github vyanhursky/DefJamFFNY-recomp v0.6.0
Def Jam: Fight for NY — Recompiled v0.6.0

latest releases: v0.10.7, v0.10.6, v0.10.5...
14 days ago

v0.6.0 — Optional faithful HD textures

This release adds Windows Direct3D 11 HD texture support and optional
Lanczos 4x generation in Setup. The textures are generated locally from your own
supported USA Xbox dump. The downloadable installer contains maintained source
and tools; it contains no game artwork, generated game code or game executable.

Install and play with HD textures

  1. Run DefJamSetup-0.6.0-windows-x64.exe and choose your dump, installation folder
    and separate data folder. Existing installations should use the same folders.
  2. Select Apply HD texture upscale during install (increases install time).
    This option starts unchecked; installation also works with original textures.
  3. Allow the local game build and CPU texture processing to finish. Select Play,
    use your shortcut, or open DefJamLauncher.exe in the installation folder.
  4. To return to original textures, open Textures in the launcher or F1 overlay,
    disable Use HD texture packs, and restart the game.

HD PNGs occupy 6.21 GB (5.79 GiB) for 18,971 unique static images. Reusable
previews, originals and metadata add about 0.65 GB. Setup checks for 15 GiB
additional working space
when HD is selected, beyond its normal build and dump
requirements. Upscaling took approximately four minutes on the development PC;
your CPU, storage and local compilation time determine installation duration.

Silent mode adds --hd-textures to the normal Setup arguments. Leaving this flag
off during an update preserves existing HD settings. Close the game before
repair/update. Older generated packs and caches remain in the data folder.

Changes

  • Content-addressed PNG and classic BC1/BC2/BC3 DDS replacement packs. Original
    texture dimensions, atlas coordinates, filtering and addressing remain intact.
  • Bounded cache with fallback to original textures and restart-based pack selection.
    PNG mips support opacity-aware or independent channel filtering.
  • Faithful Lanczos processing keeps colour and alpha separate, pads edges and
    spreads UI colour into transparent pixels where appropriate. No neural model
    or GPU dependency is required for Setup generation.
  • Local inventory, category/search gallery, RGB/alpha comparison, review flags
    and reproducible processing tools for later artwork passes.
  • Setup progress, resumable generation, verified pack assembly and final activation
    with preservation of unrelated settings and custom pack selections.

Scope and validation

Validation is recorded in the release validation record:
Release and Debug full game regressions (14 of 14 each), a packaged Setup run with
HD textures selected from a real dump (exit 0; the installed game loaded the
18,971-image packs), and hosted CI (Windows, macOS, Linux). Not exercised against a
real dump: Setup update, repair and cancel with HD, the unchecked-HD packaged run,
and cold/warm performance of the full pack.

HD replacement currently targets Windows Direct3D 11. macOS/Linux/Vulkan keep
their existing original-texture paths. Font outlines, HD movies and widescreen
remain follow-ups. One unsupported static encoding retains its original texture;
runtime transformations and unsupported/dynamic resources also fall back.
The owner accepted the full static Lanczos gallery; another customization/fighter
artwork pass can be revisited later.

See HD texture usage, Setup guide and
processing/review workflow. GitHub source archives omit
the toolkit submodule; manual builds require a recursive clone of v0.6.0.

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