# DKR-R — Diddy Kong Racing Recompiled Diddy Kong Racing Recompiled

Join our Discord

DKR-R 1.0.6 is here! There's been a lot going on since the last update. We've got new lava, more control over the water, tidier custom Track Select rows and more fixes alongside all the custom tracks, characters and online mod sharing from 1.0.5. DKR-R is a native static recompilation of Diddy Kong Racing. Bring your own legally obtained US v1.0 or US Rev A/v1.1 ROM; no game ROM or extracted Nintendo/Rare assets are included. ## What's new in 1.0.6 - Skip intro logos in Play, then choose Start menu or Character select. The Start menu keeps its opening sequence and music. Online startup stays unchanged. - Enhanced water has had another stability pass, including effect popping, reflection handling and the Whale Bay Track Select crash. Waterfalls now have continuous flowing detail with corrected scrolling/interpolation, transparency and reflection masks. The river near Snowflake Mountain follows its authored flow. - There is much more control over the water! Original, Performance, Balanced, High and Custom presets are joined by separate reflection, wake and spray quality controls. Fine-tune reflection strength/range, roughness, ripples, foam, clarity, refraction, waterfall detail and water tint. Presets leave your game resolution, MSAA, FPS target and reflection method alone. - Hot Top Volcano has enhanced, glowing lava with moving molten cracks and rough hot-rock detail. Optional RTX lava lighting adds a pulsating glow to nearby walls and ground. Its own tickbox leaves the enhanced surface and water effects on; quality, intensity, pulse and range settings control the surrounding light. Lower-resolution lighting reduces the ray workload. - Every custom Track Select row now has a CUSTOM TRACKS header and cycles through six backgrounds. Future Fun Land restores its own artwork when you scroll back. Images, names and arrows stay with their wooden frames on wide screens, including the fix for brief horizontal stretching during transitions. - Custom `.dkrmap` artwork shares the correct texture/sprite namespace with character mods. Asset-table length, offset and allocation checks address Track Select failures when combining tracks and large character libraries. Very long in-game captions are shortened without renaming your installed mods. - Offline custom tracks can use the vehicles allowed by their headers. Track Lab can generate looping Track Select preview flights along the race line, while preserving flights placed by the author. Export validation warns about race starts that force a different vehicle. Online vehicle selection keeps its existing restrictions. - The Modern camera has revised corner, drift and wall-hit behaviour, less spring lag and no corner roll by default. Existing tuning files migrate while preserving changed values. The camera remains an offline feature. - Malformed graphics commands now have stronger bounds and execution-budget checks. Water rendering also has additional allocation, viewport and MSAA safety checks. Golden Balloon and Wave Race credits use the same tidy link rows as the other technology credits. - Contributor work adds safer dependency setup, build locking and packaging, improved macOS support, and an iOS sideload source port. Apple binaries are not part of this delivery. Windows, both Linux architectures, Steam Deck and Android share the same 1.0.6 release source. - Developers now have a regression/performance harness with retained reports, private retail replay checks, repeatable build presets, faster incremental builds and CI caching, workflow linting and mobile compilation checks. See the [1.0.6 changelog](CHANGELOG.md#106--12-october-2026) for the full breakdown, [Graphics](docs/GRAPHICS.md) for the water/lighting controls, and [Track Lab](tools/blender/README.md) for authoring changes. The features carried forward from 1.0.5 include: - Custom tracks sit below the original worlds in Track Select, with the wooden frames and previews intact. Your original tracks stay where they belong. - Custom characters join the original animated Player Select stage. Four are shown at a time; highlight a custom slot and use L/R to browse the rest. Eligible races can also use custom characters for AI racers. - Import legacy `.xdelta` patches and ZIPs, or make your own `.dkrmap` tracks with the Blender Track Lab addon. Reviewed behaviour adapters support more than asset replacements, without running arbitrary patched ROM code. - Online play supports 2–4 racers, with two-player Adventure. Auto selects Experimental Rollback; Host Prediction and Strict Input Sync remain available. - The host chooses the online mod set. Clients can consent to receive missing mods, reuse matching installed content and keep verified downloads for offline play. - Multiple texture packs can be enabled together. Lower priority number means higher priority when textures clash. - The launcher and in-game overlay share the updated styling. There's a dedicated Textures page, tidier mod cards, duplicate review and bulk source preparation. - Modern presentation includes grouped 4:3/Fit to window HUD layouts, interpolation, camera clipping improvements, scenery controls and optional enhanced water with screen-space or experimental hardware reflections. - An optional Modern camera and F7 tuning panel have been added for local races. - Save ownership is separated between offline, modded and online play. Support tools now retain log history as well as the latest two runtime logs. - Performance, audio, model lifetime, water rendering and online preparation have had further fixes. See the [changelog](CHANGELOG.md) for the breakdown. Experimental Rollback and hardware ray tracing are still experimental. A public version number does not mean every network, mod or GPU has been qualified. The [platform guide](docs/PLATFORMS.md) explains the current coverage. ## Getting started 1. Download the complete [release package](https://github.com/ThatGuyMcd/DKR-R/releases) for your platform and check its published SHA-256. 2. Extract the Windows ZIP and start `DKR-R.exe`, or make the Linux AppImage executable and start it. 3. In **Play**, use **Add a ROM…** and select your original ROM. The Game ROM dropdown lets you switch between installed revisions. 4. Choose **Accurate** for the original 4:3/30 FPS presentation, or **Modern** for widescreen, higher presentation rates and the additional settings. 5. Optionally tick **Skip intro logos** and choose **Start menu** or **Character select**, then select **PLAY OFFLINE**. Skip intro is remembered between launches and is off by default. It does not change online startup. Start menu retains the normal title sequence and music; Character select follows the normal title exit into Player Select. Track Lab's direct-track launch still takes priority when it is enabled. `.z64`, `.v64` and `.n64` byte orders are detected from the file itself. Both supported revisions run inside the same application; there's no separate revision launcher. See [ROM setup](docs/ROM_SETUP.md) for hashes and import help. Open the overlay with **Escape**, **F1** or controller **Back/View**. **Alt+Enter** and **F11** toggle fullscreen. The overlay keeps the game behind it while using the launcher's menu styling. Higher presentation rates interpolate the game image. They do not speed up race timers, physics or the original audio clock. ## Online play and mods Open **DKR-R Online**, choose **Host / Quick Join**, then create a lobby or enter a friend's five-character code. Friend invites use the same lobby system. Everyone needs a compatible complete build and the same original ROM revision. Quick Join needs no account or manual port forwarding, but restrictive networks can still prevent a direct connection. The host is the Mod Master! Enable the tracks and characters before creating the lobby. Clients review the requirements before downloading anything. Only missing content is transferred, and no ROM is shared. Online activation does not replace the client's offline mod choices or personal saves. For setup, backends, save handling and troubleshooting, see [online multiplayer](docs/ONLINE_MULTIPLAYER.md), [legacy mods](docs/LEGACY-MODS-BETA.md) and [save protection](docs/SAVES.md). ## Texture packs and Track Lab For those of you looking for the DKR-R Community Texture Pack, it can be found in our [Discord server](https://discord.com/invite/AMWfXdBjNP). The pack is a separate download, not part of the application. Use **Textures** to import packs, set their priorities and manage CRT filters. [Texture-pack instructions](docs/TEXTURE_PACKS.md) cover RT64/Rice formats and Track Lab's matching HD packs. Want to make your own tracks? Start with the [Track Lab addon guide](tools/blender/README.md). The launcher integration is under **Mods / Hacks → Track Lab**. ## Saves and support Back up your saves before updating. **Save Manager** separates Offline, Online, Modded and Recovery views. Portable mode is available in Play; switching it takes effect on the next application launch and does not move existing saves. For reports, open **About DKR-R → Support summary**. Export a support summary, open the logs/crash-dump folders, or use the Android startup-log export when available. Runtime logs can contain private paths and connection information; review them before sharing. See [troubleshooting](docs/TROUBLESHOOTING.md). ## Platforms and building The current Public Build packages are: - `DKR-R-1.0.6-Windows-x64.zip` - `DKR-R-1.0.6-Linux-x86_64.AppImage` - `DKR-R-1.0.6-Linux-aarch64.AppImage` - `DKR-R-1.0.6-SteamDeck-x86_64.AppImage` (same Linux payload) - `DKR-R-1.0.6-Android-arm64.apk` (Android 9+, ARM64) - `track_lab.zip` for Blender. ARM, Android and Steam Deck still need physical-device checks. Release numbering is not a promise that every device is qualified. No macOS/iOS binary is included in this build pass; their source support is preserved. See [platform support](docs/PLATFORMS.md) for the platform-specific requirements. Contributing without a ROM? Start with the [developer guide](docs/DEVELOPMENT.md). `python3 scripts/check.py` runs the fast source/tooling checks without a C++ build or dependency downloads; host presets cover the C++ tests. For a source build, follow [Building DKR-R](docs/BUILDING.md). Both ROM revisions and the appropriate Patch Pipeline outputs are required for a complete release. Never hand-edit submodules or generated recompilation files. ## Documentation The [documentation index](docs/README.md) separates player guides, modding, development, proposals and historical investigations. [Release validation](RELEASE-VALIDATION.md) records what was checked for each delivery. ## Credits and licensing DKR-R was created by ThatGuyMcd with help from the project's contributors. Thanks to the contributors behind the platform support, Modern camera, Track Lab, graphics safety and development tools. The 1.0.6 integration includes the merged work from PRs #51–#59 alongside our tested local changes. The application icon was created by [POOTERMAN](https://www.deviantart.com/pooterman). `sr.gu` leads the DKR-R HDR Texture Pack Project. Golden Balloon informed the grouped HUD work, and Wave Race 64 Recomp provided the enhanced-water renderer reference. DKR-R uses N64Recomp, N64ModernRuntime, RT64, SDL2, a private SDL3 input helper on supported desktop builds, and Dear ImGui. See [THIRD_PARTY.md](THIRD_PARTY.md) and [LICENSE.md](LICENSE.md) for credits, provenance and licensing. Diddy Kong Racing and its related names and assets belong to their respective owners. DKR-R does not include or grant rights to the game ROM or its assets.