Tomba! Recompiled — v0.3.0-alpha
The stability release: the long-run freeze is fixed, the controls feel snappier, and widescreen looks cleaner.
✨ What's new
No more long-play freeze (major fix)
Earlier builds could hard-freeze after a long session or extended idle — a slow internal resource leak that eventually wedged the game. That's fixed at the root: the recompiler now uses a continuation-passing call model that keeps the host stack flat no matter how long you play. Leave the game running, or play for hours, without the creeping freeze.
Snappier controls (lower input lag)
Your input is now read right before each frame is drawn instead of up to a frame earlier, so the game responds to the stick and buttons up to ~a frame (≈14 ms) sooner. This is on automatically. Advanced users can also choose a vsync mode (on / immediate / adaptive) in the game config to trade a little tearing for even lower display latency on a fast monitor.
Cleaner widescreen
The far-background void in 16:9 — the missing sky band and flower-field along the screen edges — is now filled in properly, on both the OpenGL and software renderers. Widescreen is still experimental, but the most noticeable seam from v0.2.0 is gone.
More flexible controller handling
New Hybrid controller mode (now the default): the game auto-switches between analog and digital based on how you're playing — nudge the stick for variable-speed analog, tap the D-pad for crisp digital — with a 3-way selector per player (Hybrid / Analog / Digital) in the launcher.
Under the hood
- The game now compiles itself to fast native code in the background while you play, so the brief first-time hitches when entering new areas are smoother.
📝 Notes
- As always, bring your own PlayStation BIOS and Tomba! (USA, SCUS-94236) disc image — the launcher asks for each.
- Widescreen is opt-in and experimental.
- The overlay cache grows as you play; please keep
overlay_captures.jsonprivate — it contains game code read from your disc (see README).