github mstan/MetroidPrimeHuntersRecomp v0.6.8-alpha

pre-release3 hours ago

v0.6.8-alpha — the fresh-install fix

If you are a new player, this is the release to start on. v0.6.5 through
v0.6.7 had a broken background-compiler pipeline on fresh installs: the game
would quietly recompile the same code forever without ever using the results,
costing CPU and leaving hot code slow. That whole chain is fixed and was
proven end-to-end before shipping.

What's fixed

  • Runtime shard compilation works now. When you reach game content we
    have never seen, your machine compiles a native shard for it (bundled
    TinyCC), and that shard now actually loads and runs — once per discovery,
    never in a loop. Validated by deliberately deleting a known-hot shard and
    watching the game recompile and adopt it mid-match, and by a clean run
    where everything compiled from scratch with zero compiler errors and a
    92% drop in interpreted execution.
  • Shards that arrive at the "wrong moment" are no longer thrown away.
    Code that swaps in and out per scene (a very DS thing) gets held and
    activated the instant the game actually runs it.
  • Tester coverage is baked in. The play sessions our field testers
    shared (thank you!) were promoted into the executable itself: +205 code
    seeds across the main program and overlays. Measured effect: a bot-match
    session that interpreted ~870k instructions on v0.6.7 interprets ~100 on
    this build — before any runtime compilation at all.

Why there is no prebuilt shard pack in this zip

We build a shard cache for every release now. This release's cache came out
EMPTY — verified deliberately — because everything our test routes and our
testers have ever touched is compiled directly into the exe. Shards exist
for code we know about but can't bake; right now that set is empty. Your
machine will still generate shards for content nobody has played yet, and
those discoveries feed the next release.

Please send diagnostics

New counters in this build (dormant_candidates/activations/parked) tell us
exactly how the shard system behaves on your machine. Diagnostics and
coverage files from real play sessions directly become baked-in speed next
release.

Checks on this exact build

22/22 runner tests, 251/251 bank inventory, DLL import closure clean,
PGO-optimized runner (57 profiles), owner play-tested before publish.

SHA256 (zip): A407C9FBEEB15CB76E217D39E622DBD8A2E189FAD1FB0A30854B89F6238F3BB5

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