# Changelog What changed in each release. The launcher shows the section of its own version on its home page. ## v0.10.2 ### Bug fixes - Game package: the game's own enhancements and fixes run when the launcher starts the game, 0.10.1 still looked for their package in the player's folder - Main menu: EXIT is back under CREDITS and closes the game - Mission start: no lock-up in the teleport, where only the music played on - Match window: the game starts matching the screen again, 0.10.0 and 0.10.1 started at the widest view with black bars above and below - Game package: without it the game now says so and does not start, 0.10.0 and 0.10.1 started broken without a word ## v0.10.1 ### Bug fixes - Game package: the game's own enhancements and fixes run again, 0.10.0's files left their package out - Main menu: EXIT is back under CREDITS and closes the game, in 0.10.0 that item read RETURN TO MAIN MENU and opened the death screen ## v0.10.0 ### Changes - Framework: the game runs on PSXRecomp v0.3.4-alpha - Render thread: on by default - Save states: those of 0.9.0 do not load, settings, keys and memory cards stay ### Enhancements - Render thread: works with In-between frames - Performance: less processor time at the same settings, busy scenes take the graphics card less time - Sky: drawn pixel by pixel from the level's panorama ### Bug fixes - Windows: no green wedge at a frame, no next room in place of the sky, no green square through a doorway, no ticks along a frame - Window sky: no lag behind the frame while turning with In-between frames - Sky: no green line along the screen's bottom edge outdoors, no fog-coloured line beside a pillar in widescreen - Walls: a wall at arm's length stays solid in widescreen, no light line down the edge of some wall textures - Fog: no lighter hole at a far corridor wall with a longer Draw distance - Dynamic resolution: works below 15 FPS and does not count in-between pictures - Save states: loading one with Render thread on keeps the picture - Launcher: page titles keep their letters' size ## v0.9.0 ### Changes - Gamepad: Dual analog is the default, the left stick moves and strafes and the right stick turns, Classic keeps the old layout - Anti-aliasing: 16x MSAA and 16x SSAA are gone, a saved 16x reads as 8x - Resolution: in exclusive fullscreen with Desktop it takes the desktop's display mode, it took the window's size - Window frames: in a window or borderless fullscreen on Windows a frame is shown at once, as with Immediate - Save states: those of 0.8.0 are carried over on the first start ### Enhancements - Gamepad sticks: Dual analog, Classic and Southpaw layouts, turning speed and dead zone, the right stick looks up and down with Vertical mouse look - Second keys: every action takes one, a mouse button may be among them - Disc images: the launcher takes a CHD of the game disc or a language disc - Start: about 2 seconds sooner when no mod is on - Display resolution: sets an exclusive fullscreen's display mode or a window's size - Render thread: off at first, the drawing goes to the graphics card from its own thread - Dynamic resolution: off at first, the internal resolution steps down while the graphics card cannot keep up - Sprites face the camera: off at first, enemies, pickups and shots turn to the player as cut-outs - Main menu: EXIT under CREDITS closes the game - Level loading: the data the game streams arrives at once, the pause near the prison's H Block is gone - Updates window: names this copy's version once ### Bug fixes - Prison H Block: the game no longer stops for seconds while it loads two parts of a level in turn - Crash: no access violation after an hour or more of play - Teleport wave: stays in widescreen at the end of a level - Pause menu: whole pictures under 60 FPS gameplay with many sprites in view - Menu demo: plays at the console's speed with a longer draw distance or a wide screen - Ceilings: no grey patches at the screen's edge - Sky: no flat purple rectangle in a doorway, no strip of sky at the edge with smooth mouse aim - Depth-sorted world: a pillar's line between two faces stays still, bodies and enemies behind walls and columns stay hidden - Near textures: keep their shape while turning - Floor at the screen's corner: no sky beside you under a wall button - Staircase: no empty strip under the landing's edge - Fog: a far shape in the fog loses its faint blue edge line - Memory cards: written to a new file, a failed or unreadable card is no longer lost or replaced - Save states: one that cannot be read whole or cannot run is refused - Launcher: held back while the game runs, Down on a Controls tab goes into the page - Language discs: one is not loaded while the game runs and uses the file ## v0.8.0 ### Changes - Cheats: the tab is gone from this release, God Mode and all weapons and psionics are no longer offered - Debug tab: Detailed logging and the capsules stay, Record the screen and the diagnostic views are left out - Experimental: the page holds a note for now, what is tried there comes in a later version - Anti-aliasing: moved from Experimental to Enhancements, in the launcher and in the game's menu - Ambient occlusion: strength 100% at first (it was 80%) and at most, reach at most 160, a saved value past the end is the default - Psionic keys use the power: off at first, it was on - Save states: those of 0.7.0 load as they are - Capsules: those of 0.7.0 load, but the game leaves their recording at once ### Enhancements - RetroAchievements: the game counts Disruptor's 52 achievements, sign in on the launcher's new Achievements page - Unlock cards: picture, name and points in a corner with a chime or a WAV of your own, for 3 to 30 seconds - Achievements tab: every achievement with its progress in the game's menu, with Sign out and the profile link - Save states: keep how far each achievement has counted - Launcher keyboard: Tab and the arrows move, Space or Enter presses, Escape goes back to the side bar - Launcher gamepad: the D-pad moves, A presses, B goes back, LB and RB change pages - Launcher pages: a column in the middle of a wide window, each keeps its scroll - Controls hints: a choice's name stands in a column of its own, one fact a line beside it - Settings file: one that cannot be read is named on the page, with Start over with defaults - HUD text: bolder with a dark edge below HUD size 100 - Mission 9: the countdown stays while a list is open, and the list shows the chosen name too - Psionic keys: a key uses its power 9 to 13 frames after the press instead of 21 to 23 ### Bug fixes - Mission 9: under 60 FPS the teleport comes before the explosion again (#51) - Mission 9: the countdown no longer flickers with a pickup's message under 60 FPS (#51) - Sounds: no longer cut at half their length under 60 FPS, the reactor says its whole line - Abort mission: the world no longer flashes behind the darkening pause screen - Mission 9's end: the "0 SECONDS" line no longer blinks while the screen fades - Lists: a list's name no longer shows a frame before its box - Menu demo: the mouse no longer turns its camera and number keys no longer change its weapon ## v0.7.0 ### Changes - Movies: drawn smoothly by the new Movie filter at first, Original keeps every pixel square - Capsules: those of 0.6.0 load, but the game leaves their recording at once ### Enhancements - Movie filter: Original or Smooth on the Enhancements page, Smooth takes away the blocks and grain - Launcher Controls: four tabs, Keys, Weapons, Mouse and Gamepad - Launcher sliders: the value stands beside the track - Launcher paths: a long folder path is shortened in the middle - Launcher fonts: Japanese, Chinese and Korean folder names show - Detailed logging: the pictures shown and the longest gap between them ### Bug fixes - Mars: pickups no longer turn into pink or cyan squares after the second part loads (#49) - Prison: windows and gates no longer solid green up close with Smooth distance fade (#49) - Walls: no light cracks along polygon edges in widescreen, with Smooth distance fade or a longer draw distance - Launcher: no cut text in its smallest window ## v0.6.0 ### Changes - Weapon keys: Number keys pick weapons is now Weapon and psionic keys, no longer experimental - Game menu: Master volume and Mute all audio moved from System to a new Audio tab - Game code: changed, the launcher carries save states of 0.5.0 over - Capsules: those of 0.5.0 no longer load - Text: lines in the launcher and the game's menu end without a full stop ### Enhancements - Weapon and psionic keys: two keys for every weapon and power, set on the Controls page - Psionic keys: a power's key also uses the power once it is in hand, on at first - Key profiles: two sets of every key on the Controls page, saved and loaded there - Bass: Original, Reduced or TV speaker on the Audio page - Mute in the background: silences the game while its window is not in front - 60 FPS gameplay: enemies and shots move on every frame - Launcher colours: headings red, what a line is about green, the date grey ### Bug fixes - Weapon switch: the far draw distance and the vertical look hold while a weapon changes - Widescreen: a list's name no longer flashes at the screen's edge as the list opens ## v0.5.0 ### Changes - Game code: translated anew, the launcher carries save states of 0.4.x over - Capsules: those of 0.4.x no longer load - Settings: one the settings file does not name plays as the launcher shows it, also without the launcher - Settings file: none ships with the game - Fog shape: its one choice is called Original instead of Even - 60 FPS gameplay: the game's processor runs eight times faster inside a frame, instead of four ### Enhancements - Draw distance: 1.25x is offered again - Emulation: about 20% less processor time a frame ### Bug fixes - Smooth distance fade: the far fogged shapes show again, up to where the game stops drawing - Big fights: 60 FPS and higher hold far out on an open level with 60 FPS gameplay ## v0.4.0 ### Changes - Move Fog shape and Draw distance to the Enhancements page and offer only Even and Original for now - Keep about 45 ms of sound before the system instead of 180 - Drop the comparisons page, each release's notes carry its before and after pairs ### Enhancements - Fade distant walls and floors in instead of drawing them in blocks, under Smooth distance fade - Write the sound output and the movies' timing to the detailed log ### Bug fixes - Slow down less when many enemies are on screen - Start a movie's sound on the frame the French or German version starts it, with such a disc - Let briefings play to the end with a French, German or Japanese disc - Draw no dark lines along the held weapon with multisampling ## v0.3.1 ### Changes - Show the launcher's last message in the banner beside Play - Drop Play Disruptor.cmd from the portable ZIP, DisruptorLauncher.exe starts the game - Drop the -alpha label from version numbers ### Enhancements - Add a Report a problem button to the launcher's Troubleshooting page ### Bug fixes - Keep the Linux AppImage's memory cards in ~/.local/share/DisruptorRecompData/saves, so the game can save - Draw the textures of mission 1 right with a French or German disc, and of every level that disc has pictures of its own for - Draw the drones' shadows right with a French or German disc - Put the pause menu's quit question and its answers where the French or German version puts them ## v0.3.0-alpha.1 ### Changes - Pick weapons with the number keys only when Number keys pick weapons is on, off at first, in either scheme - Keep a baton picked by a number key or on the wheel in hand, where the game would take a gun with ammunition - Mark the number keys and the weapon and psionic wheels experimental ### Bug fixes - Keep the psionic wheel shut until the first psionic is found - Stop the mouse turning the view while the game is paused or one of its lists is open - Pick the weapon of a number key pressed during a weapon change once the change ends, instead of opening the one before again - Keep a pickup or a body under a shut door behind the door - Keep a drone under the stairs behind the floor in front of it - Keep the sky in a window while the view turns with in-between frames - Stop a dark rim hanging in the air beside a column in in-between frames ## v0.2.0-alpha.1 ### Changes - Move fast-forward from ] to B, which does nothing on the save-name screen - Turn on 60 FPS gameplay and smooth mouse turning for a new installation, while a settings file that names them keeps its choice - Turn on the smooth distance fade and the depth-sorted world for a new installation - Drop the shadow setting, as shadows now follow the picture's shape by themselves ### Enhancements - Install the game with `DisruptorRecomp-win-Setup.exe`, or play from `DisruptorRecomp-win-Portable.zip` without installing - Update from the launcher: by default it looks for a new release at every start, downloads only what changed when it can and installs it with Restart and update - Keep saves, settings and save states outside the program folder, so an update keeps them - Copy the saves of an older copy with Bring saves - Carry the save states of an earlier build over after a trial run of each - Add `DisruptorRecomp.AppImage` for Linux x64 with glibc 2.35 or newer, updated in place - Show art from your own disc, the disc's state and this version's notes on the launcher's home page - Show the player's guide on the launcher's Help page - Reset one settings page at a time - Choose Modern or Classic controls - Move each game action to another key or gamepad button on the launcher's Controls page - Play with a gamepad beside the keyboard and mouse, with an adjustable stick dead zone - Add experimental anti-aliasing: MSAA for polygon edges, SSAA for textures and cut-out outlines too - Move doors and a ridden lift on every frame under 60 FPS gameplay - Let in-between frames reach 320 FPS on any display - List replay capsules with their pictures in the Debug tab, record one with Ctrl+F12 and load the newest with F12 - Add a texture coordinates view to the Debug tab - Give the game's window the launcher's icon ### Bug fixes - Turn the sky backdrop with the world under smooth mouse turning - Turn bodies and pickups with the world under smooth mouse turning - Keep a far corner from being thrown across the screen under smooth mouse turning - Draw a wall beside the player whole, without holes or smears - Keep bodies whole over the floor they lie on - Stop world textures jumping a texel as the camera moves - Show all 320 columns of movies and logos - Keep a level's end wide in widescreen while the game fades its last frame - Keep sprites drawn to the edges of a wide picture - Let gap filling fill only empty space - Keep a state loaded mid-run from freezing the game - Keep a number key bound to an action from also picking a weapon - Open a wheel only on the key its choice is bound to - Step through a wheel with the Up and Down arrows in the Modern scheme while they are bound to no action ## v0.1.0-alpha.5 ### Enhancements - Choose a weapon with the number keys under modern controls, on the number row or the keypad - Add weapon and psionic wheels, off by default: hold the selector, point with the mouse or the left stick and release to equip - Count both of the game's ammo pools on the wheels, live, with no number for special weapons, as in the game - Record wheel selections in replay capsules - Capture the mouse while the game window has focus, with no click - Share the setting descriptions and dependency rules between the launcher and the game, with a hint over each in-game setting - Gather logs and settings for a bug report with Report a problem in the launcher - Add an optional detailed log on the Troubleshooting page ### Bug fixes - Keep the held weapon at its size and place in widescreen - Order in-between frames by the depth their corners have there - Capture and resume save states at checked points of the game's code - Keep letter and number keys typed into a save's name from pressing controller buttons - Close an open wheel when a state is loaded - Name Windows 11 in a report ## v0.1.0-alpha.4 ### Enhancements - Fill a wide screen with the front-end menus, the logo and text keeping their shape - Type a save's name on the keyboard - Add smooth mouse turning, off by default, which turns the picture between the game's 256 heading steps and needs captured mouse aim and exact geometry - Add gap filling, an optional depth-sorted world and experimental ambient occlusion, all needing exact geometry - Record a replay capsule with Ctrl+F12: a save state, the input that follows it, the settings and the build's details - Replay a capsule only in the build that recorded it, and record none in a network game - Add a Debug tab with diagnostic views and a short screen recording - Scroll long settings pages in the launcher, with a hint over each option - Set the experimental renderer options in the launcher before the game starts - Restore settings an older settings file lacks when Play starts - Give the language its own tab in the game's settings ### Bug fixes - Draw loading screens, the pause menu's text and the order of world sprites correctly in widescreen - Keep borderless fullscreen borderless on Windows - Take the mouse back when the window regains focus - Resume loaded states with their saved CPU timing, also without a window - Handle paths with letters outside ASCII - Wrap long notes in the game's settings - Label the 60 FPS and in-between frame options more clearly ## v0.1.0-alpha.3 ### Enhancements - Add a Windows launcher that copies your USA disc image into place, writes its CUE, verifies its whole SHA-256 and starts the game - Keep your original disc image where it is - Verify the installed disc at every later start - Change Display, Enhancements, Controls and Audio settings in the launcher before playing - Add Original and Enhanced presets, a reset, the language choice and the start-up log's errors to the launcher - Add French, German and Japanese content from a second disc image of yours, while the USA disc SLUS-00224 stays the game disc - Take movies, speech, menus, messages and mission hints from a French or German disc - Take movies, speech and hints from a Japanese disc, with English menus as on that disc - Leave a language disc image where it is - Keep separate save state slots for each language - Add a skip of the boot logos and the title movie, off by default - Skip a logo or a movie with Escape ### Bug fixes - Retry a settings save through a brief file lock without damaging the file - Keep the weapon and psionic lists and the map whole in widescreen - Close holes along near walls in widescreen - Fix the noise around movies with the OpenGL renderer ## v0.1.0-alpha.2 ### Enhancements - Add optional 60 FPS gameplay, off by default - Add optional in-between frames with their rate, off by default and needing exact geometry - Add a HUD size for widescreen, from 50% to 100%, which leaves the weapon at its size - Add a choice of original or improved shadows when geometry correction is on ### Bug fixes - Keep the true projection of near-wall corners - Match in-between frames better and place sprites between whole pixels in them - Keep the widescreen sky's proportions with extra tile columns - Keep enemy shadows at their width while the player moves ## v0.1.0-alpha.1 ### Enhancements - Release the first Windows x64 alpha with the in-game settings menu, 1x to 8x rendering, modern mouse and keyboard controls and geometry and perspective correction - Leave frame interpolation out of this release ### Bug fixes - Stop ultrawide texture corruption and freezes