Changes
- macOS (Apple Silicon), experimental: a first macOS build, as
FreeRidersRecompiled.appfor macOS 13.3 or later.- The Vulkan driver (MoltenVK) is inside the app; nothing else needs installing.
- The installed game, settings and saves are in
~/Library/Application Support/FreeRidersRecompiled. - The app is signed ad hoc, not notarised. The first time, right-click it and choose Open, or allow it in System Settings › Privacy & Security.
- Races are slow for now. On an M1 Mac mini, menus run at 60 fps, but a race runs at about 8 fps. The GPU spends about 130 ms a frame on the characters' skinned models. Apple's shader compiler spills these big shaders' registers to memory (6–8 KB a vertex), and that is being worked on.
- iOS (untested, for sideloading): an
.ipafor iOS 16.3 or later, signed ad hoc. Re-sign it with your own sideloading tool (AltStore, Sideloadly, TrollStore, …).- Put the disc image in the app's folder with the Files app, or pick it with Browse. Settings, saves and
game.logare in the same folder. - The app closes when you leave the game.
- It has not been run on a real iPhone or iPad. In the iOS Simulator the launcher and the start of the game work, but the Simulator's GPU lacks a feature the renderer needs, so the game itself could not be checked. Races are likely to be slow there too, for the same reason as on a Mac.
- The game asks for a large address space (extended virtual addressing), which some re-signing methods drop. If it closes at start, that is the likely cause; please report it with
game.log. - A game controller is needed.
- Put the disc image in the app's folder with the Files app, or pick it with Browse. Settings, saves and
- Metropolis Speedway on slow phones (#154): on a phone that can't keep 60 fps, a racer could go through the train, fail to grab the railings, and fall out of the course into the void. Like the big jump fixed in v0.9.2, this was work that undrawn frames skipped. The two parts of it the course needs now always run.
Everything else is the same as v0.9.2.
Validation
- Windows x64 package: D3D12, Vulkan and ultrawide runs reached the race, with no untranslatable code and the save left unchanged.
- Linux x64 package (WSL): prepared all 455 Vulkan pipelines and ran to its frame limit.
- AYN Thor, this release's Android 10+ APK: all 455 pipelines were prepared. At normal speed a Dolphin Resort race ran at full speed (0.999, 60 fps). With each drawn frame made 20 ms slower on purpose (about three frames in four not drawn): Dolphin Resort finished lap 1 in 1:16.7, past the big jump; Metropolis Speedway finished lap 1 in 1:23.1 in 3rd place, with no fall out of the course. On v0.9.2 that same Metropolis run fell into the void about a minute in, in both of two runs.
- macOS app, as packaged (M1 Mac mini, macOS 27): the app is signed and has MoltenVK inside. It prepared all 455 pipelines, with no untranslatable code, and went from the title through the menus into a Dolphin Resort race. A test build of the same code ran a race with Metal validation on and no errors. In the race, a frame took about 130 ms of GPU time.
- iOS, in the Simulator (iOS 27, iPhone 18 Pro): the launcher draws and starts the game, and the game loads. The game then stops creating its render device, because the Simulator's GPU lacks
VK_KHR_buffer_device_address. Not run on a device. - Unit tests: GitHub Actions builds and tests passed on Windows, Linux, macOS and Android.
Downloads
- Windows x64: download and extract the Windows ZIP; run
FreeRidersRecompiled.exe. - Linux x64: download and extract the Linux archive; run
FreeRidersRecompiled. - macOS (Apple Silicon): download and extract the macOS ZIP; open
FreeRidersRecompiled.app(right-click › Open the first time). - iOS:
ios-arm64.ipa, to install with your own sideloading tool. - Android 10 or later: prefer
android10-arm64.apk. - Android 9: use
android-arm64.apk. - Android version code: 48. The companion licence archive applies to both APKs.
- Checksums:
SHA256SUMS.txt.
Use your own game disc image. No game data, private saves or test overrides are included.
Known limitations
The same as v0.8.2, plus:
- Races on a Mac are slow (see above).
- macOS needs an Apple Silicon Mac; there is no Intel build.
- iOS is a first, untested build.
Also being looked at: