Conker's Bad Fur Day Recompiled See the README below for details.
README
On GitHubConker's Bad Fur Day: Recompiled
A native PC port of Conker's Bad Fur Day (N64, US version). It's built by statically recompiling the game with N64Recomp, starting from the Conker decompilation. It runs on N64ModernRuntime and is rendered by RT64.
This repository contains no game data. You need your own legally obtained copy of the US ROM. Everything from the game is extracted from that ROM on your machine during the build.
Download
Ready-to-play Windows, Linux and macOS (Apple Silicon, macOS 15 or later) builds are on the Releases page. Unpack one anywhere, run ConkerRecomp, and pick your US ROM in the launcher the first time. The packages contain no game data: you still need your own ROM. The macOS app isn't signed with an Apple developer ID, so the first time, open it and then choose Open Anyway in System Settings > Privacy & Security. To build it yourself instead, read on.
Features
- Runs natively on Windows (Direct3D 12 or Vulkan), Linux (Vulkan) and macOS
(Metal), rendered by RT64. Supports higher resolutions, widescreen, anti-aliasing and high frame-rate presentation.
- Game controllers and keyboard, with remappable controls and rumble.
- Full audio: music, sound effects and the voice acting.
- Saving (EEPROM), stored per user.
- A launcher with settings, controls and a mod menu (RecompFrontend, as in
Zelda 64: Recompiled and Banjo: Recompiled).
- Mod support (
.nrmmods: function patches and hooks). Three mods areincluded: Skip Intro, Skip Any Cutscene and Cheats.
- Texture packs (RT64's
.rtz), for HD textures and other replacements.
Status
The game is playable, and has been played through to the end. Known issues:
- Widescreen: the pause menu's blurred background is the 4:3 frame scaled up to
the full width, so its top and bottom are cropped.
- Environment-mapped (reflective) surfaces render without their reflection texture.
- Frame rates above 30: characters snap once when the game changes how many parts
it draws them with, a few times a minute, and the camera can blend across a cut.
- Only the US ROM is supported (and ROM hacks that only change its assets: see
ROM hacks).
- Linux: the build and the game have been tested on Ubuntu 24.04 under WSL, with
software Vulkan (llvmpipe) and sound. It hasn't been played on Linux with a real GPU driver yet, so reports are welcome, especially about performance or audio (under WSL the sound crackles while the software renderer loads the CPU).
- macOS: the build has been tested on an Apple M3 Pro with macOS 27 and Xcode 27,
and the game starts and runs with Metal. It hasn't been played through on macOS yet, and Intel Macs haven't been tried.
If the game crashes on Windows, a report is written to crash.log next to the executable and shown in a message box. On Linux and macOS, the crash report is printed to the terminal. Please include it when reporting a problem.
What you need to build it
- The US ROM of Conker's Bad Fur Day in big-endian
.z64format, withSHA-1
4cbadd3c4e0729dec46af64ad018050eada4f47a. It is never committed: the build extracts what it needs from your copy. - A folder path without an apostrophe (
') to clone into. Some of RT64's buildsteps break on one.
Then follow the guide for your system: Windows, Linux or macOS. Each is one command once the tools are installed. The first full build takes a while, because the recompiled game is a lot of C code.
Building on Windows
Windows 10 or 11 (x64). Everything builds natively; build.cmd does all of it.
1. Install the tools (once)
- Git for Windows.
- Python 3. In the installer, tick *Add
python.exe to PATH*.
- Visual Studio 2022 or later with the Desktop development with C++
workload. The free Build Tools for Visual Studio edition is enough.
2. Get the code and build
In a Command Prompt, in the folder you want it in (for example D:\Games), with the path to your ROM:
git clone --recursive https://github.com/sciaschi/CBFD-Recompiled.git
cd CBFD-Recompiled
build.cmd "C:\path\to\your\conker.z64"
The first build takes a while. When it's done, the game is host\build-win\ConkerRecomp.exe (see Playing).
Updating
git pull
build.cmd
The script updates the submodules and their patches, and only rebuilds what changed.
Building on Linux
Tested on Ubuntu 24.04 (x86-64). You need a Vulkan driver: Mesa's, which most distributions install by default, or NVIDIA's.
git clone --recursive https://github.com/sciaschi/CBFD-Recompiled.git
cd CBFD-Recompiled
./build.sh ~/path/to/your/conker.z64
On Ubuntu and Debian, the script lists the packages it's missing and offers to install them. On other distributions, install the equivalents of git python3
cmake ninja-build clang pkg-config libsdl2-dev libdbus-1-dev libfreetype-dev yourself. When it's done, run host/build/ConkerRecomp (see Playing).
To update: git pull, then ./build.sh again.
Building on macOS
macOS on Apple Silicon or Intel. The game renders with Metal. build.sh does all of it, as on Linux.
1. Install the tools (once)
- Xcode, from the App Store. The Command Line Tools alone aren't enough: RT64
compiles its shaders with Xcode's Metal compiler. Open Xcode once to finish its setup. If
xcode-select -pdoesn't print a path insideXcode.app, runsudo xcode-select -s /Applications/Xcode.app. - Homebrew.
- Optionally, for building mods:
brew install llvm(Apple's clang can't compilefor the N64's MIPS processor).
2. Get the code and build
In Terminal, in the folder you want it in, with the path to your ROM:
git clone --recursive https://github.com/sciaschi/CBFD-Recompiled.git
cd CBFD-Recompiled
./build.sh ~/path/to/your/conker.z64
Put the ROM's path in quotes if it has spaces or an apostrophe, for example ./build.sh "$HOME/Downloads/Conker's Bad Fur Day (USA).z64".
The first build takes a while. If some tools are missing, the script lists the Homebrew packages (cmake ninja pkg-config sdl2 freetype) and offers to install them. It also offers to download Xcode's Metal Toolchain (about 850 MB), which Xcode 26 and later install separately. When it's done, the game is host/build/ConkerRecomp (see Playing).
To turn it into a standalone ConkerRecomp.app that runs without Homebrew (as the release workflow does), run sh host/package_macos.sh after brew install
dylibbundler. The app ends up in host/build/.
Updating
git pull
./build.sh
The script updates the submodules and their patches, and only rebuilds what changed.
What the build does
build.sh holds the full sequence, if you'd rather run the steps yourself:
- Checks your ROM (copied to
conker/baserom.us.z64) and applies the patches inrecomp/to N64Recomp, N64ModernRuntime and RT64. - Builds N64Recomp.
- Runs
recomp/recompile.py, which unpacks the game's code from your ROM andrecompiles it into
RecompiledFuncs/. Which functions there are, and where, comes fromrecomp/conker.us.syms.toml: names, addresses and sizes, but no code. The code itself only ever comes from your ROM. - Builds the game (
host/) with CMake.
Working on the decompilation
recomp/conker.us.syms.toml (and mods/syms/) are generated from the decompilation in conker/, which needs its own Linux tools: IDO, which runs through the MIPS binutils, and the Python packages in requirements.txt. On Linux, macOS, or in WSL on Windows, ./build.sh --decomp builds the decompilation too, checks that it rebuilds your ROM's code byte for byte, and regenerates those files from it (recomp/run.sh). The decompilation is a work in progress: about 9% of the code is C so far, and the rest is still the original assembly.
On macOS, --decomp also needs coreutils and mips-linux-gnu-binutils from Homebrew (the script offers to install them). The decompilation comes with two Linux programs, the IDO compiler and a patched gzip that compresses exactly as the original game's did, so the script puts macOS replacements in tools/macos/: IDO's macOS build from ido-static-recomp, and GNU gzip 1.10 built with the same one-line change.
Playing
Run host/build/ConkerRecomp (Linux and macOS) or host\build-win\ConkerRecomp.exe (Windows). The first time, pick Load ROM in the launcher and select your ROM (the same baserom.us.z64 works). After that it's remembered, so just choose Start Game.
- Settings (in the launcher, or Esc / the controller's menu button in game)
has graphics (resolution, aspect ratio, anti-aliasing, frame rate), controls, sound and mod options.
- Saves, settings and the stored ROM live in
~/.config/ConkerRecompiledonLinux,
~/Library/Application Support/ConkerRecompiledon macOS and%LOCALAPPDATA%\ConkerRecompiledon Windows. Put an emptyportable.txtnext to the executable to keep them there instead. - Default keyboard controls: move with WASD, A = Space, B = Left Shift,
Z = Q, L = E, R = R, Start = Enter, C buttons = arrow keys, D-pad = IJKL. Everything can be remapped in Controls.
- N64 pads and adapters for real N64 controllers (raphnet-tech's, Mayflash,
Hyperkin, the NSO and 8BitDo 64 controllers) are mapped from
assets/controllerdb.txt, with the C buttons as the right stick. A controller SDL doesn't know can be given a mapping in theSDL_GAMECONTROLLERCONFIGenvironment variable, which takes precedence.
ROM hacks
A ROM hack that only changes the game's assets (its audio, textures, models or text), such as an uncensored patch that restores the bleeped words, plays like the US ROM. The recompiled code only comes from the ROM's code, which has to be the US ROM's, so hacks that change the game's code are refused.
The launcher's Version option says which ROM is in play, with its region (for example Version: US Original or Version: US Uncensored), and so does the window's title. Add ROM loads another: pick the hack's .z64, and it's put in play. After that, selecting Version switches between the ROMs you've loaded. Other regions' ROMs (such as the European one) are refused, with a message naming the region. Each is kept in rom_versions/ in the data folder (64 MB apiece). Saves are shared between them.
Mods
Mods are .nrm files. Install one by copying it into the mods folder of the data folder above (or dropping it onto the Mods menu), then enable it in the Mods menu. Some mods have options there too.
Each release has the included mods built, in its Mods zip (the same .nrm files work on every system). Their source is in mods/. Build one on Linux, macOS (which also needs brew install llvm lld, as Apple's clang can't compile for MIPS) or in WSL, from the repository root, after recomp/run.sh. It links with ld.lld (sudo apt install lld), or GNU ld (mips-linux-gnu-ld) where there's none, but GNU ld can't link a mod that calls the game's functions, such as Skip Intro:
sh mods/build_mod.sh mods/skip_cutscenes
The .nrm ends up in the mod's build/ folder.
- Skip Intro (
mods/skip_intro): boots straight to the main menu, skippingthe notices, logos and the chainsaw opening.
- Skip Any Cutscene (
mods/skip_cutscenes): L skips a cutscene even thefirst time you see it. An option also allows skipping the ones the game never lets you skip.
- Cheats (
mods/cheats): infinite health, infinite lives and a full wallet,each toggled in the mod's options.
Writing your own is covered in recomp/README.md.
Texture packs
Texture packs replace the game's textures with new ones, such as HD textures. They're RT64 texture packs, the same format as Zelda 64: Recompiled's and Banjo: Recompiled's: an rt64.json listing each texture's hash and its replacement image. Install a .rtz pack like a mod (the mods folder, or dropped onto the Mods menu), then pick it in Settings > Texture Packs, which turns it on and the other packs off. Packs installed while the game runs are listed there from the next start. Its default, Set in the Mods Menu, leaves them to the Mods menu instead, where several can be on at once (later ones in the list take precedence).
GLideN64 texture packs (for Project64 and RetroArch) work too. Install the pack's .htc file the same way (Install Mods or dropped onto the Mods menu), or put it in the mods folder and start the game or press the Mods menu's refresh button: it's unpacked, once, into a pack folder beside it, with its progress shown (a large pack takes a minute or so), and turned on. It's then in the Mods menu, and listed in Settings > Texture Packs. GLideN64 names each texture by a different hash than RT64 (Rice's), which the game's RT64 works out as each texture is loaded. Only packs stored as RGBA8 are unpacked (not those built with texture compression).
tools/texture_packs/gliden64_to_rt64.py makes a .rtz from a GLideN64 pack (a .htc, or a folder of ...#crc#format#size_all.png files) to share:
python tools/texture_packs/gliden64_to_rt64.py pack.htc --out my_pack --name "My Pack" --author Me --rtz my_pack.rtz
Given folders of textures dumped while playing (RT64's developer mode, below: F1, Start dumping textures), it instead lists the dumped textures with RT64's hashes, as RT64 without live matching needs (see the tool).
To make a pack from scratch, put a folder in mods with a mod.json ("game_id": "conker", plus an id, version, display_name, authors and minimum_recomp_version) and an rt64.json:
{ "configuration": { "configurationVersion": 3, "hashVersion": 5 }, "textures": [] }
With it enabled, and RT64's developer mode on ("developer_mode": true in graphics.json in the data folder), RT64's inspector (F1) shows each draw's texture hash and has a Replace button that picks an image and adds it to the folder's rt64.json. Zip the folder's contents (without mod.json) and rename it to .rtz to share it.
How it works
recomp/README.md documents the whole pipeline:
- how the decomp's ELF is prepared for N64Recomp (
recomp/prepare_elf.py); - the recompiler configuration and hooks (
conker.toml); - the audio microcode;
- the changes to N64Recomp, N64ModernRuntime and RT64 (Conker's graphics
microcode, widescreen);
- the host application in
host/; - debugging tools.
AI assistance
This project was made with heavy use of an AI coding assistant (Claude, through Claude Code). That covers the recompilation setup, the patches to the tools, the host application, the mods, and the functions decompiled to C in this repository.
What's checked, and how:
- Decompiled C is only kept when it compiles to exactly the original
instructions. The build fails unless the rebuilt code is byte-for-byte identical to the ROM's.
- The port is checked by playing it, and by comparing its behaviour with
the original running in an emulator.
What isn't checked: names, types and comments don't change the compiled bytes, so a byte-for-byte match says nothing about whether they're right. Names that end in an address (for example resetSlotState_150104F0) are best guesses based on what the code appears to do. Treat them as hints, not established facts.
This is an independent project. The AI-assisted work here isn't part of the upstream decompilation, and the people behind that project and other N64 decompilation communities aren't responsible for it. Please report problems here, not to them.
Contributing
Bug reports, fixes and patches are welcome: see CONTRIBUTING.md.
Credits
- The Conker's Bad Fur Day decompilation project,
whose work this is built on.
- The macOS port, and support for ROM hacks, by
- N64Recomp,
N64ModernRuntime and RecompFrontend by Wiseguy and contributors.
- RT64 by Darío and contributors.
- The mod headers follow the
- Fonts: Inter, Noto Emoji
and promptfont.
License
This project's own code is under the MIT License. The submodules keep their own licenses, and a build combines them:
- N64ModernRuntime (librecomp and ultramodern) is under the
GPL, version 3. As the program includes it, the program as a whole is distributed under the GPL version 3, which gives everyone who gets it the right to its source: this repository, at the release's tag. The release packages include the GPL's text (
LICENSE-GPL-3.0.txt) andLICENSES.txt, which lists them. - RT64 is under the MIT License, but the live texture pack matching that
recomp/rt64.patchadds (src/hle/rt64_rice_hash.cpp) is under the GPL, version 2 or later: it imitates the Rice texture hashing of GlideHQ (Hiroshi Morii, as in GLideN64) and Rice Video, both under the GPL version 2 or later (recomp/README.md). That's compatible with the GPL version 3.
The game itself is not included and not covered by them.
Conker's Bad Fur Day is © Rare Ltd. This project is not affiliated with or endorsed by Rare, Microsoft or Nintendo.
From the project's repository, fetched . Images load from GitHub.
Releases
Feed-
Release notes
Conker's Bad Fur Day: Recompiled V0.1.5
New
- Right Stick: Free Camera (General tab, off by default). In single player the right stick turns the camera around Conker and tilts it up and down, the same way the mouse camera does. While it's turning the camera it no longer presses C-buttons. R-Look, aiming and cutscenes still use the right stick as the C-buttons. Thanks @drencoss (#39) and @TheIntruder666 (#65).
- Camera: Field of View, set in degrees (50° is the original). The sky and the game's view follow it, and the level now draws everything the wider view can see. Thanks @drencoss (#39) and @TheIntruder666 (#65).
- Camera: Invert Turning gains Invert Y and Invert Both, for tilting the free camera.
- Mouse: Turn the Camera (On/Off): use the mouse for aiming only and keep the game's camera. With it on, the stick and the mouse now turn the camera together, where before the mouse stopped the stick. Thanks @leansteak096-blip (#60).
- Show FPS (Graphics tab, off by default) shows two numbers in the top-right corner:
- FPS is the frames shown on screen, including interpolated ones. If it drops, your PC is falling behind.
- Game is the frames the game itself makes, up to 30. If only this one drops, it's the game's own slowdown.
- Texture packs (#63):
- RT64 packs (
.rtz, or a folder with anrt64.json) load from the new Settings > Texture Packs tab. - GLideN64 HD packs (
.htc) can be installed from the Mods menu, or put in themodsfolder. Each is converted once, with its progress shown, and then works like an RT64 pack. tools/texture_packs/gliden64_to_rt64.pyconverts a GLideN64 pack to a.rtzahead of time.- Thanks @MrVenom-32 for the request and for testing every build until
.htcpacks installed, and @EliParker28.
- RT64 packs (
- Cutscene Aspect Ratio (Graphics tab, default Expand). Set to 4:3, it draws black bars over everything outside the 4:3 picture during every cutscene, so you don't see characters waiting beside the frame for their cue. The game itself stays widescreen. Thanks @Atrus99 (#21), who tracked down the scenes the first versions missed.
- Rumble settings: each controller now gets its own player's rumble, so in multiplayer player 1's rumble no longer shakes every controller. You can choose which motor rumbles (small, large or both), the style (smooth or on/off) and the strength. Thanks @Rukario (#62) for reporting it and confirming the fix.
- Mouse buttons can be bound to controls, shown with mouse button icons. Thanks @SteelRain36 (#61).
- N64 controllers and adapters (#28):
- Built-in mappings cover raphnet-tech adapters, Mayflash, Hyperkin, the Nintendo Switch Online N64 controller and the 8BitDo 64.
- Pads that SDL maps as Switch controllers now get their C-buttons on the right stick, as the game's controls expect.
- Each connected controller is written to the log with its ID, to help with controller reports.
- Thanks @dCo3lh0 for the detailed reports and logs, and @lopenator.
Fixes
- Mouse and gyro aiming now work in the sniper scope, with the magnum and throwables, and with the dual SMGs, where the aim no longer springs back to the middle. Both scale with the zoom. The aiming settings are now grouped into Camera, Stick, Mouse and Gyro, and your saved sensitivities carry over. Thanks @SteelRain36 (#61).
- Music: the right song now plays every time. Thanks @TemporaryCrown (#66) for the reports, and @Atrus99 for testing the fix.
- The new song now starts after a game over and reloading a save.
- The stone dragon's mouth no longer switches to the level's music at full volume and keeps it going until a game over.
- The outside ambience no longer carries on inside the bar.
- Songs no longer play over each other.
- Lighting: Conker's point lights light what they should again. The wall and lantern outside the bar, the inside of the bar and the N64 logo are no longer dar…
-
V0.1.4 2.8k
Release notes
Conker's Bad Fur Day: Recompiled V0.1.4
New
- Mouse camera. Set Mouse Sensitivity above 0 and the mouse orbits the camera around Conker, with the scroll wheel zooming in and out (within the controller's camera distances). The camera stops and slides along walls the way the game's own camera does. C-Left/C-Right, cutscenes, special cameras and aiming (hold R) hand the camera back to the game.
- Mouse and gyro aiming in R-Look (hold R to look around), with separate invert and response settings (Smooth or Direct) for the stick, mouse and gyro. Thanks @christopher-conley (#35).
- R-Look: Invert Stick now also covers the second aiming mode: the sniper scope, the magnum and throwables. Thanks @CtrlP1 (#47).
- Camera: Invert Turning and Camera: Turning Speed (50–300%) for turning the camera with C-Left/C-Right or the right stick in single player. Multiplayer strafing isn't affected. Thanks @CtrlP1 (#47).
- Skip Intro mod: boots straight to the bar, a button press from the main menu. Thanks @christopher-conley (#36).
- The included mods now come with each release, in a separate Mods zip (Skip Intro, Skip Any Cutscene, Cheats). Copy the
.nrmfiles into the game's mods folder, or add them from the launcher's Mods menu (#14).
Fixes
- Multiplayer: one Start press no longer joins players 2–4 at once. Each controller now gets its own player slot, in the order the controllers first press a button, and the keyboard stays with player 1. Thanks @CtrlP1 (#37).
- Split-screen multiplayer in widescreen: both players' views are now widened, not just the bottom one.
- Widescreen: doors and objects near the sides of the screen no longer lose pieces or vanish depending on the camera angle (e.g. the Feral Reserve doors, the Windy caves' "CLOSED" door). Also fixed at 21:9 and 32:9.
- Widescreen: the drunk effect at the start of the game no longer smears into streaks (#51).
- Ultrawide: bubbles, bees and sparkles are now drawn all the way to the edges on very wide screens (32:9).
- Light glows no longer fade out with distance, e.g. the lights on the Feral Reserve sign.
- Empty areas of the screen (such as where the camera is inside a wall) now show black instead of a smeared copy of the last frame.
Known issues
- Glows at the screen edges: in widescreen, light glows still disappear toward the left and right edges.
- Controller rumble is shared in multiplayer: player 1's rumble shakes every controller.
- Linux (some KDE setups): the ROM file dialog may not appear. As a workaround, run it once as
./ConkerRecomp --rom /path/to/rom.z64; the ROM is kept for later runs (#30). - macOS: requires macOS 15 (Sequoia) or later (#24).
-
V0.1.3 1.2k
Release notes
Ready-to-play builds for Windows, Linux and macOS. You need your own US ROM of Conker's Bad Fur Day: these packages contain no game data.
- Download the package for your system and unpack it anywhere.
- Run
ConkerRecomp(ConkerRecomp.exeon Windows,ConkerRecomp.appon macOS). - The first time, the launcher asks for your ROM: pick your US
.z64. Then Start Game.
ROM hacks that only change the game's assets, such as the uncensored one, work too: load one with the launcher's Add ROM option. Version shows the ROM in play and switches between the ROMs you've loaded.
Linux needs SDL2, GTK 3 and FreeType (Ubuntu/Debian:
sudo apt install libsdl2-2.0-0 libgtk-3-0 libfreetype6) and a Vulkan driver.macOS needs Apple Silicon and macOS 15 or later. The app isn't signed with an Apple developer ID, so macOS blocks it the first time: open it once, then choose Open Anyway in System Settings > Privacy & Security (or run
xattr -dr com.apple.quarantine ConkerRecomp.appin Terminal first).To build it yourself instead, see the README.
macOS port by nitrostemp.
What's Changed
- v0.1.3: fix the crash looking at the sky on wide screens by @sciaschi in github.com/sciaschi/CBFD-Recompiled/pull/33
Full Changelog: github.com/sciaschi/CBFD-Recompiled/compare/V0.1.2...V0.1.3
-
V0.1.2 627
Release notes
Ready-to-play builds for Windows, Linux and macOS. You need your own US ROM of Conker's Bad Fur Day: these packages contain no game data.
- Download the package for your system and unpack it anywhere.
- Run
ConkerRecomp(ConkerRecomp.exeon Windows,ConkerRecomp.appon macOS). - The first time, the launcher asks for your ROM: pick your US
.z64. Then Start Game.
ROM hacks that only change the game's assets, such as the uncensored one, work too: load one with the launcher's Add ROM option. Version shows the ROM in play and switches between the ROMs you've loaded.
Linux needs SDL2, GTK 3 and FreeType (Ubuntu/Debian:
sudo apt install libsdl2-2.0-0 libgtk-3-0 libfreetype6) and a Vulkan driver.macOS needs Apple Silicon and macOS 15 or later. The app isn't signed with an Apple developer ID, so macOS blocks it the first time: open it once, then choose Open Anyway in System Settings > Privacy & Security (or run
xattr -dr com.apple.quarantine ConkerRecomp.appin Terminal first).To build it yourself instead, see the README.
macOS port by nitrostemp.
What's Changed
- master to main by @sciaschi in github.com/sciaschi/CBFD-Recompiled/pull/18
- Release on upper and lowercase V-prefixed tags, check against version by @christopher-conley in github.com/sciaschi/CBFD-Recompiled/pull/20
- ci build on push by @christopher-conley in github.com/sciaschi/CBFD-Recompiled/pull/22
- fix linux builds with GCC >= version 15 by @christopher-conley in github.com/sciaschi/CBFD-Recompiled/pull/23
- Widescreen: draw the level's pieces past the 4:3 edges by @sciaschi in github.com/sciaschi/CBFD-Recompiled/pull/25
- Version 0.1.2 by @sciaschi in github.com/sciaschi/CBFD-Recompiled/pull/26
Full Changelog: github.com/sciaschi/CBFD-Recompiled/compare/V0.1.1...V0.1.2
-
V0.1.1 1.2k
Release notes
What's Changed
- Widescreen fixes, launcher ROM options, merge of the macOS port by @sciaschi in github.com/sciaschi/CBFD-Recompiled/pull/16
- Smoother high frame rates: Conker and his shadow; fix a crash starting with mods by @sciaschi in github.com/sciaschi/CBFD-Recompiled/pull/17
Full Changelog: github.com/sciaschi/CBFD-Recompiled/compare/test-build-4...V0.1.1
-
V0.1.0 127
Release notes
Added mac release of V0.1.0
What's Changed
- Macos port by @nitrostemp in github.com/sciaschi/CBFD-Recompiled/pull/12
New Contributors
- @nitrostemp made their first contribution in github.com/sciaschi/CBFD-Recompiled/pull/12
Full Changelog: github.com/sciaschi/CBFD-Recompiled/compare/Release...test-build-4
Works for me
Did it work on your PC? A quick report tells other players which versions are safe to try.
Discussion
No posts yet. Ask a question, share your setup or post a clip.
Sign in to post