<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Medal of Honor: European Assault PC Port builds on Emulation King</title><link>https://emulationking.com/microsoft/xbox/games/medalofhonoreuropeanassault/ports/moheuropeanassaultpc/</link><description>New builds of Medal of Honor: European Assault PC Port on Emulation King</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Wed, 04 Nov 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://emulationking.com/microsoft/xbox/games/medalofhonoreuropeanassault/ports/moheuropeanassaultpc/builds.xml" rel="self" type="application/rss+xml"/><item><title>Medal of Honor: European Assault PC Port v0.9.1</title><link>https://emulationking.com/microsoft/xbox/games/medalofhonoreuropeanassault/ports/moheuropeanassaultpc/#download</link><guid isPermaLink="false">https://emulationking.com/microsoft/xbox/games/medalofhonoreuropeanassault/ports/moheuropeanassaultpc/#-0.9.1</guid><pubDate>Wed, 04 Nov 2026 00:00:00 +0000</pubDate><description>&lt;p&gt;for Windows, ReShade Add-on&lt;/p&gt;&#10;&lt;h1&gt;Medal of Honor: European Assault - PC Port 0.9.1-beta&lt;/h1&gt;&#10;&lt;p&gt;Unofficial PC port made by statically recompiling the game (Xbox, USA / NTSC-U). &lt;strong&gt;No game files are included - you need your own copy&lt;/strong&gt; (put &lt;code&gt;DEFAULT.XBE&lt;/code&gt;, the &lt;code&gt;DATA&lt;/code&gt; folder and &lt;code&gt;EAGLRM.O&lt;/code&gt; in the &lt;code&gt;game&lt;/code&gt; folder, then start &lt;code&gt;Launcher.exe&lt;/code&gt;). The port&amp;rsquo;s &lt;strong&gt;source code is now published&lt;/strong&gt; (MIT) in the &lt;code&gt;source&lt;/code&gt; folder of the repository.&lt;/p&gt;&#10;&lt;p&gt;SHA-256 of the zip: &lt;code&gt;66f13ca485b7de9a54b85be491d27b9e563a5b542bb2a71f7a12f8aef3c40a53&lt;/code&gt;&lt;/p&gt;&#10;&#10;&lt;h2&gt;What&amp;rsquo;s new&lt;/h2&gt;&#10;&#10;&lt;h3&gt;Faster — measured, same PC, same settings&lt;/h3&gt;&#10;&lt;p&gt;A/B test of the 0.9.0-beta executable against this one (RTX 4060, 165 Hz cap, same level, same route):&lt;/p&gt;&#10;&lt;table&gt;&#10;&#9;&lt;thead&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;th&gt;&lt;/th&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;th&gt;0.9.0-beta&lt;/th&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;th&gt;0.9.1-beta&lt;/th&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;th&gt;change&lt;/th&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&lt;/thead&gt;&#10;&#9;&lt;tbody&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td&gt;Median frame rate&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td&gt;131 fps&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td&gt;&lt;strong&gt;161 fps&lt;/strong&gt;&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td&gt;+23%&lt;/td&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td&gt;Slowest 10% of the time&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td&gt;89 fps&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td&gt;&lt;strong&gt;145 fps&lt;/strong&gt;&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td&gt;&lt;strong&gt;+63%&lt;/strong&gt;&lt;/td&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td&gt;Median 1% low&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td&gt;94 fps&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td&gt;&lt;strong&gt;107 fps&lt;/strong&gt;&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td&gt;+14%&lt;/td&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&lt;/tbody&gt;&#10;&lt;/table&gt;&#10;&lt;p&gt;In the heaviest places of the author&amp;rsquo;s test (where 0.9.0 dipped to 80–125 fps) the new build stays above 150.&#10;Gains depend on your PC; the busiest scenes gain the most. What changed inside:&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;The whole game code is built with &lt;strong&gt;profile-guided optimisation&lt;/strong&gt;, trained on real play.&lt;/li&gt;&#10;&lt;li&gt;The cached &lt;strong&gt;register and memory base addresses&lt;/strong&gt; are loaded once per function instead of before almost every memory&#10;access, in all 21,741 recompiled functions.&lt;/li&gt;&#10;&lt;li&gt;The &lt;strong&gt;game thread gets priority&lt;/strong&gt; in the emulated CPU lock: a worker no longer holds it for milliseconds (waits fell&#10;from 5–6 ms to under 1 ms per frame).&lt;/li&gt;&#10;&lt;li&gt;Environment-variable lookups answered from a per-thread cache (they were hit on every frame).&lt;/li&gt;&#10;&lt;li&gt;A &lt;strong&gt;hitch watchdog&lt;/strong&gt; and a per-second &lt;code&gt;[FRAMES]&lt;/code&gt; line in &lt;code&gt;play_log.txt&lt;/code&gt; (frame times, lock waits) so a stutter can be&#10;traced from a bug report.&lt;/li&gt;&#10;&lt;li&gt;The developer diagnostics (AI probes, shot and projectile logs, aim measurement) are &lt;strong&gt;compiled out&lt;/strong&gt; of the player&#10;build, so they cannot cost a frame.&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&#10;&lt;h3&gt;Gameplay fixes&lt;/h3&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&lt;strong&gt;Karabiner 98k (and the whole fast-rifle class) now hits what the crosshair is on at 60 fps and above.&lt;/strong&gt; At high&#10;frame rates the game dropped the camera-kick term from the bullet&amp;rsquo;s direction, so the bullet left about 2° too high&#10;and passed over enemies at range, while at 30 fps it was fine. The direction is now the same at every frame rate.&#10;It applies to the player&amp;rsquo;s bullets with a fast muzzle speed (the Karabiner and rifles that share its class), not&#10;to machine guns or pistols. &lt;code&gt;RECOMP_AIM_FIX=0&lt;/code&gt; turns it off.&lt;/li&gt;&#10;&lt;li&gt;&lt;strong&gt;Weapon mods:&lt;/strong&gt; the scanner no longer reads &lt;code&gt;mods\weapons\README.txt&lt;/code&gt; as if it were a weapon file.&lt;/li&gt;&#10;&lt;li&gt;&lt;strong&gt;Grenade timer&lt;/strong&gt; (new, on by default, switchable): a small circle at the side of the screen counts down the seconds&#10;from the moment a grenade&amp;rsquo;s pin is pulled or it is thrown.&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&#10;&lt;h3&gt;New options (in the launcher and in the in-game Recomp Settings, English and Arabic)&lt;/h3&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&lt;strong&gt;Enemy count (heavy, experimental)&lt;/strong&gt; — x2 to x5 times the enemies that spawn points create (reinforcements and&#10;respawns). Takes effect at the next mission load, can cost frames, and can be turned on or off &lt;strong&gt;per difficulty&lt;/strong&gt;&#10;(Recruit, Veteran, Elite, Hero) with four extra switches.&lt;/li&gt;&#10;&lt;li&gt;&lt;strong&gt;Stamina bar&lt;/strong&gt; — a yellow sprint bar above the adrenaline meter that drains while you run; when it is empty you&#10;return to walking speed and it refills after a few seconds. Sprint speed, duration and recovery time are options.&lt;/li&gt;&#10;&lt;li&gt;&lt;strong&gt;Blood colour&lt;/strong&gt; — Original / Crimson (the new default) / Dark red / &lt;strong&gt;Custom&lt;/strong&gt; with Hue, Saturation and Brightness&#10;rows and a colour square. The on-screen splatters keep their own colour.&lt;/li&gt;&#10;&lt;li&gt;&lt;strong&gt;Model detail&lt;/strong&gt; (level of detail for every model by distance): Game (the original) / Higher / Highest. Higher and&#10;Highest draw the better models farther away, so they can cost frames.&lt;/li&gt;&#10;&lt;li&gt;&lt;strong&gt;Replaced textures&lt;/strong&gt; — On/Off &lt;strong&gt;while playing&lt;/strong&gt;, to compare the game&amp;rsquo;s pictures with yours instantly.&lt;/li&gt;&#10;&lt;li&gt;&lt;strong&gt;Dump textures&lt;/strong&gt; is now Off / PNG / &lt;strong&gt;DDS&lt;/strong&gt;. DDS replacements are read by the port itself (uncompressed 24/32-bit&#10;and DXT1/3/5, old or DX10 header).&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;…&lt;/p&gt;&#10;&lt;p&gt;&lt;a href="https://emulationking.com/microsoft/xbox/games/medalofhonoreuropeanassault/ports/moheuropeanassaultpc/#download"&gt;Download it from Emulation King&lt;/a&gt;&lt;/p&gt;</description></item></channel></rss>