 500) and depth (Caver at 10 Thorough games, Abyssal 50, Deep Cartographer 200). Compiled games shows one to three stars per game, Go further in its right-click menu, and a Games to explore filter.
  • Rewards for reports. A problem report the maintainer marks useful earns 150 RR coins, one that leads to a fix 400, and the first fixed report the free title Bug Hunter.
  • A pseudonym from the start. Signing in from the converter (or the site) asks for a pseudonym, with an editable suggestion; accounts without one get a generated name until they choose.
  • Your corner follows the site. What you buy or equip on retro-recomp.com shows in the converter within minutes (when its window comes back to the front), with your console badge (the n°1 player of a console wears its badge by default). Manage my items opens your account page.
  • Discoveries leave every 15 minutes, also between short batches; a send still waiting leaves when the window closes or at the next start.
  • A tidier leaderboard and credits. The podium shows the three gems in fixed columns; the credits window is smaller and gains a Made by Retro-Recomp part. A duplicate ROM now names the file that was converted.
  • The players' discoveries are in the base. The base shipped with 1.5.4 holds 275 more games sent by players, each rechecked here first (native code compared with the reference CPU on the quick routes): 236 Super Nintendo, 20 NES, 16 Mega Drive and 3 Game Boy games, 19.8 million paths. The fallback interpreter ran no sound-CPU opcode in any of them, and no main-CPU opcode except about a thousand in Exertainment Mountain Bike Rally, Al Unser Jr.'s Road to the Top and Bebe's Kids. Games whose exact ROM could not be checked yet wait for a later release; their players keep their points.
  • On retro-recomp.com: the site in the converter's eight languages, a leaderboard computed in the background every 15 minutes (pages never wait), player cards, and the rewards above. The shop page shows its items as compact cards coloured by price, and a fitting room tries them on your own portrait before you buy (a preview: nothing is bought or equipped).
下载 · 8 个文件
发布页面 →

发布v1.5.2

RetroRecomp v1.5.2 — Mega Drive and Super Nintendo fixed on Windows, a shop for your coins, problem reports

提供英文版

  • Mega Drive and Super Nintendo convert again on Windows. In 1.5.1 the Windows converter stopped every Mega Drive and Super Nintendo game before its first check (name 'subprocess' is not defined). Linux was not affected. Games that failed this way are converted normally by 1.5.2.
  • Your 1.5.1 exports are kept. Games converted by 1.5.1 (Master System, Game Gear, Game Boy, NES, Neo Geo, CPS-1) are rebuilt with the current tools and rechecked on the quick routes instead of being converted again; 1.4.1 exports stay upgradable too.
  • The players' discoveries are in the converter. The bundled knowledge now holds the paths players sent to the shared base: 33 games, each rechecked here first (native code compared with the reference CPU on the quick routes; the fallback interpreter ran 576 main-CPU opcodes in Ball Bullet Gun, none in the 32 others). 27 Super Nintendo games (BASS Masters Classic to Bazooka Blitzkrieg), 3-D WorldRunner and The Addams Family on the NES are new to it; Battletoads, Menacer, Shining Force and Super Mario Land gain paths. The players keep their points, coins and the record of what they found.
  • The RR coin shop. Coins now buy more than titles: a name style (gold, gradient, sparkle), console badges, a trophy pin, a header theme for the converter (neon, night, gold) and portrait frames (gold, platinum, diamond). Buy and equip them on your account page at retro-recomp.com; the converter shows what you equipped: the frame around your portrait, your name style and pin in the header, badges and pins on its leaderboard. Options › Common › Account › Shop on the site opens the shop.
  • Fairer points. Per game, points now grow like a square root of the paths' value (5 × √): the first paths of a game count most, every further path still adds, and a console whose conversions yield thousands of finer paths no longer outweighs the others. A game the shared knowledge already had counts ×2 (was ×3). The leaderboard is recomputed with the new rule.
  • No rediscovery of a known game. At the Standard level, a game the bundled knowledge already holds is rebuilt from its paths with the quick check (a failed check discovers it in full); Extended and Thorough still search further. During a long batch, new discoveries are also sent every 15 minutes, with a small turning circle in the status line while they travel.
  • Report a problem. Right-click a game that failed (in the queue or in Compiled games) and choose Report this problem, or use Report a problem in the help window to write freely. The error and the end of the game's log are attached; your folders, user name and e-mail addresses are masked first, and you see everything before it is sent.
  • Stop, your way. The Stop button (now a plain square) asks: stop now (the running conversions are interrupted, earlier exports kept) or wait for the running games (no new game starts).
  • Lighter screens. A new start-up picture: the logo alone with its outline, gold segments for each step and the version. The credits page has a thinner header (logo left, credits right, a small sound icon) and a one-line footer; the help window takes the credits' darker look. Big numbers read 110.9K and 1.2M on the leaderboard and in the header. Clicking your portrait opens your account page. Signing out stays in the header and Options (no longer in the Knowledge menu).
  • Uninstall cleans up if you want. The Windows uninstaller and the Linux .run uninstaller offer to remove the build tools and compiler caches as well (games, settings and discoveries are always kept). Options › Common › Disk space can remove them too (the way for .deb users before removing the package); the next conversion reinstalls what it needs.
  • On retro-recomp.com: the shop, an animated background of 0s and 1s, a news page with a summary column, and lighter images.
下载 · 7 个文件
发布页面 →

发布v1.5.1

RetroRecomp v1.5.1 — the shared base syncs, points at once, no more Visual Studio

提供英文版

  • The shared base works both ways. Signed in, before each batch RetroRecomp fetches, in one request, the paths other players already found for the games of the batch, even if nobody confirmed them yet. They only guide the conversion, which always rechecks them (a failure retries without them and sets them aside). When they come from a scan at least as thorough as yours, the game is rebuilt from them with a quick check instead of a new discovery. After each batch, your new discoveries are sent automatically. Both are on by default and can be turned off in Options › Common › Account.
  • Points at once, coins on confirmation. The first player to send a path the base did not have earns its points immediately, all of them (no more decreasing value on big games). When another player finds it again, it is confirmed: its class may rise (Platinum, Diamond), the first finder earns RR coins, and the confirming player earns a few too. A path nobody confirmed keeps its points. Coins unlock titles on your account page; the chosen title shows under your name, in the header and on the leaderboard, beside your coins.
  • No more Visual Studio on Windows. Before the first conversion, RetroRecomp now installs a portable compiler beside itself: llvm-mingw, CMake and Ninja, pinned and SHA-256-checked, about 245 MB to download and 380 MB on disk, without administrator rights. Visual Studio is still used if it is already installed and the portable tools are not. Games built with the portable tools need Windows 10 or later.
  • Same games, measured. Sixteen games of the nine profiles were converted with both compilers from the same source: native, CPU, RAM, video and image proofs are identical, with no extra interpreted cycle or opcode. Host time per frame (same PC, one pinned core, no window) is 0.75× to 1.01× that of the Visual Studio builds. This measures host cost only, not gameplay or latency.
  • Your 1.4.1 games are upgraded, not converted again. Their game code is unchanged, so each export of Master System, Game Gear, Game Boy, NES, Mega Drive, Super Nintendo, Neo Geo and CPS-1 is rebuilt with the current tools and rechecked on the quick routes, without rediscovery; if that check does not pass, the game is converted in full and the earlier export stays until a new one passes. Quick states (F8/F9) of Mega Drive, Super Nintendo, Neo Geo and CPS-1 games keep working; Master System, Game Gear and Game Boy states are unchanged; NES states work in the same work folder, as before. Super Nintendo games redo their ROM analysis once (a few minutes, no rediscovery). X68000 exports are converted again in full once, and their earlier quick states are refused (its state key includes the compiler).
  • Smaller Linux games. Linux exports are now compressed with the same UPX 5.2.1 as Windows, after their validation: about a third of their size or less (Super Nintendo ActRaiser 36.4 → 7.5 MB, X68000 Active Shoot 14.8 → 3.8 MB), measured on all nine profiles on Debian 13 with native validation passed and no interpreted instruction before or after; quick states load across raw and compressed builds. A compressed Linux game moved without its datas folder is no longer recognized from its file alone (it is kept, never overwritten), as on Windows.
  • No build leftovers. Once a game is converted and published, its build project (generated C, object files, raw executables, checks; 20 to 100 MB or more per game) is deleted, on Windows and Linux; a failed or stopped conversion keeps it for diagnosis. Options › Common › Disk space shows how much earlier conversions left behind and frees it, keeping the shared caches every conversion reuses. A reconversion then rebuilds from scratch.
  • Linux starts again, and installs with a double-click. Linux releases 1.3.1 to 1.4.1 could stop at startup ("invalid command name PyImagingPhoto"): download 1.5.1 again, since those versions cannot open their updater. Debian and Ubuntu also get a .deb package: double-click it, and RetroRecomp appears in the applications menu; each user keeps a private copy where settings, games and in-app updates work without a password. The .run installer remains for other distributions.
  • A lighter header. A more compact banner; your portrait with Leaderboard and Sign in / Sign out beside it; help (?) moved to the toolbar; Options › Common gathers your RetroRecomp account and box art. The help page and the leaderboard open only once, however often you click. The status line at the bottom is about half as tall. Every Options tab scrolls when the window is short: a light scrollbar appears, and the wheel scrolls anywhere on the page (no longer changing a list under the pointer). Signing out asks for confirmation.
  • Stop means stop. The Stop button now interrupts the running conversions at once (their compiler and validation processes are killed) instead of waiting for them to finish; it asks first, and earlier exports are kept since nothing is published before a conversion ends. Stopped rows are marked as such, and a Retry button converts the failed or stopped games again, in one more batch. During a batch, the compiled games, the help, the leaderboard and the credits stay open.
  • Right-click in the queue. The ROM list has the same kind of menu as the compiled games: play, convert the selection, retry, box art, video standard, open the ROM or game folder, remove from the list (the ROM files stay on disk; Delete does the same), clear, select all. The remove button left the toolbar.
  • Enter is Start, Shift is Select. On every console whose pad has Start (Game Gear, Game Boy, NES, Mega Drive, Super Nintendo, Neo Geo, CPS-1), the keyboard default is Enter = Start and either Shift = Select (Coin on arcade, Mode on the six-button Mega Drive pad). On Game Gear, the game menu moves from Enter to P, as on Game Boy. Master System keeps Enter as Pause, since its pad has no Start. Saved bindings are kept; only defaults changed. Default pad buttons were checked on every console.
  • Starting feels like starting. A small picture with the logo shows while the converter unpacks; on Linux the desktop's starting cursor follows it. Clicking the launcher again brings the open window to the front instead of opening a second converter.
  • Ready before the first game. Right after the build tools, the shared pieces every conversion needs (engine sources, Z80 → C translator, a static SDL2) are downloaded and compiled once behind the same progress window, so the first conversion starts at once.
  • Credits on small computers. The credits page measures its frame rate: below 20 fps it drops the spheres and boxes, below 15 the stars and curves too, and remembers it; a faster computer gets the effects back. On Windows it also no longer stalls at 21 fps because of the system timer. Your portrait and score come from a local cache, refreshed at most every 30 minutes, instead of a request at every start.
  • What counts on the leaderboard. Only Master System, Game Gear, Game Boy, NES, Mega Drive and Super Nintendo discoveries are shared and counted; Neo Geo and the experimental CPS-1 and X68000 count for nothing until they join the shared base. The sending cards now say so.
  • Credits. Capcom CPS-1 has its own credits (MAME, ymfm, Geolith, m68k-recomp-core); the unused Super Mario World notice is gone; the portable compiler's runtime licences ship with the converter and in every exported game.

Measured on Windows; Linux remains qualified on Debian 13 / glibc 2.41 (GCC, unchanged toolchain).

下载 · 7 个文件
发布页面 →

发布v1.4.1

RetroRecomp 1.4.1 — build tools installed for you, friendlier on small PCs

提供英文版

  • Build tools, installed for you. Converting a game compiles it on your computer, so your ROMs never leave it; playing needs nothing. Before the first conversion, RetroRecomp now checks what is missing and, with your consent, installs only that, behind a progress window:
  • Windows: a portable Git (40 MB, beside RetroRecomp) and Microsoft's C++ build tools limited to the compiler, the Windows SDK and CMake (about 3 GB instead of a full Visual Studio). The installer must carry a valid Microsoft signature; Windows asks for administrator rights.
  • Debian / Ubuntu: the missing packages only, through your desktop's password prompt (pkexec apt-get --no-install-recommends). Every console uses the same tools.
  • No more Rust. Super Mario World is now converted like every other Super Nintendo cartridge, by the generic analysis (measured: 0 interpreted main or sound CPU opcodes on its routes, reference comparison identical). No console needs Rust any more.
  • Importing big folders shows its progress. Folders, and drops or picks of many files, are read in the background: the progress bar counts the files found, then the games read, and Stop interrupts. A slow computer no longer looks frozen.
  • Small screens. The help page, credits and license windows fit 1280×720 and 1366×768 screens; the help page scrolls when needed.

Super Nintendo exports are converted in full once (Super Mario World's profile changed); games of the other consoles stay current. Measured on Windows; Linux remains qualified on Debian 13 / glibc 2.41.

下载 · 6 个文件
发布页面 →

发布v1.4.0

RetroRecomp 1.4.0 — the shared base opens: accounts, leaderboard, retro-recomp.com

提供英文版

  • retro-recomp.com is open. RetroRecomp now has its own website, with downloads, release news, the leaderboard and your account page.
  • Sign in from the converter. Sign in in the header asks for your e-mail address and sends a 6-digit code; the converter then keeps a revocable token for this installation. No password is stored by the converter, and your address is never shown to others.
  • Send your discoveries. Knowledge → Send my discoveries to the shared base, or Send and close on the closing card, uploads the same ROM-free file as an export, only for games whose discoveries changed since your last send. A large first send leaves as several files and resumes where it stopped if interrupted. Every upload is rechecked before it can help a future version; nothing enters the bundled knowledge without a qualified conversion.
  • Your corner of the header. Your portrait (from the site), pseudonym, points, rank and paths awaiting confirmation sit at the right of the header, beside the console format and language fields. Signed out, a pixel-art question mark invites you to sign in.
  • The leaderboard. A window with the trophy, a podium whose steps rise with the three best players and their crowns, Gold, Platinum and Diamond counts per player, all time or this month, your own line in gold.
  • A help page. The ? button explains how RetroRecomp works in five steps (add, convert, play, learn while playing, share) and lists the keys every game shares.
  • A new header. "Rediscover your games."; the version and platform now sit at the bottom right.
  • Safer by default. The service is reached over HTTPS only, the converter never follows a redirect with its token, and on Windows the token file is readable by your account only.

Because one shared conversion input changed (the list of converter-only modules), the next batch converts each exported game in full once. Measured on Windows; Linux remains qualified on Debian 13 / glibc 2.41.

下载 · 6 个文件
发布页面 →

发布v1.3.1

RetroRecomp 1.3.1 — what's new before you update, no more sorting by hand

提供英文版

  • What's new, before you download. When Check for updates finds a newer version, the dialog shows the published release notes of every version newer than yours, up to the one offered, newest first, before you choose Download and restart or Later. The notes are shown in English, as published. The Windows installer shows the same notes before installing.
  • Already compiled games, asked once. When the ROMs you add to the queue (files, a folder or a mixed drop) include games that already have an export in the output folder, the queue asks once whether to keep them for a reconversion. No leaves them out and keeps only the games not compiled yet, and the log says how many were left out. Nothing is asked for ROMs given on the command line before the window opens.

No conversion input changes: games converted with 1.3.0 stay current. Measured on Windows; Linux remains qualified on Debian 13 / glibc 2.41.

下载 · 6 个文件
发布页面 →

发布v1.3.0

RetroRecomp 1.3.0 — the Neo Geo library completed, CPS-1 drawn like MAME

提供英文版

  • The whole convertible Neo Geo library. Of the 135 archives in the test collection, 134 exact identities are qualified: nine more than 1.2.9 (the four World Heroes, Zed Blade, Zupapa!, Tecmo World Soccer '96, Mutation Nation and Voltage Fighter Gowcaizer), with no observed 68000 or Z80 fallback on the qualified routes. Fight Fever stays out (incomplete archive). Full-game validation and physical latency are not measured.
  • A Mega Drive collection campaign. 132 more exact identities are qualified (214 in all); three keep some 68000 fallback (Brian Lara Cricket, Brian Lara Cricket 96, Clay Fighter). Two timing corrections: the interpreted reference keeps the immediate Z80 rendezvous, and the Z80 no longer runs ahead while the VDP's Z80 interrupt changes. Known limits: the SVP chip (Virtua Racing), the RESET instruction (Boxing Legends, Dragon's Revenge), an undecodable opcode reached in the header (Barkley).
  • CPS-1 drawn like MAME. Overlapping sprites follow MAME's order (Final Fight's characters pass behind objects), and a tile renderer cuts drawing time by ten (5.2 → 0.5 ms per frame on Windows). Three- and four-player boards take the third and fourth controllers (Captain Commando, The King of Dragons, Knights of the Round, Mercs). A DIP switches page on F2 sets each board's switches with MAME's names, kept per game. 26 parent sets are qualified at the Standard level, 25 without fallback; Street Fighter II': Champion Edition runs 0.06 % of its code from graphics RAM, interpreted and reported. Quick states now keep the sound chip's noise table (F9 on U.N. Squadron and Willow), and file names carry subtitles like the other consoles. Hardware fidelity means conformance with MAME 0.289, not with the real board.
  • A 32-bit program counter after flagged pointer jumps, shared by Neo Geo, CPS-1 and X68000 native code (Voltage Fighter Gowcaizer needed it).
  • X68000 sets and mice. The disks of one game, named (Disk 1 of 2), (Disk 2), (Disk B) in one folder, are queued once as an ordered playlist written under datas/x68000-sets, nothing beside the disks. Mouse controls come from a reviewed list of 84 collection sets (70 with a mouse) and, elsewhere, from the code a game executes (IOCS mouse calls or its own SCC driver, 1,000 reads on fresh routes). A short campaign of eight games ran without interpreted opcodes on the main, mouse and keyboard routes.
  • Shared knowledge. The snapshot holds 1,305 exact identities (1,164 in 1.2.9, all byte-identical): 606 Game Boy, 258 Master System, 214 Mega Drive, 134 Neo Geo, 44 Super Nintendo, 36 NES, 13 Game Gear. Its decompressed bound rises from 64 to 128 MiB; loading it takes about 7 s once per process (4 s before).
  • A renamed package. The converter's Python package is now retrorecomp (it was smsrecomp, the project's Master System name). Nothing changes for players or exported games; the C runtime keeps its internal names.

Because shared conversion inputs changed (the knowledge bound, a CPS-1 route step, Mega Drive Z80 timing and the shared 68000 form), the next batch converts every exported game in full once; later converter updates that only touch the player shell upgrade games without rediscovery. Measured on Windows; Linux remains qualified on Debian 13 / glibc 2.41; other baselines need testing.

下载 · 6 个文件
发布页面 →

发布v1.2.9

RetroRecomp v1.2.9 — a collection that keeps itself current

提供英文版

  • No rescan needed. The collection remembers the sizes and dates of each game's files. When a game launched with Play closes, its new discoveries appear at once; when the window comes back, only games whose files changed are read again (about 0.2 s for 1,068 unchanged games). Scan games remains for new folders and moved games.
  • New paths (N). One toolbar button, in both views, recompiles only the games whose play found new paths since their last conversion, upgrading them without rediscovery when nothing else changed. Games whose ROM cannot be found are left for later.
  • Before closing. When games on Master System, Game Gear, Game Boy, NES, Mega Drive or Super Nintendo have new paths, an animated card offers to recompile them before closing. Send and close, and Send to the shared Retro-Recomp base in the Knowledge menu, are visible but disabled: sending arrives with the connection to the Retro-Recomp web server and database.
  • Raw observations travel too. Exports now include gameplay observations not yet turned into hints by a conversion, as ROM positions: the recorded bytes are replaced by where they appear in your own ROM, and code a game builds in RAM stays on your computer. Whoever imports them rebuilds the bytes from their own ROM, under the same checks as their own observations, and a conversion they make fail sets them aside. A reconverted game shares qualified hints instead. Knowledge files are now version 2; version 1 files still import.
  • Faster exports. Each game's contribution is cached, so an export only revisits games that changed: 20 s the first time on a 1,068-game collection, 0.1 s afterwards.
  • A lighter toolbar. Add ROM folder, Remove, Clear list, Scan games, Add exe folder and Stop are pictures whose hover hint names them; the ROM and executable folders have distinct pictures. The switch no longer cuts its Russian caption, nor the Options close button its German one.
  • A new README and website. A summary of what RetroRecomp does, with fresh screenshots in five languages.

Because the way conversions read gameplay hints changed, the next batch converts each game in full once; later converter updates that only touch the player shell upgrade games without rediscovery. Measured on Windows; Linux remains qualified on Debian 13 / glibc 2.41; other baselines need testing.

下载 · 6 个文件
发布页面 →

发布v1.2.8

RetroRecomp v1.2.8 — upgrading games without rediscovery

提供英文版

  • Upgrades without rediscovery. When a converter update only changes the player shell (menus, options, on-screen text, filters, sound output, artwork, notices) and a game has nothing new to learn, its export is rebuilt from the paths already learned instead of replaying discovery. The native code is still compared with the reference CPU on the quick routes, and any interpreter fallback is still reported. The report keeps the original discovery, and the collection still flags the fallback it met.
  • When a full conversion still happens. A change to anything that can alter which code runs, how it is translated or how it is validated; new gameplay hints (F12) or imported knowledge for that cartridge; different scan settings; or a forced conversion from the queue. Reconvert in the collection upgrades when it can.
  • One classification for every machine. Each converter input is either host (the interactive shell) or game. The same menu core, text, filters and sound output files are host on every console, plus one shell per machine family. Anything unclassified counts as game, so it triggers a full conversion. See upgrading exports.
  • Game Boy cleanup. The Game Boy shell patches now live apart from the machine patches; the generated project is byte-identical.

Measured on Windows with real conversions: Bubble Bobble (Game Gear) took 23 s in full and 13 s as an upgrade; Columns (Mega Drive) 96 s and 51 s; an unchanged game is recognised as current in 0.1 s. The saving grows with the Extended and Thorough scan levels, whose routes are not replayed. The first batch after updating to 1.2.8 still converts each game once in full: older receipts do not record the game part. An upgrade is not a fidelity or latency measurement. Linux remains qualified on Debian 13 / glibc 2.41; other baselines need testing.

下载 · 6 个文件
发布页面 →

发布v1.2.7

RetroRecomp v1.2.7 — Capcom CPS-1 (experimental) and counted discoveries

提供英文版

  • Capcom CPS-1, experimental. MAME or FBNeo ZIP romsets of the standard CPS-1 boards (no QSound, CPS-1.5 or CPS-2) are recognised by their ROM CRCs and converted to native 68000 and Z80 code. A split clone needs its parent ZIP beside it; no BIOS is needed. Each conversion compares the native code with an interpreted reference in the same build, frame by frame, and checks F8/F9 in a fresh process. Games use the shared 16-bit menus, two players with up to six buttons, and vertical games are shown rotated. Final Fight and 1941 converted without interpreter fallback on the tested routes. Known limits: sprite/tile priority can be wrong in places (in Final Fight the player sometimes appears behind objects), players 3-4 and DIP switches are not available, and conversion on Linux has not been checked yet. See the CPS-1 guide.
  • Discoveries, counted. Exporting first counts your discoveries and shows them on a small "achievement unlocked" card before asking where to save; with nothing new, no file is offered. Importing first checks the file and shows how many of its hints you do not know yet; with none, nothing is imported.
  • Hints from every converter version. Imported hints are kept and used whatever compiler revision found them. Since they may be wrong for another revision, a conversion that fails with imported hints is run once more without them; if that succeeds, those hints are set aside and logged in datas/knowledge/imported-rejected.json.
  • Old exports reconvert. Games exported by 0.2x versions, which carry neither an export receipt nor an embedded marker, can be converted again from the collection's right-click menu, as the conversion queue already allowed. Their old quick states may not carry over.
  • Game Gear pause. Enter is the default Pause/Menu key and P is free, as on the Master System. Existing Game Gear games keep P until regenerated.
  • A smaller header. Logo, wordmark and console artwork take less room.
  • Fix. The Options window no longer fails on its new Capcom CPS-1 page.

Because conversion inputs changed, a conversion batch rebuilds games it previously considered current, once. The converter was checked with 765 automated tests and an interface test in eight languages; an old Master System export was reconverted on a copy and a Game Gear game converted with the new pause key. None of this measures physical input latency or certifies hardware fidelity. Linux remains qualified on Debian 13 / glibc 2.41; other baselines need testing.

下载 · 6 个文件
发布页面 →

发布v1.2.6

RetroRecomp v1.2.6 — a steadier converter window and shared discoveries

提供英文版

  • A switch that stays put. The Compiled Games button is now the first toolbar button and keeps its place and width. In the collection it reads Conversion queue and leads back. The buttons of the visible view follow it: Add ROMs, Add folder, Remove and Clear list in the queue; Play, Scan games, Add a games folder and Stop in the collection.
  • More room for the collection. The title band and the second row of buttons are gone, and the game count moves to the filter row. While games are being reconverted, the converter's last two lines appear quietly under the progress bar.
  • A lighter game card. Under the cover, the summary is small, light text without a frame or scrollbar. The mouse wheel scrolls it; left alone, it scrolls by itself and returns to the top.
  • Shared discoveries. The Knowledge menu, beside Options in both views, exports one ROM-free .rrknowledge file for several games and consoles. It holds only the hints your qualified conversions added beyond the knowledge shipped with this version, with no ROM byte, path or artwork. Importing someone else's file adds to yours without touching the bundled snapshot or your library. Imported hints only guide discovery: every conversion still checks native code against the reference CPU and reports any interpreter fallback. Master System, Game Gear, Game Boy, NES, Mega Drive and Super Nintendo are covered; Neo Geo and Sharp X68000 keep their own knowledge. The export finds ROMs like Reconvert does, so setting each console's ROM folder in Options lets it include more games.
  • A toolbar that fits every language. Toolbar buttons take their natural width, and updates and credits become icons with hover hints. All eight languages now fit at the default window size, and the version number shows again.

Generated games are unchanged and keep working as they are. Because the converter's knowledge code changed, a conversion batch rebuilds games it previously considered current, once. The window was checked with an automated interface test in eight languages and captured screens; the export was run read-only on a real 1,064-game collection. Linux remains qualified on Debian 13 / glibc 2.41; other baselines need testing.

下载 · 6 个文件
发布页面 →

发布v1.2.5

RetroRecomp v1.2.5 — every setting in F2, on every console

提供英文版

  • F2 gathers every setting. On all seven consoles, F2 opens pages turned with Left/Right (or Tab, LB/RB, the D-pad), with small squares at the top right showing how many pages there are and which one is open: each player's keyboard and gamepad controls, the gun page of recognised Light Phaser, Zapper, Menacer and Super Scope games, then Options. The options page lists the function-key settings with their current value (filter, display, sprite reduction, palette or enhanced Neo Geo, autofire, language, MVS/AES, fallback recording; Enter runs the same shortcut) and the audio filter. The quit and restart combinations close player 1's keyboard and gamepad pages.
  • Freed keys. F10, G and the Mega Drive / SNES gun F5 no longer open anything; the controller Guide button opens F2 on its options page. The Master System pauses with Enter, its default Start/Menu key, and P is free. On Mega Drive, SNES, NES and Neo Geo, P no longer pauses: Enter, the cartridge Start, pauses the game itself, and P can be bound to a game action.
  • Smaller menu text. Menus use 5 x 10 cells: help lists one function key per line, and every control of a page is shown at once, without scrolling.
  • Computer function keys. On the Sharp X68000, an option on the last F2 page hands F1–F10 to the computer; Ctrl+F1 to Ctrl+F12 then reach Retro-Recomp (Ctrl+F2 opens F2, Ctrl+F8/F9 save and load). It is off by default.
  • Sharp X68000 disk changes. Every set of two or more disks now changes disks automatically when a game ejects one and asks for another, instead of rules written for three titles.

Existing games keep their menus until they are regenerated; settings, quick states, libraries and cartridge saves are unaffected. Saved bindings and options are kept, including a Master System pause key explicitly saved as P; only the default changes. The menus were checked with synthetic SDL events, virtual controllers and captured screens; they do not measure physical input latency or certify hardware fidelity. Linux remains qualified on Debian 13 / glibc 2.41; other baselines need testing.

下载 · 6 个文件
发布页面 →

GitHub 上的所有发布 →