# Changelog ## v2.0 — 2026-10-22 **The HD mod.** With your own copy of KINGDOM HEARTS -HD 1.5+2.5 ReMIX- on PC, the launcher imports Re:Chain of Memories' HD music, movies and story scenes (with their subtitles in every language Re:CoM has), and the game uses them in place of the cartridge's: the opening and endings, 97 of Re:CoM's 100 story scenes, and the HD soundtrack. All optional, under Options > Re:CoM improvements and in the New Game window. v1.9.15 came out only as a test prerelease; this release carries all of it. Windows, Linux and Steam Deck are stable; Android, Switch, PS Vita, PS4, PS5, Anbernic and the web player are betas. HD music plays on PC, Steam Deck, Android and the consoles; HD movies and scenes on Windows and Android. - **HD graphics (beta)**, imported the same way, where Re:CoM has the very same picture: the battle cards (illustrations, frames and values), Sora's and Riku's faces on the HP gauge, the battle words (Card Break, Guard, Recover, Level Up, in each European language) and the title screen's logo, from its intro to the credits, with "Chain of Memories" under the Kingdom Hearts logo. Options > Re:CoM improvements: "HD cards and battle HUD", "HD title logo". - **Graphics modes**, asked on the first start: **HD mode** (every HD asset and improvement) or **GBA mode**, then **GBA enhanced** (the widescreen view and ReKHCoM's improvements, HD extras off) or **GBA classic** (everything off: the GBA picture at a whole scale inside a decorative border in the manner of the Super Game Boy's, almost an emulator but native). The launcher's Graphics has "Graphics mode" (choose on start by default), and Options "Reset to a mode's defaults". A new game in GBA classic still offers the widescreen view. - HD scenes: smooth in and out of each scene (no flash of the event's picture when it ends), skipping a scene or movie fades the picture and its sound out instead of cutting them, the field's music fades out before a scene starts, and the scene pause sounds like the game's menus. - Agrabah: the street of Aladdin's rescue and the Genie's market now continue to the edges of the widescreen view. - Switch: with "Hide touch controls" on, no touch button shows anywhere, pause and Options included; hold Minus + Plus for three seconds to open the Options (#36). - Switch and PS Vita: when the console cannot draw every frame, the frame is skipped instead of slowing the game: the game and the sound keep their original speed (#35, #36). Options > Experimental, on by default everywhere. - PS Vita: the picture is drawn by the GPU. - Consoles and Android 64-bit: the sound's buffer level is measured in the right units. - Android: the HD mod's movies play (opening and endings, with subtitles), imported from the PC's `hd` folder. - HD mod: the sound effects play again with the HD music on (button clicks, menus, attacks, level-up, pause: most of them were taken for music and muted with it), and the HD music now plays at the cartridge's loudness. - HD mod: no more hitch at doors and battle starts when the HD track changes (it loads in the background, in silence instead of a moment of the cartridge's song), and no jump or overlap around menus: the HD track keeps playing under the Options as the cartridge's song does, and waits in place when the game holds its sound. - HD movies and scenes: our scene pause works on them (Start/Escape: back to the game or skip, after asking); they no longer end by themselves when the dialogue's button was still pressed. - HD scenes: 97 of Re:CoM's 100 scenes now replace their story event (25 more, one corrected), matched by their dialogue in five languages and their order; the other three exist only in Re:CoM or are part of the opening. - Options: the HD mod's settings are under "Re:CoM improvements"; the New Game window offers HD music and movies, and, for Re:CoM, the HD scenes. - Battle start: no more frame of the small heart over the battlefield right before the white flash (widescreen). - Title: the first illustration (the developer credit over Sora) now fades into white at its right edge too. - Windows: the HD movies also play with the software renderer (they closed the game there). - Battle HP gauges: no division by zero when the deck menu goes back into a battle before the HP are set (closed the game on Android, the web and Linux ARM; #40). - New Game window: its options start as your graphics mode set them (HD text no longer turns itself off), and the HD mod's rows are always listed: greyed out until the launcher imports them. - Options that need files (the HD mod's parts, the Japanese ROM of the undub) are never turned on without them, by the graphics modes or the launcher either. - Something new loaded since the last start (an HD part, the undub's ROM): the game says so on the title ("Undub loaded!") and offers to turn it on; several at once get a switch each. - Launcher: tabs Home, Enhancements, Settings (Graphics, Sound and Controls inside), Achievements, Save editor. The HD mod is now at the top of Enhancements, with what is loaded at a glance and one button that loads everything from KINGDOM HEARTS HD 1.5+2.5 (Steam or Epic, found by itself) at the size you choose, or from a folder you pick; when the game is installed and nothing is loaded yet, the launcher offers it. Home shows "1.5 HD mode" and the undub, greyed out with a link to what they need until it is there. - Launcher: "Install ROM..." first installs whatever you left in the roms folder (dumps under any name, zips with a dump or the HD mod's folders, an hd folder) by moving it, and sends leftovers to the Recycle Bin; a zip with other files (a backup) is kept. - Options: the game's settings first (roll, stock, volumes, save bank, undub), the picture's after. - Tablets and foldables (screens taller than 16:9): the picture is framed as on a 16:9 screen, bigger and without the black band above the backdrop. - No more crash going fullscreen with the "smooth" filter on PCs without a GPU (SDL's software renderer). - Touch controls in menus take the d-pad's main direction only: going down in Options no longer changed a value or opened Achievements by itself. - Options: "Return to title screen" is now the last row and "Reset to a mode's defaults" asks which mode; both ask twice in a window with a warning, as skipping a scene does. ## v1.9.14 — 2026-10-21 v1.9.13 came out only as a test prerelease; this stable release carries all of it. Windows, Linux and Steam Deck are stable; Android, Switch, PS Vita, PS4, PS5, Anbernic and the web player are betas (their files say "beta": we are still debugging them, reports welcome). - Android: phones where the game's usual memory range is taken (Poco F8 Ultra, Huawei Mate XT) load the 64-bit game elsewhere instead of stopping with "The game image could not be loaded" (#22, #34). The error box itself has a "Share log" button, so a log can be sent without reaching Settings. - Android: remapping a key without a keyboard can be cancelled with a gamepad button, a touch or Back (#37); "Hide touch controls" with a gamepad connected hides every touch button, menus included (#38). - Android: no more crash in the debug event select and at two spots of the 100 Acre Wood that the PC recovered silently. - Windows: faster widescreen drawing (the area beyond the GBA picture uses several CPU cores). - HD mod (beta): marked as beta in the launcher. ### From v1.9.13 (test prerelease) - Nintendo Switch (beta): a homebrew `ReKHCoM.nro` for custom firmware (Atmosphère, Homebrew Menu in title takeover). Copy it and your cartridge dump (EU, US or JP) to `sdmc:/switch/ReKHCoM/`. Minus + L3 / R3 save and load a state. - PS Vita (beta): `ReKHCoM.vpk` for HENkaku/Ensō, installed with VitaShell; the cartridge dump goes in `ux0:data/ReKHCoM/`. Select + L / R save and load a state. - Discord: with the Discord app open, your profile shows the world and floor, Sora or Riku with the level, the boss you are fighting and the session time, in the game's language, with the world's or boss's achievement badge. On by default; Options and the launcher can turn it off. - Options: "Return to title screen" in the Re:CoM section (confirm twice), the game's own reset. - Android: no more crash right before the Trickmaster battle in Wonderland (#33). The APK now carries a 64-bit version that phones use automatically: it does not need the GBA address range that some phones keep busy ("Cannot reserve the GBA address space", #22, #34). Older 32-bit phones keep the previous version, in the same APK; saves are kept when updating. - HD mod (optional): with KINGDOM HEARTS HD 1.5+2.5 ReMIX installed (Steam or Epic), the launcher imports Re:Chain of Memories' music, movies and subtitles from your own copy (nothing is shipped with ReKHCoM). The music replaces the cartridge's on every platform; the movies and the full scenes mod play on Windows. Android's launcher imports the `hd` folder made on the PC. - Switch: the picture is drawn by the GPU instead of the CPU (the console was held to 20-25 fps, #35), and the touch screen works in the Options. - HD text: the "a" no longer looks like an "o" and the "r" is easier to read. - Windows: the game opens straight in fullscreen, without a window flashing first, and Windows SmartScreen no longer stops the game after the launcher was allowed. - Agrabah: the widescreen margins of the street and the Genie's market are completed. - Achievements: "No conseguido" instead of "Pendiente" in Spanish. ## v1.9.12 — 2026-10-20 v1.9.11 came out only as two test prereleases; this stable release carries all of it. - Achievements: the official RetroAchievements set (90, European version) is now earned as you play, with or without an account, and kept on your computer. The launcher, the web page and the in-game Options list show only that set, with its badges. The 16 placeholder local challenges are gone. RetroAchievements' "Unknown Emulator" notice no longer counts. - Language: the European game asks for its language only the first time and remembers it; the launcher and the web page can set it too, and the game then starts straight in it (#24). - Desktop shortcut: a launcher button creates a "ReKHCoM" shortcut that starts the game without the launcher (with the region in its name when several versions are installed). - Scanlines: the MiSTer-style scanlines now also cover the widescreen margins (#27, #29). - Card selection: option to invert the card scrolling direction (Experimental, #28). - Options menu: opening and leaving it sound like the game's own field menu. - Launcher: the controller diagram is the same pink controller as in the game. - Updates: the ZIP and the Linux archives no longer have a versioned top folder, so a new version can be extracted over the old one (saves, settings and ROMs are kept). - Achievements: titles and descriptions in Spanish, French, German, Italian and Japanese (the game's language; the launcher and the web page follow theirs). The unlock popup shows the achievement's own badge and no longer says "RetroAchievements". The badges travel with every version (Android and the web included). - Achievements menu (in the game): left/right jump five rows; L/R (Q/E on the keyboard) change tab. - Launcher: PLAY and Install ROM sit at the top of Home, visible without scrolling. - Android, web and Linux ARM: the game no longer closes when stocking cards (#30). The original writes through an empty pointer there; the GBA ignores it and the desktop versions recover it. - Gamepads: Nintendo controllers (Switch Pro, Joy-Cons, 8BitDo in Switch mode) are detected and their A/B and X/Y match the labels (#23); the menus use whatever is bound to the game's A and B. New "Gamepad face buttons" option (Auto / Xbox / Nintendo) in the options and the launcher. The launcher follows it too (A confirms, B goes back, bindings and the controller test). - Battles against Cloud, Axel and Parasite Cage no longer close the game on Android x86 and the web: a few divisions by zero of the original now return 0, as on the GBA. - Intro (#24): A, then A again, skips the copyright and logo screens straight to the title. - Cinematics (#24): START pauses any movie; the pause offers Skip cinematic (it asks first). - Game language (#24): the language chosen in the game stays locked on every version; the launcher no longer overwrites it, and the web page's Game language shows and changes it. - Web: a wide Fullscreen button right under the game picture. - Widescreen: in "Choose a world" the title and footer bands reach the side margins during the whole slide-in instead of popping in at the end. - Android, web and Linux ARM: opening the floor map, a battle ending during Sora's card reshuffle and the early Traverse Town and Guard Armor scenes no longer close the game (the same kind of stray access as #30). - Deck editor: moving the last copy of a card into the deck no longer risks closing the game on Android, the web and Linux ARM (same kind of division by zero). - Cheats: "Complete the journal" fills Jiminy's Journal (and Riku's reports) the way the cartridge's debug menu does, without shrinking the card collection's room (#31). - PS4 (alpha, not yet run on a console): a package for consoles with GoldHEN, the same game as the PS5 version. Copy your cartridge dump to /data/ReKHCom/. - HD text: the level-up message (the stats that went up) no longer flickers while its effect plays; a letter was taken for hidden by the sprite of the letter next to it. - HD text: the "/" of numbers such as 095/095 (Status, decks) uses the HD font like its digits. - Achievements: the badge atlas is also built into the game and the launcher, so the badges show on every version even if the file next to the executable is missing. - Zoom at any moment (Auto view): + / - on the keyboard, Select + Up / Down on a gamepad. A notice shows the new scale; Select alone still works as before, acting when released. - Battle zoom (Experimental, PR #32 by DL-6-case): a zoom of its own for battles; by default the same as the main zoom. Start + Select (options) no longer switches the card list in battle. - Controls: "Force Nintendo layout" in its own section at the end of Controls (game and launcher), with a note on what it swaps, for Nintendo pads taken for Xbox ones (#23). - Widescreen: in the scene before the Guard Armor fight (the armour falls and assembles), the courtyard continues past the original screen like in the fight; it was cut by a black band. ## v1.9.10 — 2026-10-19 Stable. Fixes on top of v1.9.9: - Deck editor: the game no longer closes after editing a deck (#26). This was a bug in the original game; on the GBA it was harmless, on PC it crashed. It was present since v1.0. - Save crystals: the save window no longer appears shifted over the party after a message window with a portrait. - Crash reports: if the game ever closes unexpectedly, kh_com.log now lists where it happened, so it can be attached to a bug report. ## v1.9.9 — 2026-10-19 Stable. Everything from v1.9.8 (published as a test build), plus: - Options no longer reads a missing music player when it opens (a crash on Android). - Scene pause: confirm and cancel use the game's own decision sounds. - Cheats: "Fill battle card collection" removed; use the launcher's save editor. - The web version is updated with the new look on every release. - RetroAchievements: 28 of the 90 official achievements active, now including the Guard Armor, Jafar, Hades, Ursula and Parasite Cage bosses. - Crystal rooms: checked against the original on several seeds; the crystal appears in the same place. - Windows executables carry file details (fewer antivirus false positives). - Releases work with Quiver Launcher: one download per platform; PS5 has its own release. ## v1.9.8 — 2026-10-19 (test build) On every platform again (Windows, Linux, Steam Deck, Anbernic, Android, Web). - Achievements: 16 local challenges per region; RetroAchievements (EU cartridge, softcore) with 21 of the 90 official achievements active, the rest listed and enabled as their memory is verified; Achievements page in Options and in the launcher. - New web page and launcher look: the three versions with their flags, box art and the steps to start; web options in tabs and an optional save-copy editor. - Story scenes: tap START to pause (back to the game or skip the scene). - Options: the debug menu's click sound; Cheats → Debug mode → "[ReKHCoM] GBA map logic" for purists. - Fixes: Riku's new game on Android (#68), the Marluxia boss card crash (#21), Android memory reservation (#20), save crystals that vanished (#63), early dialogue portraits in wide views (#59), title bars in every resolution. - Android launcher: no game-language question (the game asks it); interface in Spanish or English. ## v1.9.5 — 2026-10-18 Everything from the v1.9.3 test builds, now stable (v1.9.4 was prepared but never published; its changes are here). - Options → Cheats (off by default, remembered): one-hit enemies, infinite HP, level 99 with every bonus, map cards at 9 and a full battle card collection. - Options → Boss rematches: refight Sora's beaten bosses and the two battle tutorials. - Optional save-slot selector at save points (Options → Experimental); the save crystal refreshes the summary per slot and remembers the last slot used. - Moogle points notice (Options → Experimental, off by default). - Options menu: the list now uses the whole height of the window (it stopped three rows early). - Launcher: Save editor tab (level, HP, CP/AP/DP, moogle points, cards; backed up before writing), controller drawing with the Xbox-style buttons lit for the action being remapped; unknown settings are kept. - Controls screen in the game: toon controller art highlights the binding being remapped. - Local achievements for EU/US/JP with centred animated notices (Windows); official RetroAchievements is not active yet. - Wide view: Guard Armor patio and scenes 061 (ice) and 074 (Monstro) extended with the game's own tiles; beach 057 included (still being refined); Riku's rooms close the cut top wall with the room's own scalloped border (KHCOM_TOPCLOSE=0 turns it off). - Fixed #16 (black screen at door card select), #17 and #18 (world map bands). - Opening and closing Options no longer jumps the scene scale. - Android/Web: option to hide the touch controls; Android and Web alphas updated. - Linux, Steam Deck and Anbernic alpha: the bundled libraries are found by the names SDL asks for (issue #19); HD text looks for a Japanese font in more places. - PS5 alpha integrated (build needs a native Linux host; not rebuilt in this release). - You need your own ROM; none is included. ## v1.9.3-nightly.20261018.5 — 2026-10-18 (public test build) - Riku's rooms: the cut wall at the top of the wide view now closes with the room's own scalloped edge turned upside down, over plain wall (no repeated ornaments or half window frames). On by default; KHCOM_TOPCLOSE=0 turns it off. - Local achievements for EU/US/JP: a white Achievements tab and animated notices centred at the top (Windows). Official RetroAchievements is not active yet. - Controls screen: a toon controller drawing (selected art, transparent) lights the button bound to the action being remapped; Xbox button names. - Opening and closing Options no longer jumps the scene scale; the fade covers every layer and the selector keeps the original debug light. - Linux: HD text finds a Japanese font in more places (KHCOM_CJK_FONT, Noto/Takao/IPA, fontconfig). - Windows, Linux, Steam Deck, Anbernic alpha, Android alpha and Web alpha updated. The PS5 alpha package is not rebuilt (needs a native Linux host). ## v1.9.3-nightly.20261018.4 — 2026-10-18 (public test build) - Options → Cheats: enemies fall in one hit, infinite HP (both off by default and remembered), level 99 with every level-up bonus (HP, CP and sleights; Riku AP/DP), every map card at 9 (the most the game holds) and a full battle card collection (999, up to 99 of a card). The actions work while walking a room. - Options → Boss rematches: refight Sora's bosses already beaten and the two battle tutorials. You come back exactly where you were; nothing from the fight is kept. - Moogle points notice: picking up moogle points shows how many and the total (on by default; optional in the game, the launcher and kh_com.ini). - Launcher: new Save editor tab (off until you accept a warning): level, HP, CP or AP/DP, moogle points, map cards and battle cards with their own pictures from the cartridge. Every change is listed first and the save is backed up before writing. - Launcher Controls: an Xbox 360-style controller drawing lights the button bound to the selected action; the gamepad column shows Xbox symbols. - Fixed #16: the door card selection was a black screen in every view except Auto. - The launcher keeps settings it does not know, so newer game options are not lost. - Windows, Linux, Steam Deck, Anbernic alpha, Android alpha and Web alpha updated. The PS5 alpha package is not rebuilt in this nightly (Nightly 3 package still applies). ## v1.9.3-nightly.20261018.3 — 2026-10-18 (public test build) - Android/Web: Options → Experimental → Hide touch controls, remembered across restarts. The options button remains available; opening Options restores touch navigation so the panels can be enabled again, including on handhelds. - Integrated Claude's save-crystal fixes: changing slots refreshes the summary, empty slots clear it, writes target the selected slot, and the crystal remembers the last saved slot. The launcher preserves the Experimental preference. - Updated Windows, Linux, Steam Deck, Anbernic alpha, Android alpha and Web alpha packages, and included the integrated PS5 port as alpha (PPSA98511.zip). - Linux/Web builds now link the portable voice support required by the core. - Includes the previous nightly's scene and Guard Armor improvements. Other reported savestate/art issues remain tracked; this is a prerelease, not stable. ## v1.9.3-nightly.20261018.2 — 2026-10-18 (public test build) - Guard Armor: accepted patio continuation using original tiles and palette, extending the facades and paving without wrapping another complete patio. Native 240x160 pixels and Original view stay unchanged. - Integrated the accepted per-layer cutscene tile profiles for 057 (beach, including the completed grass), 061 and 074 (including the completed lower ornament). These now run in the game with its live palette and effects. - Includes the previous nightly's optional save-slot selector, Off by default under Options → Experimental. Manual save-point validation is still pending. ## v1.9.3-nightly.20261018 — 2026-10-18 (public test build) - Experimental save-slot selection at save points. It is Off by default and must be enabled under Options → Experimental. This flow has passed build and menu-toggle checks but still needs a manual gameplay test; see `NIGHTLY-TESTING.md` in the package. ## v1.9.2 — 2026-10-18 - Battle HUD at every aspect ratio (issues #7, #8, #9): Sora's stocked cards now sit under his HP gauge instead of floating mid-screen; the opponent's deck (Leon's tutorial, Axel, Larxene, Riku, Vexen, Marluxia, Ansem, Lexaeus) docks to the bottom-right corner and its stocked cards under its HP. Checked at 3:2, 4:3, 5:4, 16:10 (Steam Deck), 16:9, 21:9 and 32:9. - Cutscenes: the scene where Sora meets Leon continues its floor and walls past the map edge in the wide view (original tiles only) instead of a flat band. - Two original-game bugs that behaved differently on PC: Guard Armor's defeat read an uninitialised flag, and World Inspect could write past its list. ## v1.9.1 — 2026-10-17 - Field Heartless no longer vanish in plain sight near the edges of the wide view and respawn elsewhere: the original game removes them when they leave the 240x160 screen, and that limit now follows the visible area on PC. - Title screen: the illustration fades into white at the edges of wide screens using the original art only (text, logo and Riku's title are unchanged). - Android alpha: launcher icon and HD text option. Web alpha: site icons. ## v1.9 — 2026-10-17 - Riku: single-circle opening, native tile borders in eligible cutscenes, persistent optional unlock and access-gated Riku save slots without deleting saves. - Return stocked cards is available under Experimental, disabled by default. - Updated Android alpha 3 and browser alpha 3; native Linux builds remain pending. - Reduce renderer allocation at ordinary zooms and speed up opaque world scanlines and straight affine backgrounds. Gameplay speed and original effects are preserved. - Add 4:3 and GBA 3:2 aspect options alongside widescreen, with zoom and HD text. - Save imports preserve completion flags when changing region. A damaged first header no longer shifts the entire save; a valid backup header can be used. - Reject ambiguous or invalid save containers. Backups must succeed before an existing save is replaced, and failed writes leave the original intact. - Show the five save banks in the launcher and keep imported saves in the selected bank. - Clear keyboard, dodge and stock input when focus is lost. ## v1.8.3 — 2026-10-16 - Map Cards: the pointing glove no longer stretches into a white stripe when opening or closing the menu, including on ultrawide screens. - Deck View uses the same protection during transitions. Status keeps its corrected animations, including NEW notices. - Includes the recent audio, cinematic border, room transition and zoom fixes; x4 remains the default. Normal saves remain compatible. ## v1.8.2 — 2026-10-16 - Language selection: keep side textures free of repeated emblems throughout the fade, and match the blank transition frame's background. - Title to Load: both margins follow the same exact background colour during the fade; dark artwork no longer wins a quantized colour bucket on one side. - Room changes: blank the display before the next mode reuses graphics memory, eliminating the old room's one-frame white silhouettes. Replaces the unverified layer-retention workaround. - Deck View: retain the partial HD-number clipping improvement. Overlapping text reported in the live submenu remains a known issue for a future fix. ## v1.8.1 — 2026-10-16 - Status entry/exit draws its margins from background layers. NEW badges and other foreground pixels no longer stretch into horizontal stripes. - Remove intermediate zoom steps from the launcher and in-game selector. Keep the numbered scales, x4 default and x6/x3 reference annotations. - Migrate an old intermediate selection to the next whole pixel scale. - Audio: no more 60 Hz buzz. The music engine changes each note's volume once a frame (envelopes, fades); the mixer now ramps it across the frame instead of stepping at every frame boundary. ## v1.8 — 2026-10-16 - Simplify zoom options: remove the integer-only filter and the separate scaling row from the launcher and in-game menu. Keep all zoom steps. - Mark x6 as the integer x1 reference with a warning, and x3 as integer x2. Default to x4 at every supported output size; preserve explicit selections. - EXP gain, next-level and level-up notices always use their original pixel-art numbers, even with HD text enabled. Keep HD dialogue, subtitles and menus; preserve notice positions and experience/level calculations. - Extend uniform, opaque map padding beyond cinematic map boundaries. Never stretch patterned scenery or change the original GBA image. - Sprite-only cinematic messages fill their margins from the current rendered backdrop, including fades, instead of a previous scene's side treatment. ## v1.7.1 — 2026-10-16 - Audio: interpolation at the end of a PCM sample uses its real loop or edge, never the bytes following it; short loops no longer pick up unrelated data. - Audio: prime the playback buffer at startup and after loading a state to protect against initial underruns; reset the queue's drift estimate too. - Faster PSG square-wave synthesis, with mathematically identical output. - Faster software PPU: decode wide-world backgrounds by tile spans and share visible-layer decisions between composition and HD-text occlusion. - Reduce idle CPU use in the frame timer; retain independent presentation buffers for correct menu fades and ultrawide gameplay. - Restore v1.4 pixel-scale numbering and its classic preset (x4 at 1080p). Integer-only selection now filters real whole pixel scales. Turning it off adds explicitly marked intermediate steps, without decimal labels. - Keep v1.7's aspect ratio and menu transition fixes. - Normal save files remain compatible. Quick save states are build-specific; retain the matching executable for states from earlier releases. ## v1.7 — 2026-10-16 - Zoom x1 to x6: how much world you see, as a multiple of the GBA's view (x1 Original GBA, x2 Enhanced, the default). The options show which levels are an exact whole-number scale on your screen and which are demanding. - New option, Integer scale (on by default): sharp whole-number pixels; off gives the exact in-between zooms. - Aspect ratio: Force 21:9 and Force 32:9, an ultrawide picture in any window. - Fullscreen resolution: browse with left/right, press A to apply. - Menus: their side extensions no longer blink while a menu slides in or out (the margins follow the sprites of the same frame). - The options menu is drawn above the battle HUD and the menu layers. ## v1.6.7 — 2026-10-15 - Zoom is the whole-number pixel scale, every step from x1 (the most world) to Original (the GBA's 160 lines, x6 at 1080p). Enhanced, x4 at 1080p, is the default. Steps below full speed (x1, x2 at 1080p) are marked demanding, with a warning in the options. The picture buffers moved to the heap so x1 fits. - The options menu stays readable at any zoom. - Battles: the enemy's played card is drawn at the HUD's size, on the bottom row at the height of Sora's cards, above its enemy. ## v1.6.6 — 2026-10-15 - Zoom: the default step is called Enhanced (x3 at 1080p). The farther steps (x2 at 1080p) are available again, marked as demanding: they show more of the world but need a fast CPU for 60 fps. ## v1.6.5 — 2026-10-15 - Full speed at every zoom: the far steps that made the software renderer draw more than it can at 60 fps (x2 at 1080p, 960x540) are no longer offered; on very large or ultrawide screens Normal picks a scale the renderer keeps up with. ## v1.6.4 — 2026-10-15 - Older settings go back to Aspect ratio: Fill window once, so the picture follows the window when it is resized (16:9 and 21:9 remain as options for very wide monitors). ## v1.6.3 — 2026-10-15 - Room synthesis is a full-screen menu again (its title band and bars reach the screen's edges); only the door's spotlight before it fills the height. ## v1.6.2 — 2026-10-15 - Menus and every GBA-size scene fill the screen again at any zoom (no smaller menus with blurred bands). - Zoom: Normal, the default, is x3 on a 1080p screen. - Hitting a door: the spotlight scene fills the screen's height. - A battle's opening (the heart bursting) covers the whole screen. - Menu headers stay on top while they slide; World Cards and the Journal slide their headers through the margins too. ## v1.6.1 — 2026-10-15 - Title, language and other GBA-size screens fill the height again at every zoom; only the menus over the field follow the zoom. - Zoom shows its pixel scale again (Normal x4 and so on), in the game and the launcher. ## v1.6 — 2026-10-15 - Menus follow the zoom: at Normal they fill the screen's height as before; the far steps make them smaller in the same proportion as the world, with a soft blurred backdrop above and below. - Menu headers in the side margin travel with their slide-in and slide-out animation, as if the screen had always been that wide. - Options: the debug-menu picture of Sora fills the screen's height. ## v1.5 — 2026-10-15 - Fullscreen uses the monitor's own resolution by default, so ultrawide monitors (5120x1440 and others) fill the screen; the launcher lists the monitor's resolutions. - Zoom: Normal shows the world at x4 on a 1080p screen; no two steps give the same scale; the closest step is Original (GBA), the cartridge's view at full height. - Battles at far zooms: the stage carries on below instead of a black band. - Field minimap stays in its corner at every zoom, a little in from the edge. - Room synthesis: the cursor, hand and card name line up with the cards again, also after the event-door tutorial; the door's shade covers the whole screen. - The Re:Chain of Memories version belongs to each save, chosen at New Game: no switch in the options; loading a save brings back its settings. - Options trimmed: Filter, raised battle cards and save banks are internal now; Smooth audio is called Audio filter; the FPS counter is smaller. - HD-2D look hidden until it is finished, like the HD HUD. ## v1.4 — 2026-10-15 - HD text: field dialogue shows its HD letters again. Since v1.0 the message windows marked their own area as covered, so with HD text on the dialogue boxes came up empty. - Side margins: no more black column at the right edge of the picture at window sizes such as 1920x997 (a window pixel on the picture's exact edge was drawn by neither the picture nor the margin). - Menu headers in the margin appear together with the header, not before it, while a menu slides in. - Deck and other menus: the header's line reaches the margins together with the menu's slide-in. - World map: the floor badge (P 1) no longer has the coloured bands drawn over its continuation while it slides in. - Save files (New game and Load): side margins drawn from their own scene, with the frame's bars and the title band carried on (the 18th screen). - New game: the first question no longer shows "B Back" (there is nothing before it). - Zoom (Auto view): every step now shows more of the world than the one before, and a new step, Farthest, makes everything smaller (as on a 32:9 monitor) on a 16:9 screen. The option shows the pixel scale it gives. - HD HUD: pending until it is finished; forced off for players. ## v1.3 — 2026-10-15 - The opening movie's "press again to skip" prompt keeps its normal size and place when movies are shown cropped and enlarged; it no longer grows with the video and runs off the screen. ## v1.2 — 2026-10-15 - New game always asks first which version to play, the original or Re:Chain of Memories (difficulty, HD text and one-button controls); before, the question only appeared with the experimental Re:CoM switch on. The following screen starts with that version's presets. - README: no development progress chart; development notes moved out of the repository root. ## v1.1 — 2026-10-15 - Ultrawide and other window shapes: every screen checked at 16:10, 16:9, 21:9 and 32:9 (1152x720 to 2560x1080). Menu margins are now drawn column by column on the picture's own pixel grid, so at non-integer scales such as 6.75 (2560x1080) their stipple and checkerboards no longer slip by a pixel. - New video option, Aspect ratio (game and launcher): fill the window, or keep the picture at most 16:9 or 21:9 with black bars at the sides on wider monitors. - README: ultrawide screenshots. ## v1.0.1 — 2026-10-14 - Fix: starting a new game in the Original version no longer turns off the one-button controls (dodge roll, stock and return stocked cards); they stay as set in the options (on by default, as before v0.8). Re:CoM still turns them on. - Test harness: a virtual gamepad (KHCOM_VPAD) and exact window sizes (KHCOM_WINDOW) for automated checks. ## v1.0 — 2026-10-14 First public release (Windows x86). - Side margins, finished: the 17 GBA-size screens (journal, decks, status, map and world cards, Moogle Shop, world map, world select, vortex, elite bonus, START menu, room synthesis, save, level up, language select, copyright and title, movies and battle entry) reviewed one by one. Every margin is drawn from the screen's own art on the picture's exact pixel grid: bars, boxes, titles and panels carry on to the window's edges, menu stipple and world-map checkerboards keep their phase, plain backgrounds stay plain (no mirrored shapes) and nothing is stretched. - Menu titles: the arrow's tip meets the line drawn from it. - Movies in Fill height mode: cropped to the video, without its letterbox, and shown as large as the window allows at the video's own proportions. - Fill height is the default for GBA-size scenes (older settings switch to it once). - Room synthesis: the card panel closes above the bottom bar. - Wide menus reach the window's right edge at every size (START menu, save, room synthesis at 1280x720 lost their last 3 pixels). - Launcher: its language is the system's the first time and stays as chosen (Español / English); fixed accented text. - The HD HUD pilot is hidden until it is finished. ## v0.8 — 2026-10-14 Windows x86 prerelease. - Experimental Re:CoM mode (PS2 options) chosen in a new-game window: version (Original / Re:CoM), difficulty, HD text and QoL buttons; each save keeps its own QoL settings. With the mode off nothing changes from the cartridge. - Side margins with no stretched pixels: menus continue their own tiles and stipple, full-height scenes get margins drawn by the PPU from their own layers, live scenes a blurred reflection with their bars drawn on, and the journal its green paper. Every margin row and column sits on the picture's own pixel grid, so bars, boxes and panels line up exactly. - Menu headers keep a clean band in the margin in every region. - Launcher: import a GBA save from any emulator or backup device (experimental). - Experimental HD HUD pipeline (AI-redrawn enemy HP frame, off by default). - Level-up: the stat panel no longer wraps into the left margin on exit; the door menu sits above the bottom bar. - HD text covers the numbers that are text: deck-menu counts and CP, EXP and next level, with the colours, height and baseline of the pixel digits. - Fix: the packaged game (in bin/) now finds the HD text fonts in assets/. - Battle card breaks pixelate the arena too: affine backgrounds take the mosaic, as on the GBA (only the sprites did before). ## v0.7 — 2026-10-14 Windows x86 prerelease. - Experimental smooth audio: Catmull-Rom interpolation of the samples in the m4a mixer and a 2-pole low-pass at 9 kHz on the output; the treble images of the GBA's low sample rates drop by 5-15 dB, the rest is unchanged. - The launcher is the only executable at the root of the package; the game executables moved to bin/ (the launcher still finds them at the root in older installs). - Icon (the Kingdom Hearts heart) for the launcher and the game, and the Re:Chain of Memories logo in the launcher's header. - HD-2D: less bloom and no haze in scenes that are bright all over (the white castle); message windows stay untouched. ## v0.6 — 2026-10-13 Windows x86 prerelease. - Battle entry: the margins of the 16:9 window show a blurred copy of the picture, as the movies do, and the animation keeps its proportions. - World cards: the margins fade out in pixel art without stretching the cards or the foreground. - World map: the animated ornamental bands extend from the original art; a transition regression test was added. - Experimental section in the in-game options and the launcher, with HD text and a new HD-2D look: depth of field (the distance and the foreground blur, the characters stay sharp), bloom, filmic grading, haze and a vignette, in the manner of Octopath Traveler. Off by default; the alternative build (`configure_pc.py --hd2d`, build/pc-hd2d) has it on. - PSG: channel 1's sweep checks the next step for overflow as the hardware does (at the start and after each update); noise with a shift of 14 or 15 stops, as on the hardware. - `port/tools/test_songs.py` plays every song and sound effect of the ROM and checks for sequencer errors, silence and clipping. ## v0.5 — 2026-10-13 Windows x86 prerelease. - Movie subtitles in HD text, centred where the cartridge puts them. - Movies: the side bars show a blurred reflection of the picture instead of its stretched edge column. - The pause menu list is back (v0.4 could show the pause menu without it); the room's save point and map icon stay up through the save menu instead of vanishing and popping back. - State and slot notices are drawn on a layer of their own above everything else, at the window's scale. - HD text reaches menu text (the save menu, lists, names), on the menu layer. - Start + Select opens the options anywhere; Select alone only on the title screen (Start alone no longer opens them). - Verified without a crash: all 194 story events (European, US and Japanese builds) and all 209 battles of the debug battle menu as Sora (European and US) and as Riku. - Return stocked cards (optional, on by default): holding V, or clicking or pushing down the right stick, for half a second puts Sora's stocked cards back in the hand, in their places in the deck (idea from ggdrn/KH_COM_VITA). Toggle in the in-game options and the launcher; bindable in the launcher. - Save banks: five banks of the game's two slots (bank 1 is the usual kh_com.sav, bank n kh_com_bank.sav, per version). Chosen in the in-game options (switches at once, writing the current bank first) or on the launcher's save card, which follows the selected bank. - Save states verified deterministic (`port/tools/test_savestate.py`): loaded in a new process, a mid-battle state plays on pixel-identical (3/3). - The options screen takes the look of the cartridge's own debug menu: white, grey bars with the red cursor square, and its picture of Sora (decoded from the ROM). The skip-intro prompt, the state notices and the title's options hint use the same button, and so does the FPS readout. The options screen fades in and out through white, as the game's menus do. - The launcher takes the same look: white, the grey of the bars, black text and the red cursor square for headings, toggles, the version list and Play. - Launcher install tests (`port/tools/test_launcher.py`): the three dumps, reinstalling, wrong size, wrong SHA-1, a non-KH file, a missing file and an unwritable roms folder, English interface; 11/11 pass. - Audio compared with BizHawk (`port/tools/audio_compare.py`): boot and title music match note for note (sample correlation 0.90, 4 ppm drift); the castle movie's streamed audio matches at 0.99. The port plays 3.5 dB quieter. ## v0.4 — 2026-10-13 Windows x86 prerelease. - Launcher: game language for the European version, a save card (date of the save, open the folder, back it up with a date stamp), launcher language (system, Spanish, English), version shown in the header. - Japanese version: HD text in Japanese (Yu Gothic UI on the game's grid) and the options overlay in Japanese, drawn with the cartridge's own font. - No more pops around menus: field objects and the room's map icon stay up through the pause and save menus instead of vanishing and coming back; a sub-menu no longer shrinks for a frame when it opens. - Audio: band-limited Game Boy square channels (less harsh high notes); each sound FIFO follows its own timer and DMA. - Right stick: left / right change cards, up stocks them. - Verified: all 194 story events (European and US builds) and all 209 battles of the debug battle menu as Sora (European and US) and as Riku run without a crash. ## v0.3 — 2026-10-13 Windows x86 prerelease with a launcher and all three cartridge versions. - ReKHCoM launcher: installs a European, US or Japanese dump (checked by SHA-1), edits the settings, enhancements and controls, and starts the matching game. - Builds for the European (`B8CP`), US (`B8CE`) and Japanese (`B8CJ`) cartridges, each with its own save file. - Remappable controls: two keys and a gamepad button per action; the right stick changes cards and stocks them. - Menus in 16:9: the pause menu, save, world select and level up fill the window's height, anchored to both edges, with no pop when they open, close or enter a sub-option; full-screen sub-menus keep the GBA framing at full height; each screen's side bars match it (title, copyright, language select). - Battles: arenas repeat sideways in the wide view; the card hand is lifted 8 px (option) so whole cards show. - HD text fitted to the game's line widths. - Skip the opening (A, then A again). - Fixes: crash when reloading cards after the tutorial, stray pointers and division by zero behave as on the GBA, a movie skipped early no longer corrupts the heap, low HP after the intro, centred message boxes without a portrait, letters merging in HD text. - Verified: all 194 story events (European and US builds) and all 209 battles of the debug battle menu run without a crash. The level-up screen bands, the save crystal exit and the door menu in 16:9 are still being worked on. Full playthroughs remain unverified. A user-supplied ROM is required and is not included. ## v0.2 — 2026-10-12 Windows x86 prerelease. - Play the ROM's opening, event and ending movies with native C codecs. - Preserve original pixel arithmetic, motion compensation and ADPCM audio. - Service display, subtitles, audio and input while waiting for movie frames. - Verify all 3,605 movie frames and 3,604 audio blocks against the ARM decoder. - Run one game update per VBlank (59.7275 Hz), measured against hardware-accurate emulation; the speculative game speed option is removed. - Show display and logic frame rates with the FPS readout. - Draw the battle HUD on its own layer, scaled to the resolution ("HUD size" option); tutorial pointers follow the HUD element they point at. - HD text option: dialogue drawn with an outline font at the window's resolution. - One-button dodge roll and one-button stock (L+R), each optional. - Executable back to about 14 MB. Movie event/ending transitions during gameplay and full playthroughs remain unverified. A user-supplied European `B8CP` ROM is required and is not included. ## v0.1 — 2026-10-12 Initial Windows x86 prerelease of the native PC port. - Compile all 269 decompiled game C units natively using clang and SDL3. - Boot through language selection and title into the opening gameplay. - Render wider field maps and battle arenas, with anchored HUD and messages. - Provide graphics, display and sound options through an in-game overlay. - Support keyboard and gamepad input, fullscreen and original-speed timing. - Write cartridge SRAM saves to disk and support build-specific save states. - Package the Windows executable, SDL3, documentation and license notices. Local verification covers startup, title, new game and existing early-game checks. Full Sora and Reverse/Rebirth playthroughs remain unverified. Movies are skipped; native movie decoding is pending. Rendering and audio remain experimental. A user-supplied European `B8CP` ROM is required and is not included.