MegaManX4Recomp v0.0.5-alpha

Mega Man X4 boots and plays - the intro cinematics decode and play, the title
screen and menus respond, the attract demos run, and you can start a game -
with working (digital) controller input and no known crashes on the covered
path. This is an early first release cut days after first boot: it has NOT
been verified deep into stages, and an unvisited area may halt the program
with an "unknown dispatch" report (that is by design - please report where
you were; see ISSUES.md #1).

This package does not include the Mega Man X4 disc, retail PlayStation BIOS,
save data, or any game assets. It includes the redistributable MIT-licensed
OpenBIOS, so you only need to select your own game disc. You may optionally
select your own legally dumped retail BIOS instead. The executable and the
cache folder contain statically recompiled
(machine-translated) builds of the game's code, the same distribution model
used by other static recompilation projects such as N64: Recompiled.

First launch:
1. Run MegaManX4Recomp.exe. A launcher window opens.
2. The included OpenBIOS is selected automatically. You may instead select a
   legally obtained SCPH1001.BIN dumped from your own console.
3. Set the game disc: select your legally obtained Mega Man X4 (USA,
   SLUS-00561) disc image.
4. Adjust any options you like (renderer, supersampling, screen look,
   controller), then press Launch. Your choices are remembered next time.

Disc image formats:
- .cue + .bin (preferred - pick the .cue)
- .bin
Do NOT convert to a 2048-byte "cooked" .iso - it discards the XA sectors MMX4
streams its FMV/audio from.

The selected BIOS path is saved in bios.cfg and the selected disc path is saved
in disc.cfg next to the executable. Delete those files to pick different files.

Fast Loading, Damage Multiplier, Widescreen, and Interpolated Frames are owned
by the launcher's Mods page. Fast Loading defaults off; Damage Multiplier
defaults to 1 for normal damage. Other options such as FMV skip can be changed
in launcher Settings or game.toml with any text editor.

The cache folder contains pre-converted native code for game areas covered so
far; those run at full speed from your first visit. As you play, newly visited
areas are recorded into overlay_captures.json and your local cache grows
automatically. Do NOT post overlay_captures.json publicly - it contains
snapshots of the game's own code read from your disc. See README.md for details.

Keyboard and Xbox-style controller defaults are documented in README.md.
Controller mappings are configurable in input.ini; keyboard bindings in
keybinds.ini (also live-rebindable in the launcher's Controls page).

Memory cards are stored in the saves directory as standard PS1 .mcd images.
In-game save/load has not yet been verified end-to-end in this build (see
ISSUES.md #3).
