github sergiomanzur/regaiden-recomp v0.4.1
v0.4.1 - Seamless Loop Points, Restored Zombie Voices, & Music Pack Overhaul

4 hours ago

Resident Evil Gaiden Recompiled v0.4.1

A maintenance and feature update addressing community-reported audio issues, restoring missing zombie voices/growls, adding seamless loop point support for custom soundtracks, and overhauling the in-game Music Pack interface.

Downloads

Platform Package Instructions
Windows (x64) Resident_Evil_Gaiden_Recomp_v0.4.1_Windows.zip Extract zip, place your legally dumped Resident Evil Gaiden (USA).gbc next to the .exe, and run!
Android (ARM64) Resident_Evil_Gaiden_Recomp_v0.4.1_Android.apk Sideload and install the APK on any 64-bit Android device.
Android Package Resident_Evil_Gaiden_Recomp_v0.4.1_Android.zip Archive containing the APK, full documentation, and license.

ROM Notice: No copyrighted ROM files or commercial assets are included. You must supply your own legally dumped Game Boy Color ROM named Resident Evil Gaiden (USA).gbc.


What's New in v0.4.1

🧟 Zombie Voices & PCM Audio Restored (#4)

  • Fixed an APU emulator issue where DAC output conversion was bypassed when channel trigger/enable flags were inactive.
  • The sound driver's direct DAC manipulation now always outputs proper bipolar AC audio levels (((int)dac_code * 2) - 15), fully restoring PCM digital voice samples, zombie growls, and digital sound effects (special thanks to @Rinnegatamante).

🔁 Seamless Loop Point Support for Custom Audio (#5)

  • Custom music tracks can now loop seamlessly from a designated loop point (skipping the song's intro on loop repetitions), keeping the soundtrack immersive:
    • WAV Files (smpl Chunk): Added automatic detection of standard sampler loop points exported from digital audio workstations (DAWs) like FL Studio, Reaper, Wavosaur, Audacity, and GoldWave.
    • OGG Vorbis Comments: Supported standard loop comment tags (LOOPSTART / LOOP_START, LOOPEND / LOOPLENGTH / LOOP_END / LOOP_LENGTH) with sample frames, seconds (e.g. 3.292s), or MM:SS.mmm timestamps.
    • External music_pack.ini Config: Users can configure loop points in plain text via music_pack/music_pack.ini or companion rack_.ini files without needing audio editing software.
    • Seamless Mixer Looping: Upon reaching loop_end (or track end), playback resumes smoothly from loop_start, preserving introductory sections while continuously looping the main theme.
    • In-Game Menu Loop Display: The F10 menu displays active loop ranges live for playing tracks and in the loaded track list (e.g. [Loop: 00:03.292 -> 01:25.500]).

🎵 In-Game Track ID Display & Track 0 Fix (#3)

  • Live Track ID Reporting: The in-game settings menu (F10) now always displays the active game track ID and descriptive title (Current Game Track: ID ()), even when running the original Game Boy soundtrack, making it effortless to identify tracks and name custom replacement files.
  • Track 0 (Silence / Transitions) Handled: RE Gaiden's sound driver sets register $CE8C to � during room transitions and sound stop routines. Custom playback is now cleanly stopped during Track 0 transitions, and any rack_0 files are warned as ignored in the UI to prevent conflicts with the Title Screen (Track 10).
  • Comprehensive Track ID Index: Added a complete Track ID Index (Tracks 1 through 27) across README.md, dist/music_pack_README.txt, and the in-game UI.

Full Changelog

See CHANGELOG.md for full commit history and technical details.

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