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Jazz² Resurrection

Install Microsoft Visual C++ Redistributable

Hacker News 最新mrngm2026/10/15 · 22 天前23 分钟阅读

以下正文同步自 Hacker News 最新,版权归原站所有,已转换为易读排版。

Watch gameplay videos on YouTube

Running the application

Windows

Install Microsoft Visual C++ Redistributable

Download the game

Copy contents of original Jazz Jackrabbit 2 directory to ‹Game›\Source\

Run ‹Game›\Jazz2.exe, ‹Game›\Jazz2_­avx2.exe or ‹Game›\Jazz2_­sdl2.exe application

‹Game› denotes path to Jazz² Resurrection. The game requires Windows 7 (or newer) and GPU with OpenGL 3.3 support. Game files should not be copied to Program Files. Cache is recreated during the intro cinematics on the first startup, so it can't be skipped. Also, the sound effects in the intro cinematics require the cache, so they will be missing the first time the game is started up.

‹Game› denotes path to Jazz² Resurrection. ~ denotes user's home directory. The game requires GPU with OpenGL 3.3 or OpenGL ES 3.0 (ARM) support. Cache is recreated during the intro cinematics on the first startup, so it can't be skipped. Also, the sound effects in the intro cinematics require the cache, so they will be missing the first time the game is started up.

Alternatively, you can use package repository for your Linux distribution:

~ denotes user's home directory. Cache is recreated during the intro cinematics on the first startup, so it can't be skipped. Also, the sound effects in the intro cinematics require the cache, so they will be missing the first time the game is started up.

Alternatively, you can install it using brew trust deathkiller/jazz2 and brew install deathkiller/jazz2/jazz2

The game requires iOS 14 (or newer) and runs on iPhone and iPad, in landscape orientation, with on-screen touch controls and game controllers. Cache is recreated during the intro cinematics on the first startup, so it can't be skipped. The log file Jazz2.log is written next to the Source directory.

‹Storage› usually denotes internal storage on your device. Content directory is included directly in APK file, no action is needed. The game requires Android 5.0 (or newer) and GPU with OpenGL ES 3.0 support. Cache is recreated during the intro cinematics on the first startup. Also, the sound effects in the intro cinematics require the cache, so they will be missing the first time the game is started up.

Cache is recreated during the intro cinematics on the first startup, so it can't be skipped. It may take more time, so white screen could be shown longer than expected. Also, the sound effects in the intro cinematics require the cache, so they will be missing the first time the game is started up.

The game runs in 320×240 and the ROM is read-only, so nothing is ever converted or written on the console – the content has to be complete in the image, and the settings are saved to the cartridge EEPROM. The RDP has no programmable shading, so there is no post-processing tier and no rescale filters, there is no module music (sound effects only), and threads are unavailable, so local splitscreen is not available either. This port is experimental: the Nintendo 64 is by far the smallest machine the game runs on, it has not been performance-tuned for it, so the frame rate is well below the other consoles' and varies with what is on screen. The port has not been tested on real hardware yet.

The game runs in 640×480 and the disc is read-only, so nothing is ever converted or written on the console – the content has to be complete in the image. The PowerVR has no programmable shading, so there is no post-processing tier and no rescale filters. Module music plays through libxmp, which leaves the larger levels enough of the console's small heap to load in – the four .mo3 tracks are silent, everything else plays. The port has not been tested on real hardware yet.

The game reads its content from sd:­/apps/Jazz2/Content/, so the storage device has to stay present – otherwise the game stops at Cannot access the SD card. The Hollywood GPU is fixed-function, so there is no post-processing tier and no rescale filters. Module music plays through libxmp, which costs a fraction of the memory libopenmpt needs on a console of this size – the four .mo3 tracks are silent, everything else plays. The port has not been tested on real hardware yet.

The game reads its content from carda:­/Jazz2/Content/, which is slot A by definition. The console has 24 MB of memory and no second pool, which makes it the tightest of the two PowerPC targets – and the reason module music plays through libxmp here as well – and only GameCube controllers are read. Everything noted for the Wii applies here as well, including that the port has not been tested on real hardware yet.

The game runs on the top screen in its native 400×240 and reads its content from sdmc:­/3ds/Jazz2/Content/; the bottom screen shows the startup log. Sound needs the DSP firmware that every console running homebrew has at sdmc:­/3ds/dspfirm.cdc (dump it with DSP1 once), without it the game runs silently. New 3DS runs the game at its full 804 MHz clock, on an Old 3DS the frame rate drops in busy scenes. The port has been tested in the Azahar emulator only, not on real hardware yet.

The game runs in the native 480×272 and reads its content from ms0:­/PSP/GAME/Jazz2/Content/. Module music plays through libxmp rather than libopenmpt, which is too heavy for this CPU – the four .mo3 tracks are silent, everything else plays – and everything is mixed at 22 kHz by default, which can be lowered to 11 kHz with the Sample Rate option in Options > Sounds. Online multiplayer, the public server list and text entry through the console's on-screen keyboard work; the network connection is joined on the first use of the network. Besides Wi-Fi, the game also plays over the console's ad hoc (local wireless) mode between PSPs in reach – pick Ad hoc in the Connection row when creating a server, and switch the Connect To Server list to ad hoc with Left/Right to find it. The port has been tested under Adrenaline on a PlayStation Vita, not on a PlayStation Portable itself yet.

The game runs in NTSC 640×448 and the disc is read-only, so Jazz2.config can't be written and settings aren't preserved. There is no audio backend for this console yet, so the game runs silent, threads are unavailable, so local splitscreen is not available either, and the Graphics Synthesizer is fixed-function, so there are no rescale filters. The port has not been tested on real hardware yet.

Cache and save data are written to /dev_­hdd0/game/JAZZ20000/USRDIR/. Unlike the older consoles the RSX is a programmable part, so the whole post-processing chain is available – except three of the heavier rescale filters, which are hidden in the options. Threads are unavailable, so local splitscreen is not available either. The port has not been tested on real hardware yet.

The Content directory is included directly in the VPK file, no action is needed. Cache is recreated in ux0:­/data/jazz2/Cache/ during the intro cinematics on the first startup, so it can't be skipped. Also, the sound effects in the intro cinematics require the cache, so they will be missing the first time the game is started up. The frame is rendered at half of the panel's resolution by default, which keeps the pixel art crisp and the frame rate up – the Rendering Resolution option in Options > Graphics offers 60% and 75% as well. See the developer documentation for details.

Three systems are supported from three separate builds. AmigaOS 3.x needs a 68040/68060 with an FPU and an RTG graphics card (Picasso96 or CyberGraphX) – PiStorm/Emu68 and Apollo Vampire machines are the practical targets – and picks a performance preset by measuring the machine at startup; it has no usable graphics hardware, so it renders on the CPU. AmigaOS 4.1 and MorphOS are PowerPC builds that reach the display through SDL2, which on MorphOS means sdl2.library has to be installed first. Both render in hardware through the fixed-function OpenGL each system provides – MiniGL over Warp3D on AmigaOS 4, TinyGL on MorphOS – so a 3D driver for the graphics card has to be installed; a build made with -D NCINE_­PREFERRED_­RHI=­Software renders on the CPU instead. There are no graphics shaders on any of these systems, so the post-processing tier and the rescale filters are unavailable. Only the classic Amiga and MorphOS builds have been run so far, both under emulation and both on the CPU renderer; none of the three has been tested on real hardware.

The game requires browser with WebAssembly and WebGL 2.0 support – usually any modern web browser.

Settings, progress, highscores and the resumable state are written to ‹Saves›/jazz2/ in the frontend's saves directory. The core exposes the RetroPad as a gamepad (up to 4 players, local splitscreen included) and renders at 720×405, the native logical resolution of the game, which the frontend scales to the screen – so its video shaders and scaling options replace the in-game Rescale Mode. Save states use the game's own level-resume snapshot, so they are not frame-exact – netplay, run-ahead, rewind and reset are not supported. Cache is recreated during the intro cinematics on the first startup, so it can't be skipped.

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