github vyanhursky/DefJamFFNY-recomp v0.12.0
Def Jam: Fight for NY — Recompiled v0.12.0

latest release: archive/cleanup-2026-10-25/fix/issue72-startup
4 hours ago

v0.12.0 — Toolkit rebase and performance

This release focuses on two things:

  • The toolkit rebase. The port now runs on xboxrecomp v0.16.0, rebased
    from v0.13.0 with all of the port's own fixes carried over.
  • Performance optimization. Frames are steadier on variable-refresh
    (G-Sync/FreeSync) Windows displays, and Steam Deck fights hold 60 fps at
    higher render scales.

It is also the first release built as a release train: the four changes below
were combined on one branch, and the full regression ran once on Windows, macOS
and the Steam Deck on that combination.

What changed

  • Toolkit v0.16.0 (#85).
    The recompiler and runtime move from xboxrecomp v0.13.0 to upstream v0.16.0,
    with the port's own fixes carried over. For players:
    • Setup time stays about the same. Stock v0.16 made the analysis step
      take about 16 minutes on Windows; the fork includes the fix (upstream PR
      sp00nznet/xboxrecomp#255),
      so it takes under 3. A Windows install from a dump took 16.5 minutes in testing.
    • Clean audio. Three audio defects found during the migration are fixed:
      crackle in borderless full screen on Windows (the port now asks XAudio2 for
      a 64 ms queue), clicks at the edges of the music buffer on every platform,
      and short silent gaps on macOS.
    • Saves stay where they are. Existing profiles and title data keep loading
      from the same folders.
  • Even frames on variable-refresh displays (Windows)
    (#103, issue
    #102). With
    G-Sync or FreeSync, fights at heavier picture settings (widescreen, render
    scale 3) could alternate long and short frames. The frame is now handed to the
    GPU before the game waits for the next 60 Hz tick: frames held two refreshes
    fell from 6% to 2% in the measured fight. RECOMP_FLIP_KICK=0 restores the
    old behaviour.
  • Smoother Steam Deck fights
    (#104). The Vulkan
    renderer lets the GPU draw one frame while the CPU prepares the next. A
    four-fighter free-for-all at render scale 3 went from 53 to 60 fps, scale 4
    from 49 to 60. RECOMP_VK_SYNC=1 restores the old behaviour. The same code
    runs on macOS.
  • Setup no longer stops on a locked earlier attempt (Windows)
    (#100). Setup
    could stop right after "Preparing verified release source" with
    [WinError 5] when a folder left by an earlier failed attempt could not be
    read. Reusing earlier output is now best effort: such a folder is skipped.

Installing

Download the setup for your platform from this release:

  • Windows x64: DefJamSetup-0.12.0-windows-x64.exe
  • macOS Apple Silicon: DefJamSetup-0.12.0-macos-arm64.dmg (unsigned)
  • Linux x64 / Steam Deck: DefJamSetup-0.12.0-linux-x64.tar.gz

For an existing installation choose Clean Update: the lifted code changes
with the new toolkit, so setup analyses and builds again. Saves, settings, mods
and texture packs are kept.

Building from source: git submodule update --init --recursive, then analyze,
recomp and build again.

Testing

Each row is the release candidate (release/v0.12.0), not the individual PRs.

Check Windows macOS Steam Deck
Full regress.py 14/14 pass (4 macOS/Linux-only skipped), 37 min 18/18 pass, 40 min; repeat 2/2 17/18; replay golden mismatch; separate repeat fails (#98)
Opening-scene audio (Windows: owner settings, 3 runs; macOS: defaults, 2 runs) clicks 1/0/1, dropouts 1/11/1 clicks 5/2, dropouts 1/1 pass
Setup install, and Clean Update from v0.11.0 pass (data folder byte-identical) — —
Owner play-test pass — —

Known issues

  • Steam Deck automated replay does not match the Mac golden, and two identical
    scripted fights diverge at step 541 in the separate repeat check
    (#98). These remain
    unresolved; Windows and macOS pass their repeat checks. See the
    Deck candidate report.

  • Game Mode on the Steam Deck should be set to 60 Hz: at 90 Hz the game turns
    vsync off and motion is uneven even at a steady 60 fps.

  • A human-played fight slowing to 43-50 fps on a VRR display
    (#101) is not
    addressed by this release.

  • The v0.11.0 known issues (paused HUD anchoring #95, the fire-escape pan, three
    uncovered menu backgrounds) still apply.

See known issues for the full list.

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