- Experimental Widescreen (true 16:9). X4's opt-in wide field of view is now available from the launcher's Widescreen (EXPERIMENTAL) toggle — it widens the three-layer scrolling background and re-anchors the health/weapon HUD to the true 16:9 edges, without disturbing world sprites. 4:3 remains the default; flip the toggle to try 16:9.
- OpenGL is now the default renderer (full-rate hardware presentation). Software is still one click away in the launcher (Settings → Renderer).
- A large batch of framework engine improvements since v0.0.1 — full-rate OpenGL presentation, audio reserve/transient hardening (the MMX4 attract-demo audio fix and beyond), and byte-verified static + overlay dispatch. X4 was re-recompiled and re-validated against the updated framework.
The first public cut, made days after first boot. Mega Man X4 boots and plays as a native Windows program — no emulator behind it — on the PSXRecomp framework, the same one behind TombaRecomp, MegaManX5Recomp and MegaManX6Recomp. The game's MIPS code is machine-translated ahead of time into native C and compiled into a real Windows executable that runs on a faithful simulation of the PS1 hardware plus the recompiled PS1 BIOS.
- Boots and plays. BIOS → disc detect → engine load → intro cinematics → title → attract demos → into the game, with no known crashes on the covered path.
- The intro cinematics decode and play (the X vs. Zero opening), riding the faithful CD read/seek-timing work that unlocked MMX5's FMV.
- Correct-by-hardware controller handling. X4 shipped before the DualShock existed and its pad driver rejects analog pads outright — exactly like the real console, where a DualShock with the analog LED lit is ignored by this game. The runtime presents the plain digital pad X4 expects, and the launcher offers no pad-mode selector (there is exactly one valid mode). Keyboard and SDL gamepads both work.
- A recompiler milestone made X4 possible: X4's engine keeps inline data tables inside its code, which tripped the old function-extent heuristic into classifying ~261 KB of real engine code (7,373 functions) as data. The new control-flow-aware extent analysis recovers them — this fix benefits every PSXRecomp title.
- Fast loading (turbo loads). Loads fast-forward the whole machine at full host speed while keeping authentic 1× guest CD timing (and audio) intact.
- Supersampling + anti-aliasing. Internal-resolution SSAA (1×–4×) with optional linear present filtering.
- Graphical launcher. Pick BIOS / disc / memory cards, verify the disc, and configure renderer, supersampling, and controller — choices persist between launches.
- Self-contained overlay toolchain. As you explore new areas the runtime converts the game's streamed ARC overlay code to native code in the background — no developer tools needed; the release bundles a fully self-contained toolchain (embedded Python + TinyCC).
- Early preview — not verified deep into stages. The covered path (intro, title, menus, attract, starting a game) works with no known crashes, but X4 has ~2,800 not-yet-recompiled code regions that an unvisited area may hit. By design that halts the program loudly instead of silently misbehaving — if it happens to you, please report where you were.
- Memory-card save/load not yet verified end-to-end in this build (the card hardware layer is exercised and healthy).
- Widescreen is experimental and opt-in. Authentic 4:3 remains the default; enabling the launcher toggle widens X4's background, actor activation/despawn, and draw-cull bounds for a true 16:9 field of view. Player health/weapon HUD pieces move to the 16:9 left boundary and enemy/boss health pieces move to the 16:9 right boundary without changing their original layout.
- Bring your own PlayStation BIOS (
SCPH1001.BIN) and Mega Man X4 (USA, SLUS-00561) disc image — the launcher asks for each. Verify your disc againstDISC.mdbefore reporting regressions. Use.cue+.bin(or.bin); do not convert to a 2048-byte "cooked".iso— that discards the XA sectors the movies and audio stream from. - Options live in the launcher's Settings and are remembered between launches.
- The overlay cache grows as you play; please keep
overlay_captures.jsonprivate — it contains game code read from your disc (see README).
This release replaces the old in-tree launcher with the shared Dear ImGui
recomp-ui launcher. BIOS/disc selection, settings, controls, memory cards,
and the Launch button now use the DPI-independent shared layout, addressing
the inaccessible/broken launcher reported in issue #3.
- Uses the current shared
recomp-uiPSX profile and game-specific launcher art. - Bundles the matching fonts and assets beside the executable.
- Preserves the existing renderer, widescreen, controller, and runtime choices while removing the fixed old launcher layout.
All existing alpha caveats and game-compatibility notes above still apply.
This prerelease reduces X4's host audio cushion from 180 ms to 60 ms. The smaller cushion should make sound effects respond much sooner. It is an X4-only choice: the framework retains the safer 180 ms default for games that need it to cover long audio-production stalls.
Please report whether the delay is improved and whether you hear any new crackle, especially during stage transitions, cutscenes, or loading.