Compatibility & roadmap

Current F0–F5 engineering status in v0.3.0, what works in-game on 1.0.0 and 3.2.0, and what remains on the roadmap to full playability.

  • Lifted functions: 180,061
  • NVN 2 calls: 700
  • First-scene shaders: 4,820
  • Roadmap: Issue #10
Stepped limestone tiers of the Temple of the Inscriptions surrounded by dense jungle canopy at Palenque
Stepped stone tiers and jungle canopy at Palenque
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Six-phase engineering roadmap (v0.3.0)

Tracked in README.md, docs/bananza-plan.md and Roadmap Issue #10:

PhaseStateUpstream Milestone Details
F0 CPUCompletemain and sdk (180,061 functions) lift with zero unsupported instructions. ARMv8.3 pointer authentication and LDAPR added; differential tests against Unicorn pass; Switch 2 guest ticks run at 31.25 MHz (#25).
F1 OSCompleteBoots on TotK Recomp’s Horizon host adapted for Switch 2 differences: RomFS reader, save data, stereo audio (20s left-channel bug fixed in v0.2.0), and SDL3 controller input.
F2 NVN 2Complete700 NVN 2 entry points answered and the main game loop runs. 51 new Switch 2 command-buffer calls (mesh shaders, VRS, DLSS, push constants) are accepted; deferred push constants and mode calls are recorded (#6, #15).
F3 ShadersCompleteAll 4,820 Ampere shader stages of the first 3D scene pass through Eglantine’s Ampere-to-Maxwell lowering and TotK Recomp’s SPIR-V translator (including 1D image atomics, packed halves, and portable geometry passthrough).
F4 VulkanCompleteTitle screen, mode select, VP9 guide movies, and the tutorial cave 3D scene render with ASTC GPU compute decoding (#38), HDR10 (#150) and temporal DLSS.
F5 PlayableIn progressPlays through the tutorial, cutscene and first stage (Ingot Isle Cave-In, Lagoon Layer, Hilltop Layer, sublayer 200+). Open: black destructible terrain geometry stage (#45), NVIDIA light-quad skip (#9, #62), AMD device-lost faults (#3, #204), and open-area replay optimization.

Subsystem & hardware compatibility matrix

Subsystem / PlatformStatusTechnical Notes
Base 1.0.0 & Update 3.2.0 (v458752)SupportedBoth build from .nup or ExeFS/RomFS. 3.2.0 supports temporal DLSS, native HDR10, 4K render targets (#152) and smash radial-blur release (#159).
NVIDIA GeForce RTX GPUs (Windows & Linux)Primary targetVerified on RTX 5060 Ti, RTX 4090, RTX 3070 Ti Laptop and RTX 3070. Includes #9 light-quad skip and #75 tutorial cutscene workaround on by default.
AMD Radeon GPUs (Windows Adrenalin & Linux RADV)ExperimentalMap cyan wedges (#125) and bloom NaN bands (#132) fixed; RX 6700 reached sublayer 200 (#207), RX 9070 XT tested in hills (#211), but RX 6600 / RX 5600 XT / RX 580 still hit device-lost faults (#193, #198, #204, #206).
4K, Ultrawide (21:9 / 32:9) & HDR10Added in v0.3.0Dynamic render-target pool (#152), 3840x1600 & 5120x2160 presets (#168), and native Bananza HDR10 via DKB_HDR_NATIVE=1 (#150).
Add-on content (DLC) readerExperimentalaoc-<n> folder reader verified against synthetic and real packs (v0.2.0), but in-game DLC activation is still under investigation (#183).
macOS ARM64 (Apple Silicon)PreviewBuilds and reaches mode select via MoltenVK; host graphics routed through GfxBackend (#179) for an upcoming native Metal backend (#151).
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How the static recompilation pipeline works

DKB Recomp splits work between an offline build phase on your PC and a native runtime phase (docs/architecture.md and docs/bananza-shaders.md):

  1. Offline at build time: Your dumped main and sdk ARM64 binaries pass through the lifter (recomp/gen.py) to emit C source code, which Clang compiles into a native executable (dkb.exe or dkb).
  2. Runtime OS & NVN 2: The native executable talks directly to the Horizon host (threads, RomFS files, audio, SDL3 input) and the NVN 2 frontend (runtime/nvn_*), which records commands for the Vulkan backend (or GfxBackend).
  3. Shader lowering pipeline: Switch 2 Ampere shaders pass through Eglantine lowering (Ampere → Maxwell, runtime/third_party/eglantine/) and the Translator (tools/xlate) into standard SPIR-V modules consumed by Vulkan.

DKB Recomp recommends a gamepad on Windows, Linux and macOS via its SDL3 Horizon host, with dedicated Controller and Mouse & Keyboard settings tabs plus Bananza action descriptions. These controllers pair cleanly on PC:

ControllerBest For in DKB RecompHardware AdvantageLink
GameSir Cyclone 2Tunnel punching & 3D camera controlTMR sticks, Hall linear/microswitch triggers, 1000 Hz wireless dongleView on Amazon
8BitDo Ultimate 2 WirelessDesktop Windows & Linux setupZero-drift TMR sticks, charging dock, Switch/XInput mode switchView on Amazon
Sony DualSenseLow-latency USB & SDL3 promptsResponsive face buttons, crisp D-pad, native SDL3 HID supportView on Amazon
Xbox Wireless ControllerPlug-and-play Windows 10/11Native Windows XInput & Linux xpadneo pairing with zero setupView on Amazon

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Desktop gaming PC workstation with dual monitors and tempered glass chassis
Windows x64 desktop workstation for Vulkan 1.3 and DLSS
Macro view of a handheld mainboard PCB and multi-core GPU silicon package
GPU silicon pipeline (Ampere to Maxwell to SPIR-V)
Open Apple laptop in three-quarter side profile on a studio background
macOS ARM64 preview target (MoltenVK and GfxBackend)

Common questions

Why is the destructible terrain black or missing in some paths?

Donkey Kong Bananza relies on NVN 2 geometry shader stages and unrecorded command-buffer calls for destructible terrain (#6, #45). Ordinary and portable geometry shader translation sits behind experimental contracts (#49–#58), and Metal on macOS lacks geometry shaders until a vertex-stage replacement is finished.

How far have testers played in the current build?

On an RTX 5060 Ti, a hand-played run completed the title screen, tutorial cave, cutscene and first stage (Ingot Isle Cave-In), while community testers have reached the Lagoon Layer, Hilltop Layer (#126, #209, #211), Sublayer 200 (#194, #207), the racing level (#183), and Glacier / Snow World Layer 500 (#196, #197).