Mushihimesama Futari Ver. 1.5 (recompiled) - public build
Xbox 360 (2006/2012) statically recompiled for PC. No game data is included -
no disc image, no game executable, no media, no audio; you must own the game and
supply your own dump. This build does contain the game's own program code,
recompiled, so it is only for people who own the game: do not redistribute it.
Releases, source and bug reports: https://github.com/springah/futari_recomp

ADD YOUR GAME
  Double-click futari.exe. With no game data in place it opens its setup
  screen: pick your disc .iso, the game's install folder copied off your own
  console's storage (the 435A07D7 folder, or anything above it; it installs
  your DLC too and is checked against the console's own integrity hashes), or
  an already-extracted game folder (default.xex and media\ at its top). The
  game data goes into assets\ and dlc\ next to futari.exe, the shaders for the
  Renut renderer are prepared (see RENDERER below), and Play starts the game.
  Nothing else is needed: no Python, no batch file. F2 in the game opens the
  settings screen (renderer, fullscreen, vsync, window size, the DLC found,
  the shaders), saved into futari.ini for the next start. To open the setup
  screen again with game data already in place, start the exe with
  --futari_setup.
  The command-line route is still there: drag one of the sources above onto
  extract_assets.bat (needs Python 3):
    - your Mushihimesama Futari Ver. 1.5 disc .iso, or
    - the game's install folder copied off your own console's storage (the
      435A07D7 folder - easiest route; no disc drive or conversion tools
      needed, and it installs your DLC too). The console side of that is
      walked through at
      https://github.com/springah/futari_recomp/blob/main/docs/DUMPING.md
    - an already-extracted game folder: one with default.xex and media\ at
      its top (it is copied into assets\; a dlc\ folder in it is installed).
  It puts default.xex + the game modules into assets\, then translates the
  game's shaders for the Renut renderer (see RENDERER below).
  Already have the files in assets\ (assets\default.xex and assets\media\
  exist)? Double-click extract_assets.bat with nothing dragged on: it skips
  the extraction and only translates the shaders (if no .iso is in this
  folder).

TO PLAY
  Once assets\ is populated, double-click futari.exe. It auto-loads the
  .\assets folder next to it and goes straight to the game. A window opens;
  logs go to logs\futari_NNN.log next to the exe.

RENDERER (Renut)
  Two renderers are built in. The default emulates the Xbox 360's GPU
  (Direct3D 12). The other, Renut, draws the game's Direct3D calls directly
  through Vulkan, with the game's own shaders: lighter, and with less input
  lag. Those shaders are game data, so the zip carries none: the setup screen
  prepares them from YOUR game files (seconds; the translator is built into
  futari.exe) into vulkan_spirv.bin next to futari.exe, and the settings
  screen (F2) has a button to redo them. The file must match the build, so
  redo that step after every update of the port: copy your assets\ and dlc\
  folders and your futari.ini into the new version's folder, start it, press
  F2 and "Redo the shaders" (or double-click extract_assets.bat there with
  nothing dragged on, which does the same with Python and also runs the
  early-alpha optimisation pass on a few pixel shaders; the picture is the
  same either way).
  To play with Renut, pick it on the settings screen (F2) and save, which
  writes this line at the top of futari.ini (above the first [section]); or
  add it by hand, or start the exe with --futari_renderer=renut:
    futari_renderer = renut
  Without vulkan_spirv.bin Renut shows a black game; the default renderer does
  not need it. Renut needs a Vulkan 1.2 GPU driver.

DLC (optional)
  Own any add-on content? Drop the Xbox 360 STFS packages into the dlc\ folder
  and they install automatically on launch. See dlc\README.txt for details.

REQUIREMENTS
  - Windows 10/11 x64 with a Direct3D 12 GPU (the default renderer); for
    Renut, a GPU driver with Vulkan 1.2
  - Microsoft Visual C++ Redistributable (x64):
      https://aka.ms/vs/17/release/vc_redist.x64.exe

macOS
  The sections above are written for the Windows zip; the macOS bundle works
  the same way with these differences:
  - Renut works on the Mac too (Vulkan over MoltenVK, the same way the default
    renderer draws), turned on the same way, and the setup screen makes its
    shaders here as well. On the Mac it is experimental: the picture matches
    the default renderer, but heavy scenes can drop to 41-55 fps where the
    default renderer holds 60. If a stage looks or feels wrong on Renut, switch
    back (F2) and report it with the log.
  - The setup screen is the same (it opens when the app finds no game data).
    There is no extract_assets.bat; the terminal route is
      python3 extract_iso.py "<your .iso or 435A07D7 folder>" --out assets --dlc-out dlc
    (python3 comes with Apple's Command Line Tools).
  - macOS: the bundle is Futari.app. The game looks for assets/ (and dlc/)
    next to its executable INSIDE the app: right-click Futari.app -> Show
    Package Contents, and put them in Contents/MacOS/. Logs land there too.
    The app is ad-hoc signed; if macOS refuses to open it, right-click ->
    Open once, or allow it under System Settings -> Privacy & Security.
    Settings are in futari.ini next to the executable, as on Windows.

STEAM DECK / LINUX
  Not this project any more: Linux and Steam Deck players should use
  futari-linux, a native-renderer port of the same game that runs far lighter
  on a handheld:  https://github.com/cerroverb/futari-linux

CONTROLS
  An Xbox controller works out of the box. Keyboard is also enabled (gameplay
  and menus): arrows/WASD = move, Space = A, Shift = B, Enter = Start,
  Tab = Back. Press F4 for the settings overlay to rebind keys or turn keyboard
  mode off. The mouse cursor stays free.
  F11 toggles fullscreen. Alt+Enter does not: Enter is Start, so it presses
  START. F3 opens an empty debug window (no fps).

SETTINGS
  F2 opens the settings screen (renderer, fullscreen, vsync, window size, DLC,
  shaders); Save writes futari.ini, and the renderer and window size apply at
  the next start. Or edit futari.ini (next to the exe) for resolution,
  fullscreen, vsync, upscaler, and log level, then restart. The F4 overlay's
  "Save to config" writes into the same futari.ini, updating those lines in
  place (your comments survive). vsync
  (on by default) locks the game to refresh_rate and presents in step with your
  monitor, so there is no tearing; on a variable refresh rate display you can
  set present_vsync = false in the F4 cvar list to present immediately again
  while the game stays at 60. Saves
  and shader cache default to Documents\futari; set user_data_path / cache_path
  in futari.ini to relocate them (a relative path like "saves" keeps everything
  next to the exe for a portable build).

STATUS
  Boots to title and full menu; all 8 game modes load and mode-switch. Some
  deeper gameplay paths may still hit rare recompiler edge cases - report any
  crash with its logs\ file.
  Known limits of this version:
    - Renut is Vulkan-only (no Direct3D 12 path).
    - The setup screen translates the shaders in one pass; extract_assets.bat
      runs two, with an optimisation for a few pixel shaders. The picture is
      the same either way.

LICENCES
  This build links third-party open-source components (including FFmpeg and
  libmspack under the LGPL-2.1). It also links the Renut renderer (reNut by
  masterspike52, by way of ChanseyIsTheBest's futari-nx and cerroverb's
  futari-linux), which is under the GPL-3.0, so futari.exe and the game-mode
  DLLs are distributed under the GPL-3.0. Their licences, the full GPL-3.0
  text, and the written offers of source are in THIRD-PARTY-NOTICES.txt beside
  this file; the complete source is the GitHub repository above, at this
  version's tag. Neither licence covers the game itself, whose recompiled code
  these files contain: that is why this build is for owners only.

Built with heavy use of AI tooling. Hobby project, no warranty. Cave own all
rights to Mushihimesama Futari.
