Killer Instinct Gold: Recompiled  v0.3.3
https://github.com/geno55/kigold-recomp

A native Windows port of Killer Instinct Gold (N64), made by static recompilation with
N64Recomp, N64ModernRuntime and RT64. Unofficial fan project.

NO ROM IS INCLUDED. You need your own copy of the game: a ROM of the USA Rev 2 (v1.2) release
(sha1 aaeb492b1e538af65a3544a97240675ef438a04f as .z64; .v64 and .n64 dumps work too).

REQUIREMENTS
  Windows 10 or 11 (64-bit), a GPU with Direct3D 12 or Vulkan.

FIRST RUN
  Run kig.exe and choose Choose ROM... in the launcher (or drag the ROM onto kig.exe, or run
  kig.exe path\to\your\rom.z64). The ROM is checked and copied to %APPDATA%\KIGRecomp.
  After that, run kig.exe and pick Start game.

SETTINGS MENU
  Esc, or a controller's Back (View) button, opens the settings menu over the paused game. Settings
  in the launcher opens the same menu. Tabs: General, Controls, Graphics, Sound.
  Up/down picks a setting, left/right changes it, Enter (A) selects, Esc (B) goes back,
  Q/E (LB/RB) switches tabs. The mouse works too. Changes apply at once and are saved.
  Controls > Bindings: choose a slot, press Enter (A), then press the key or controller input to use;
  Del (X) clears a slot.

CONTROLS
  Keyboard (port 1): arrows/WASD = stick, X = A, C = B, Z/Left Shift = Z, Enter = Start,
  Q/E = L/R, I/J/K/L = C buttons, T/F/G/H = D-pad.
  Gamepads (Xbox layout) take ports 1-4 in the order they are connected.
  All of this can be changed in the settings menu (Controls) or in controls.json (below).
  Alt+Enter or F11: toggle fullscreen (remembered).

SETTINGS AND SAVES  (%APPDATA%\KIGRecomp)
  graphics.json  resolution (Original/Original2x/Auto), antialiasing (None/MSAA2X/MSAA4X/MSAA8X),
                 window_mode (Windowed/Fullscreen), graphics_api (Auto/D3D12/Vulkan), and more
  general.json   pak_port_1..4: which ports have a Controller Pak (all four by default),
                 pause_when_unfocused (true/false)
  controls.json  keyboard_port (1-4, 0 = off), deadzone (percent), pads (per port, part of a controller's
                 name to put on that port), and the keyboard and gamepad bindings: up to two keys or
                 controller inputs per N64 button and stick direction, e.g. "A": ["X", "Space"] or
                 "Z": ["lefttrigger"] (controller inputs: a b x y start leftshoulder rightshoulder dpup
                 dpdown dpleft dpright leftstick rightstick, lefttrigger righttrigger, leftx- leftx+
                 lefty- lefty+ rightx- rightx+ righty- righty+)
  sound.json     master_volume (0-100), mute_when_unfocused (true/false)
  window.json    window size and position (remembered automatically)
  saves\kig.us.bin               the game's EEPROM save
  saves\controllerpak_port<N>\   Controller Pak saves
  logs\kig.log  log of the last run (the two before it are kept as kig.1.log and kig.2.log);
                 crash reports are saved next to it as crash-<date>-<time>.txt
  The files are created on first run. The settings menu edits them; to edit them by hand, close the
  game first.
  kig.exe --console also shows the log in a console window.

KNOWN LIMITATIONS
  - This is an early release. Not every character and stage has been checked; report problems on
    GitHub (attach the log or crash report).
  - The Expand aspect ratio fills wider screens, but the game was made for 4:3, so some stages show
    gaps in the scenery at the sides. The Stretch aspect ratio fills the window with the 4:3 picture
    instead (everything looks wider). High frame rate is not supported yet.

LICENSE
  GPL-3.0 (LICENSE.txt). kig.exe contains this project's code (GPL-3.0), N64ModernRuntime (GPL-3.0) and
  other open-source libraries; see THIRD-PARTY-NOTICES.txt.
  Source: https://github.com/geno55/kigold-recomp (tag v0.3.3).

kig.pdb lets crash reports name the function that crashed; keep it next to kig.exe.
The msvcp140/vcruntime140 DLLs are the Microsoft Visual C++ runtime, included so no separate install is needed.
