github elliotttate/DKC1Recomp v0.0.16
DKC1Recomp v0.0.16 - Windows frame generation

6 hours ago

DKC1Recomp v0.0.16 - Windows frame generation

This release packages the native Windows Direct3D 11 host and its optional
animation smoothing, plus the unchanged latest macOS HD Preview.

Windows changes

  • Direct3D 11 flip-model presentation with display-driven pacing, per-monitor
    DPI awareness, sharp scaling and SNES pixel aspect controls.
  • Optional held-pose interpolation at 60 Hz and generated intermediate images
    for 120 Hz output. Enable View > Smooth Animation / Frame Generation or
    press F10. Smoothing adds approximately 67 ms of display latency.
  • Corrected terrain/KONG-letter registration: terrain and world objects now
    share camera endpoints, preventing the measured relative wobble and the
    alternating softening of fine ground texture. Parallax and character-pose
    smoothing remain active.
  • Asynchronous diagnostic logging and expanded frame/order/audio/ETW analysis.

The new Windows archive is the native Win32 frontend, with keyboard
controls documented in its README. Its features differ from the older SDL
Windows frontend; controller/Dixie options and the Mac HD preview are not
provided in this native package. The previous SDL Windows package remains
available in v0.0.15.

Packages

  • DKC1Recomp-v0.0.16-Windows-x64.zip: newly built Windows native host.
  • DKC1Recomp-v0.0.15-macOS-arm64-HD-Preview.zip: unchanged archive from
    v0.0.15, retaining its original filename and SHA-256. It includes that
    release's first-level HD preview and Dixie support; it has not been rebuilt
    with the Windows changes above. It requires macOS 26 on Apple Silicon.

SHA-256 sidecars accompany both archives. No ROM or save state is included.
Supply the verified clean US v1.0 DKC1 ROM described in each package.

Validation and known limits

The interpolation change passed three identical 60 Hz replays, three identical
software 120-frame replays, native-width and fresh-entry checks, and serial
versus worker comparison. Raw frames and recorded game state remain unchanged.
The measured K-letter/terrain drift falls from 0.875 native pixels to zero in
the tested Jungle sequence. Primary/tools builds and 17 focused tests pass.

This is not a zero-hitch or full-game interpolation certification. A separate
short timing sample still recorded Windows message-pump/audio stalls. Physical
120 Hz delivery, the complete cross-level matrix, and repeated 30-minute
windowed/fullscreen soaks remain unverified. The full Python suite also has
existing environment errors from missing POSIX cc; the focused MSVC/model
tests pass. Smoothing remains optional and unsupported cases retain original
artwork.

See terrain evidence
and pacing investigation.

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