Resident Evil Code: Veronica X
3 recomps, 3 ports, and 1 decompilation
Resident Evil - Code: Veronica X
AshfordFamily/recvx-decomp
Decompiles the Code: Veronica X PS2 ELF (MIPS back to C), US release only (SLUS-20184). The engine, gameplay, graphics code, and the CRI ADXT library are decompiled, and the README says the game is now fully decompiled. Contributors must disclose any AI-generated submissions.
Resident Evil - Code: Veronica X (aikatore)
aikatore/recvx-enhanced-port
recvx-enhanced-port: a native Windows and Linux port of the US PS2 release (SLUS-20184), built on AshfordFamily’s recvx-decomp decompilation. The game’s code and its PS2 platform layer are compiled for PC; the console hardware is emulated at its boundaries and the expensive parts move to native code, and the game reads your disc image in place. It has hor+ widescreen up to ultrawide, up to 8x internal resolution, and in-between frames up to your display’s refresh rate with the game logic at 30 fps; two-player online co-op, with a lobby, join codes, item trading, and its own relay server; an optional third-person mode with free aim; modern controls for the fixed cameras; model swaps to play as other characters and creatures; extra enemies, rearranged placements, a randomizer, and an enemy spawner; unlimited saves as separate files; cheats, extended settings, full control rebinding, PCSX2 HD texture packs (none included), and room mods. Releases are pre-releases; 0.6.5 came out on October 21. Its README says most of the code was written by AI coding agents (Claude and, for parts of the map tooling, Codex), directed and reviewed by its author; 280 of its 289 commits list Claude as co-author. The repository also includes the game’s vector unit microprograms, converted into C tables, which it takes from the decompilation.
You needYour own .iso image of the US Resident Evil Code: Veronica X PS2 disc (SLUS-20184). Plus a graphics card with OpenGL 3.3 and Windows 10 or later (the executable is 32-bit) or x86 Linux with glibc 2.34 or newer and the 32-bit OpenGL, X11 or Wayland, and audio libraries.
⑂ Fork of aikatore/recvx-enhanced-port
Resident Evil - Code: Veronica X (camybiohazard)
camybiohazard/Project-Veronica
Project Veronica: a native Windows and Linux port of the US PS2 release (SLUS-20184), forked from aikatore/recvx-enhanced-port and built on AshfordFamily’s recvx-decomp decompilation. The game’s code and its PS2 platform layer are compiled for PC, the console hardware is emulated at its boundaries, and the expensive parts are replaced with native paths. It offers an enhanced renderer (widescreen up to ultrawide, internal resolution up to 8x, and in-between frames while the logic stays at 30 fps), an optional third-person mode, modern controls for the fixed cameras, model swaps for characters and creatures, enemy options with a spawner and a seeded randomizer, individual save files, cheats and debug tools, PCSX2 HD texture packs (none included), and room mods. Version 1.0.3 (October 28) added an ammo counter. It carries 22 commits of its own on top of the original, and 71 of its last 100 commits list Claude as a co-author.
You needYour own disc image (.iso) of Resident Evil Code: Veronica X for PS2, NTSC-U, SLUS-20184. x86 Linux (the game is a 32-bit program and needs glibc 2.34 or newer and the 32-bit OpenGL, X11 or Wayland, and audio libraries) or Windows 10 or later (32-bit executable), with a graphics card with OpenGL 3.3.
Resident Evil - Code: Veronica X (ViolentlyVia)
ViolentlyVia/recvx-pc
A native Windows port of the US PS2 release (SLUS-20184): the C code of the recvx-decomp decompilation is built with MSVC as a regular 32-bit program, and the PS2 hardware and SDK (GS, VU0, the IOP sound driver, memory cards, disc drive) are replaced by a PC platform layer, with no emulator. It includes Biorand++ (cvx-rando.exe), a randomizer based on BioRand that shuffles items, doors, enemies, music, and NPCs and writes the changed files to a mod folder, without touching the game data; it is still in progress. According to its README, the game boots and plays, and testing so far covers the opening (prison, explosion, graveyard), saving and loading, and randomized runs. It has OpenGL 3.3 graphics with 3x internal resolution by default, widescreen, PCSX2 HD texture packs, movies converted once with FFmpeg and optionally upscaled 4x with AI (Real-ESRGAN), ADX music and voices, sound effects with room reverb, fast-forward, and gamepad with vibration. Version 0.9.95 (October 31) is a zip of about 62 MB with the port, the settings app, and the randomizer, with no game data.
You needYour own image (.iso) of Resident Evil Code: Veronica X for PS2, USA, SLUS-20184. The recvx-config app copies the disc’s files to a data folder and converts the movies (it downloads FFmpeg, about 100 MB, and needs about 2.5 GB more once set up); after that the image isn’t needed. Windows. To build it, Visual Studio 2022 with C++, Python 3, and the .NET 10 SDK.
Resident Evil - Code: Veronica X HD (camybiohazard)
camybiohazard/Project-VeronicaX
A static recompilation of the Xbox 360 version with ReXGlue 0.10.0, for Windows and Linux. The tool analyzes the game’s Default.xex and generates C++ on your machine (the generated/default folder is ignored by git and rebuilt on demand). If there is no verified game/ folder next to the executable, the game opens a setup screen that asks for the ISO or a Games on Demand package, checks that its Default.xex is the version this build was recompiled from, and extracts the disc; afterwards it shows a settings screen with fullscreen or windowed mode, window size and internal resolution, and VSync is always on because the game runs too fast without it. The repository doesn’t state how playable it is. The releases are prebuilt executables that contain the game’s recompiled code, with no game data (zips of about 25 MB for Windows and Linux); v0.4.0, “Resolution Scaling”, is from October 31, and there are two others from October 30 and 31. None of its 18 commits lists Claude as a co-author.
You needYour own copy of Resident Evil - Code: Veronica X for Xbox 360, as an ISO or a Games on Demand package (the header file in 43430822/00007000 or any DataNNNN file next to it); its Default.xex must be the version this build was compiled from. 64-bit Windows or x86-64 Linux.
Resident Evil - Code: Veronica X HD (kastieloficial)
kastieloficial/RE-Code-Veronica-PS3-HD-Recomp-PC
An unofficial native Windows port of the PlayStation 3 version (the PSN release), made by static recompilation with ps3recomp: the game’s PowerPC (PPU) and SPU code is translated ahead of time into C and C++. It isn’t an emulator and needs neither the PS3 firmware nor RPCS3. It comes with a launcher in 13 languages that stays open as the options menu during play, resolutions up to 4K, FXAA or SMAA, anisotropic filtering, FSR 1 sharpening, 60 fps by interpolating character and object poses while the game logic stays at 30 Hz, FSR 3.1 frame generation up to 120 fps, and speedrun practice tools: its own SRT, room selection, and saving anywhere. Its author finished the game from start to finish on the test PC, but warns of graphics and lighting glitches and that most testing was done on the Japanese version. The README says the download contains no game data, no game executable, and no code generated from it; still, the release ships a prebuilt executable for each region, in a zip of about 291 MB that we haven’t checked inside. It also links an optional community HD texture pack, hosted on Google Drive. It published 18 releases between October 24 and October 29. It states it was made with the help of Claude and Codex; 52 of its last 100 commits list Claude as a co-author.
You needYour own copy of the PSN version 01.00, as a folder (with PARAM.SFO and USRDIR\EBOOT.BIN): the European (NPEB00553) or US (NPUB30467) release with its .rap license, or the Japanese one (NPJB00135, BIOHAZARD CODE: Veronica Kanzenban), which doesn’t need it. Disc versions and updates don’t work. The PKG is extracted with the project’s own tool or by installing it in RPCS3. Plus 64-bit Windows 10 or 11, a Direct3D 12 graphics card, and the Visual C++ Redistributable (x64).
Resident Evil - Code: Veronica X HD (psxrestore)
psxrestore/VeronicaRecomp
A static recompilation of Resident Evil Code: Veronica for Xbox 360 as a native PC build, made with the ReXGlue SDK. The repository only brings the project’s code (the app, the configuration, and the manifest); the recompiled code is generated at build time from your copy. The README presents it as playable but warns that it is a work in progress with bugs and crashes. It builds on Windows with Visual Studio 2022, CMake, LLVM, and Ninja; the Linux build is listed as untested. It has no published releases. None of its 6 commits lists Claude as a co-author; the latest is from October 1.
You needYour own copy of Resident Evil Code: Veronica for Xbox 360, from which the game files (default.xex and its data) are extracted. You build it yourself: Windows with Visual Studio 2022 (C++ workload), CMake 3.25 or later, LLVM/Clang 20 or later, Ninja, and the ReXGlue SDK.
Installs with
Quiver Launcher · Ports Launcher
Questions
Can you play Resident Evil Code: Veronica X natively on PC?
Yes. The catalog has 3 recomps and 3 ports, and one of them is fully playable.
What do I need to play it?
Your own copy of Resident Evil Code: Veronica X (PS2). Recompendium only links projects that don’t distribute the game, and each entry says which version or region you need.
Which one is the most popular?
Resident Evil - Code: Veronica X (aikatore), with 209 stars on GitHub.