Ace Combat 3: Electrosphere
Game: Ace Combat 3: Electrosphere (PS1, 1999)
A native Windows port of the Japanese PlayStation release, made by statically recompiling the MIPS code to C and linking it against rewritten versions of the Psy-Q libraries the game used, with no CPU emulator underneath; overlays run through an interpreter. The repository contains no game code: the C translation is generated on your machine from your disc when you configure the build. It produces two programs: ac3.exe draws the game in software, pixel for pixel as the console did, and ac3_enhanced.exe adds a Vulkan renderer with a 1–8x resolution scale, 16:9, perspective-correct textures and, in flight, longer draw distance, atmosphere, clouds, ocean, and forest, with a settings menu on F1. It mounts both discs at once, so it never asks for a disc swap, and supports SDL controllers and keyboard. It includes Team NEMO’s English fan translation (v0.9b3), applied in memory without touching your images. There’s a prebuilt release, V0.5 BETA (October 2): some cutscenes look wrong in widescreen and some in-mission videos get covered by terrain and clouds, which turning those options off avoids. It’s by the author of the Ace Combat 6 recompilation.
You needBoth discs of your own Japanese copy of Ace Combat 3: Electrosphere (SLPS-02020 and SLPS-02021), the “Rev 1” revision, as .bin files with 2352-byte sectors and their Redump names. Plus 64-bit Windows and a graphics card with a Vulkan driver. Building it requires Visual Studio 2022 or its Build Tools, LLVM (clang), CMake, Ninja, Python 3, the Vulkan SDK, and SDL3.
- How it gets to PC
- Static recompilation
- Console
- PlayStation
- Architecture
- MIPS
- Author
- sal063
- Original studio
- Namco
- Year
- 1999
- Stars
- 35
- Last activity
- 2026-10-02 · 1 month ago
- Latest version
- V0.5-BETA · 2026-10-02
- Language
- C
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