github mstan/MetroidPrimeHuntersRecomp v0.7.7-alpha
v0.7.7-alpha - Native OpenGL performance preview (Windows)

pre-release3 hours ago

Windows x64 playtest preview with the new native OpenGL renderer and MPH HLE performance work. Please report how it behaves on your hardware, especially during campaign combat and Wiimmfi matches.

Download and start

  1. Download MetroidPrimeHuntersRecomp-windows-x64-v0.7.7.zip below and extract it into a fresh folder.
  2. Run MetroidPrimeHuntersRecomp.exe and select your own USA revision-0 cartridge dump (AMHE0). No retail ROM, BIOS/firmware dumps or saves are included. The launcher uses FreeBIOS and generated firmware by default.
  3. Auto/OpenGL uses the new renderer. Settings → Display → Software remains available for graphics troubleshooting. Normal pacing and audio are enabled for players.

Back up existing saves before testing an alpha. This preview is Windows-only; the previous v0.7.6-alpha release still has Linux/Steam Deck downloads.

What changed

  • Native OpenGL rasterization from the matching GPL-licensed melonDS implementation replaces the accelerated compute rasterizer in this Windows build.
  • Includes the MPH submission batching, decoded-command reuse, expanded native math services and exact viewport cache developed during the performance investigation.
  • Guest geometry execution, DMA/IRQ scheduling and Wi-Fi device behavior retain their existing contracts. Graphics captured into guest VRAM use the portable reference renderer.
  • Includes all 266 required compiled banks, nine compatible native overlay cache shards, and the bundled toolchain for uncovered runtime code. No separate compiler/Python installation is required to play.
  • HD internal resolution is available. Texture upscaling is currently unsupported with native GL, so its control is hidden and the texture factor stays at 1x.
  • Software rendering and developer LLE build options remain available. The connected CPU-region experiment is excluded because it did not improve measured throughput. No PGO.

Measured result

One matched 600-vblank uncapped Gorea combat sample on the older Core i5-4670 / GTX 760 machine:

Previous compute renderer Native OpenGL
Throughput 89.70 vblanks/s 98.69 vblanks/s
Process CPU time 9.109 s 7.641 s

That is 10.0% more throughput and 16.1% less CPU time in this sample. Both arms used the same HLE services and bank archive; tracked gameplay state, guest event counts and HLE call counts matched. This is one targeted A/B pair, not a whole-game performance or compatibility guarantee.

Online play and useful reports

Wiimmfi remains experimental. The renderer does not replace WFC service logic or bypass existing compatibility checks. This preview has not completed new real-peer online qualification or cross-host determinism qualification. Please report connection failures, disconnects, hangs or diverging behavior rather than assuming a renderer gain proves online compatibility.

For an issue report, include CPU/GPU, Windows version, driver, renderer/resolution settings, room or game mode, and clear reproduction steps. For online problems, include the error code and both players' release versions. Share diagnostic logs after checking them for personal information; do not upload ROMs, saves, firmware, raw code snapshots or the live-shard-cache folder.

Build and source

Runner: f5f529b-mph-submit-hle-v3-native-gl-v1; title: v0.7.7-alpha.

Title source, engine source, shared UI source.

The additional source ZIP includes the pinned engine, title, UI and expanded ARM-core/FreeBIOS dependencies, with build instructions and third-party notices. SHA256SUMS.txt covers both download ZIPs. Focused renderer/capture/HLE, launcher-provider and code-generation checks passed; packaging verifies bank/cache identity, DLL dependencies and archive contents. Existing gameplay evidence was reused without a new benchmark matrix.

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