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PSXRecomp - Sony PlayStation game static recompiler ecosystem

ToolActive

Tooling used for decompilation and recompilation work.

PSXRecomp - Sony PlayStation game static recompiler ecosystem screenshotLinks, repository & details

About

PSXRecomp is a general-purpose static recompiler for the PlayStation 1. It translates a PS1 disc's MIPS R3000A code to C and compiles it to a native x64 executable linked against a hardware-accurate runtime, and the README says it is not an emulator. Individual games live in their own repositories, including Tomba!, Tomba! 2, Ape Escape, Mega Man X4, X5 and X6, and Tsumu Light, plus a community Xenogears project. It is licensed under PolyForm Noncommercial 1.0.0.

How it differs from the original

Recompiled titles ship as standalone builds with widescreen, mods, live language switching and a launcher. The README also describes optional geometry fixes such as sub-pixel vertex precision and perspective-correct texturing, which are off by default.

Getting started

This repository's release is a standalone BIOS runtime, not a game, so a game is played by taking its own release from the games table. Game projects ask for a game disc image (.cue/.bin, .iso or .chd) and use the bundled OpenBIOS by default; a retail BIOS dump is optional.

Known issues & limitations

  • Vulkan is experimental and falls back to OpenGL if unavailable.
  • Cycle and IRQ timing accuracy, renderer parity, and full overlay coverage remain active work.

What you need to run it

Original game files required. The project ships code only; you provide your own copy of the game (PlayStation version).

Features

  • Supported game releases can include widescreen, mods, live language switching, and a launcher.
  • Translations can be switched live, using editable language tables and a launcher language picker.
  • The runtime has OpenGL, experimental Vulkan, and software renderer options.
  • Optional geometry correction and perspective-correct texturing are available; geometry correction needs supersampling of at least 2.
  • Keyboard and Xbox-style controller input work out of the box.

How to install

  1. Get the game's release from the Games table; this framework's release is a standalone BIOS runtime, not a game.
  2. For a game project, on first run select the game disc image; the launcher uses OpenBIOS automatically.
  3. If desired, select your own verified retail BIOS dump in the launcher's optional BIOS row; clear the selection to return to OpenBIOS.

Controls

  • The default fullscreen toggle is F11, Alt+Enter, or Cmd+F.

Summarised from the project's README.

Media

Additional notes

Coverage status
A majority of a supported game runs as recompiled native code but not yet 100%; code streamed from disc as overlays falls back to a small interpreter until it is captured and compiled.
Build platforms
The framework builds on Windows, macOS and Linux.
User supplied data
Game assets and disc data are supplied by the user from their own collection, and the project does not distribute retail BIOS images or game discs.

FAQ

What is PSXRecomp - Sony PlayStation game static recompiler ecosystem?
PSXRecomp - Sony PlayStation game static recompiler ecosystem is an open-source tool. Tooling used for decompilation and recompilation work. The original game ran on PlayStation.
Do I need the original game files to run PSXRecomp - Sony PlayStation game static recompiler ecosystem?
Yes. The project does not include the original game's assets, so you need your own copy.
How is PSXRecomp - Sony PlayStation game static recompiler ecosystem licensed?
Matthew Stanley: PolyForm Noncommercial 1.0.0 (project); project: MIT (OpenBIOS image). The repository itself is the authoritative source.
Which PlayStation BIOS does it use?
Builds support bundled OpenBIOS by default; a compatible retail BIOS can be selected instead, so a BIOS dump is usually not needed.
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