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Recompiler Beta

cps2recomp

The toolkit used to make native ports of Capcom CPS-2 arcade games (and one CPS-1 game) by static recompilation: it translates the 68000 program, and the sound Z80’s, to C++ and runs it on a machine written for the project, with video, QSound and the game’s cipher. It also provides a training mode and other parts shared by fighting games. It includes no ROMs. Latest release: v1.0.0, October 29. 66 of its last 100 commits list Claude as a co-author.

Type
Recompiler
Consoles
Arcade
Author
tmcleroy
View repository ↗
68000z80static-recompai-assisted

Recompiled with this tool

2

Arcade Playable

Vampire Savior: The Lord of Vampire

tmcleroy/cps2recomp

An unofficial native port of Capcom’s arcade game (CPS-2 board) for Windows, macOS, and Linux (Steam Deck included), by static recompilation: the 68000 program is translated to C++ ahead of time, and the parts its new features touch (the camera, the stages, hit tests, and the fight’s rules; 123 routines so far) were rewritten by hand as readable C++. The board’s video, QSound chip, and sound CPU are the project’s own code, not an emulator. It has a full training mode (hit boxes, frame data with a frame meter, input display, and a dummy that records, replays, and guards), optional 16:9 widescreen showing a third more of the stage, survival, endless battle, and ring-out modes, stage and model viewers, a character color editor that also takes PalMod colors, save states, the board’s operator settings, and a “Pure” mode that plays exactly like the board. It started in its own repository and on October 16 moved into CPS-2 Recomp, the same author’s launcher that gathers their ports of other CPS-2 and CPS-1 games, updates itself, and adds the board’s original timing with its slowdowns, run-ahead, and custom soundtracks; the latest release is 0.4.0-beta.3 (October 19). It’s in beta: the game can be played from start to ending, but it has been tested on few machines. About 150 of its 180 commits list Claude as a co-author.

You needYour own dump of the board as the vsavj ROM set (Japan, 970519) with its key file (vsavj.key), zipped or as a folder; the launcher checks every file and refuses sets from other regions and revisions. Plus 64-bit Windows 10 or 11, macOS 13 or later (Apple silicon or Intel), or x86-64 Linux or SteamOS. A gamepad or six-button stick is recommended.

★ 133 · 2026-10-31 View →
Arcade Experimental

Super Street Fighter II X

andreoka-debug/ssf2xj-recomp

An experimental Windows port of Super Street Fighter II X (Japan, 940223), made with Tommy McLeroy’s cps2recomp toolkit, which provides the static recompilation, the CPS-2 board emulation, the audio, and the interface. The repository holds the port’s own code, the patches to the toolkit, the recompilation entry points, and test movies; build.ps1 recompiles the game on your PC from your ROMs. It offers local play, CRT filters, widescreen fight stages (menus stay 4:3 and some stage edges show artifacts), and a training mode with P2 character selection, health and meter options, input history, damage readouts, hitboxes, frame data, and dummy recording and replay in three slots; there is also an experimental synchronization layer between Windows machines for local tests. Version 0.1.1 preview, from October 19, publishes a 6.7 MB installer with the launcher and the required libraries, no ROMs; we haven’t checked whether it includes already translated game code.

You needYour own ROMs from the ssf2xj.zip (Japan, 940223) and ssf2t.zip sets, zipped as MAME uses them. Windows; the installer doesn’t need MSYS2, but building from source does (MSYS2 UCRT64, CMake, Ninja, Python, and SDL3).

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