recomp-ui
Shared launcher and in-game UI for static recompilation projects. Part of the R.A.I.D. community.
- Type
- Library
- Consoles
- PS1 · SNES / Super Famicom · DS
- Author
- mstan
- Stars
- 20
- Last activity
- 2026-10-17 · today
- License
- MIT
- Language
- C
Recomps on its platforms
36
Castlevania: Symphony of the Night
BlackLabelHQ/SymphonyRecomp
Recompilation of Castlevania: Symphony of the Night (PS1), under active development (version 0.5).
You needA Symphony of the Night disc image (PS1).
Metroid Prime Hunters
mstan/MetroidPrimeHuntersRecomp
Public alpha of the Metroid Prime Hunters recompilation built on ndsrecomp. Not a finished port: expect crashes and rendering and audio issues, and the multiplayer is in early access.
You needYour own Metroid Prime Hunters ROM (Nintendo DS).
Donkey Kong Country
elliotttate/DKC1Recomp
Static recompilation of the original Donkey Kong Country (US version 1.0) on a snesrecomp fork, following the DKC2Recomp template. Unlike most recomps, it didn’t have to discover the code blind: it starts from Yoshifanatic1’s disassembly, which rebuilds the ROM byte for byte, and derives every instruction and jump table from it. It generates 100% of the game’s code, with native Windows and macOS hosts, continuous audio, and an optional 342×224 widescreen mode.
You needYour own Donkey Kong Country ROM (SNES, US version 1.0).
Mega Man X
mstan/MegaManXSNESRecomp
Mega Man X recompiled with snesrecomp. This is the original Super Nintendo Mega Man X, separate from the PlayStation X4, X5, and X6 recomps.
You needYour own Mega Man X ROM (SNES).
MediEvil
BlackLabelHQ/MediEvilRecomp
MediEvilRecomp: a static recompilation of the US PS1 release of MediEvil, made with RecompOne by BlackLabelHQ, the same team behind the Symphony of the Night recomp. It also drew on the game’s decompilation to name functions and write patches. There are Windows, macOS, and Linux builds, which need the .NET 10 runtime. It’s an open beta, and its authors warn of possible game-breaking bugs, so save often.
You needYour own copy of the North American PS1 release, as bin/cue or CHD.
Tekken 3
fabioap-cpu/Tekken3Recomp
Tekken 3 (US version) recompiled with psxrecomp.
You needA Tekken 3 disc image (PS1) and the SCPH1001.BIN BIOS.
Donkey Kong Country 3: Dixie Kong's Double Trouble!
elliotttate/DKC3Recomp
Recompilation of DKC3, built the same way as DKC2Recomp: snesrecomp statically recompiles the code to C from a bank configuration derived from a public disassembly, the shared runtime interprets whatever the analysis can’t prove, and the project’s own host apps run the game on macOS and Windows. Still in bring-up: its author doesn’t yet claim it can be completed.
You needYour own Donkey Kong Country 3 ROM (SNES, North American English/French version, headerless, 4 MiB).
⑂ Fork of Herringway/ebsrc
EarthBound / Mother 2
TheRunaway5/Phase-Distorter
Phase Distorter: a native Linux and Windows port of EarthBound (US) and Mother 2 (Japanese), written in C++20. The 65816 program is translated to C++ from the ebsrc disassembly, keeping the original’s file names and line numbers so every part can be traced back; the game’s assets are imported from your own ROM. It ships 16:9, 21:9, and 32:9 widescreen with expanded scenery, an optional CRT filter, controller support, persistent saves, and a settings window.
You needYour own EarthBound (US, English) or Mother 2 (Japanese) ROM. Neither ROMs nor extracted asset packs are included.
Valkyrie Profile
Ed1z19/ValkyrieRecomp
Static recompilation of tri-Ace’s RPG, built on psxrecomp and recomp-ui. It supports both discs (SLUS-01156 and SLUS-01179), selected from the launcher, optional 16:9 widescreen over the original 4:3, OpenGL or software rendering, and controller and memory card support. Its author calls it a work in progress, in compatibility testing.
You needYour own disc images for both Valkyrie Profile discs (US NTSC-U edition). It uses OpenBIOS through psxrecomp, so you don’t need a console BIOS.
Mega Man X4
mstan/MegaManX4Recomp
Native recompilation of Mega Man X4 (US version, SLUS-00561) with psxrecomp. A preview: it boots, shows the intro and menus, and lets you start playing.
You needA disc image of Mega Man X4 (PS1, US version).
Einhander
strider973/Einhander-Recompiled
Recompilation of Einhander, Square’s shoot ’em up for PlayStation.
You needAn Einhander disc image (PS1) and the SCPH1001.BIN BIOS.
Ape Escape
mstan/ApeEscapeRecomp
Native recompilation of Ape Escape (US version) for PC, made with psxrecomp and shipped with its own launcher. Part of the R.A.I.D. ecosystem.
You needA disc image of Ape Escape (PS1, US version).
Crash Bandicoot 2: Cortex Strikes Back
Zumbo06/Crash2Recomp
The game, translated to native code and run directly on psxrecomp, with no emulation. A launcher takes your disc image, verifies and hashes it, translates the game to C, and compiles it on your own machine (five to twenty minutes the first time). It can be completed from start to finish, with minor sound and graphics issues; its author treats it as a preview.
You needYour own Crash Bandicoot 2 disc image (North American edition, SCUS-94154), as .cue/.bin or .chd. 64-bit Windows 10 or later and about 3 GB of free space during the build. No BIOS needed: OpenBIOS is included.
Street Fighter Alpha 3
TechnicallyComputers/Street-Fighter-Alpha-3-Recomp
Street Fighter Alpha 3 recompiled with psxrecomp. Part of the R.A.I.D. community.
You needA Street Fighter Alpha 3 disc image (PS1) and the SCPH1001.BIN BIOS.
F-Zero
mstan/FZeroSNESRecomp
Native build of the SNES F-Zero. 16:9, 21:9, and 32:9 widescreen, plus a Fit mode; output at 60, 90, 120, 144, 165, 240, or 360 fps; 2x to 10x track rendering, independent of both; display shaders (CRT Soft, LCD Grid, Sharp, Warm Composite, or your own GLSL); save states with thumbnails, rewind, and SDL gamepad support. It optionally takes BS F-Zero Deluxe content and MSU-1 music packs.
You needYour own F-Zero ROM (SNES, US edition). BS F-Zero content and MSU-1 music are optional, and you supply them yourself.
Mega Man X6
mstan/MegaManX6Recomp
Native recompilation of Mega Man X6 (US version) for PC with psxrecomp. It boots from the BIOS and reaches the stages. Part of the R.A.I.D. ecosystem.
You needA disc image of Mega Man X6 (PS1, US version).
Tomba!
mstan/TombaRecomp
Tomba! driven end to end through psxrecomp. It reaches real gameplay (jumping, grabbing, quests), but with audio timing glitches and softlocks.
You needA Tomba! disc image (PS1) and the SCPH1001.BIN BIOS.
Bloody Roar II
novapowers0/BloodyRoar2Recomp
Native Windows and Linux port of Bloody Roar II: the original MIPS code is statically recompiled to C and built into a standalone executable, with no emulator involved. It builds both regional versions (European SLES-01722 and US SCUS-94424) and adds widescreen made from scratch.
You needYour own Bloody Roar II disc (PS1), European or US edition.
Resident Evil 3: Nemesis
BrazilianHobbyist/Project-RE-Visited-RE3
Project RE-Visited: a static recompilation of Resident Evil 3: Nemesis for Windows. The original executable’s MIPS instructions are translated to C and run as native code, with a setup wizard that extracts that executable from your own disc on first run. It adds analog controls with auto-run, interpolation up to 240 fps, stretched 16:9 or original 4:3 display, geometry and texture correction (PGXP), internal resolution up to 4K, and anti-aliasing. It bundles OpenBIOS, so no PlayStation BIOS is needed.
You needYour own image of the US disc (SLUS-00923), as .bin, .cue, or .iso.
Mega Man X5
mstan/MegaManX5Recomp
Native recompilation of Mega Man X5 (US version, SLUS-01334) with psxrecomp, at an early stage.
You needA disc image of Mega Man X5 (PS1, US version).
King's Field
Voicedrew11/verdite2
Verdite2: a PC port of King's Field (US edition SLUS-00158) built on RecompOne. It adds 16:9, 16:10, and 21:9 widescreen with adjusted culling, perspective-correct textures, a fix for vertex wobble, modern twin-stick controls, keyboard and mouse, and an automatic save reload on death. Its author describes it as an AI-driven attempt and calls it playable from start to finish, with occasional issues.
You needYour own King's Field dump (PS1, North American edition SLUS-00158), as .cue/.bin or .chd.
Mega Man X2
mstan/MegaManX2Recomp
Static recompilation of the US edition on snesrecomp, with a pre-boot launcher. Its stated status is honest and narrow: it reaches the intro cutscenes, verified with screenshots through the debug interface (correct background layers, sprites, palettes, and text, and progress between scenes). Broad gameplay coverage and audio verification are still pending.
You needYour own Mega Man X2 ROM (SNES, US version). Dumps with a 512-byte copier header are fine: it’s stripped automatically.
Klonoa: Door to Phantomile
TechnicallyComputers/Klonoa-Door-to-Phantomile
Static recompilation of Namco’s 2.5D platformer, built on psxrecomp and recomp-ui. It runs standalone from the release zip, or it can be managed with RetComM Launcher, by the same author, which automates updates, builds, and the ROM and BIOS setup.
You needYour own Klonoa: Door to Phantomile disc image (US edition). It uses OpenBIOS unless you supply your own SCPH BIOS.
Street Fighter EX Plus Alpha
guimaraf/plusalpha-recomp
Static/hybrid port of Street Fighter EX Plus Alpha, dedicated exclusively to the North American SLUS-00548 edition. The repository holds only source code and configuration; psxrecomp is included as a pinned submodule to keep the build reproducible.
You needYour own Street Fighter EX Plus Alpha disc image (SLUS-00548) and the SCPH-1001 BIOS.
Strider 2
strider973/STRIDER-2-Recompiled
Static recompilation of Strider 2 (SLUS-01163) built on psxrecomp and recomp-ui.
You needA Strider 2 disc image (PS1, SLUS-01163) and the SCPH1001.BIN BIOS.
Street Fighter EX2 Plus
strider973/Street-Fighter-EX2-Plus-Recompiled
Static recompilation of Street Fighter EX2 Plus (SLUS-01105), Arika’s 3D fighter, built on psxrecomp and the recomp-ui front end.
You needYour own Street Fighter EX2 Plus disc image (SLUS-01105, US edition).
Gran Turismo 2
GTTeancum/OpenGTPS1
OpenGTPS1: an experimental Windows x64 port that statically recompiles both US discs: the Simulation disc (SCUS-94488, revision 2) and the Arcade disc (SCUS-94455). It boots through the original game flow, renders menus and videos, supports controllers and memory cards, and can take a purchased and upgraded car through full races, championships, and replays. Its native race renderer is designed so it can be ported to the original Xbox in the future.
You needYour own US Gran Turismo 2 disc images (Simulation, Arcade, or both).
Dead or Alive
3dge7161/Jiggle-or-Physics
Jiggle or Physics: a static recompilation for Windows of the US PS1 release of Dead or Alive. The game’s MIPS executable is translated to C and compiled against the PSXRecomp runtime, which handles graphics, sound, disc access, and controllers. It adds 16:9 presentation, configurable controls, portable memory-card saves, and optional PS1 runtime enhancements. It bundles OpenBIOS, a free BIOS, but the game data comes from your own disc. It’s experimental.
You needYour own disc image of the US release (SLUS-00606). Other regions and revisions haven’t been tested.
Tomba! 2: The Evil Swine Return
mstan/Tomba2Recomp
Native recompilation of Tomba! 2 (US version) with psxrecomp, with 21:9 support and full-frame-rate OpenGL. Part of the R.A.I.D. ecosystem.
You needA disc image of Tomba! 2 (PS1, US version).
Donkey Kong Country 2: Diddy's Kong Quest
mstan/DKC2Recomp
The original DKC2 recomp, a byproduct of developing snesrecomp: the 65816 program is translated to C wherever the analysis can prove an exact entry state (3,475 ahead-of-time variants), and a shared 65816 interpreter covers the rest. Its author calls it an unfinished pre-release. Today the elliotttate fork is the actively developed and more widely used one: it adds a native Apple Silicon macOS build and the option to play as Donkey or Kiddy Kong.
You needYour own Donkey Kong Country 2 ROM (SNES, US version 1.0).
Tsumu Light
mstan/TsumuLightRecomp
Native recompilation of Tsumu Light (Japanese version) with psxrecomp, with an English translation patch. An obscure Japanese title.
You needA disc image of Tsumu Light (PS1, Japanese version).
Mortal Kombat Trilogy
alexbeavs-ps1-ports/mortal-kombat-trilogy-recomp
Static recompilation of the US PS1 release with psxrecomp and the shared recomp-ui launcher, published as a release candidate for Windows, Linux, and macOS. The setup wizard takes your disc and BIOS, generates the code, and builds the game on your PC; on Windows it can download the build tools. Its README doesn’t say how far the game can be played.
You needYour own US disc (SLUS-00330, as a CUE with its files) and a European PS1 BIOS (SCPH-5502 or 5552), identified by its SHA-256. On Linux and macOS you need CMake, Ninja, Python 3, and a C/C++ compiler.
Mortal Kombat 4
alexbeavs-ps1-ports/mortal-kombat-4-recomp
Static recompilation of the US PS1 release with psxrecomp and the recomp-ui launcher, with packages for Windows, Linux, and macOS. The launcher handles the disc image, the BIOS, saves, and building the game on your PC. Its README doesn’t say how far the game can be played.
You needYour own disc of the US release and an SCPH-1001 BIOS dumped from your console: OpenBIOS doesn’t work with this game.
Ridge Racer Revolution
RobGreenUK/Ridge-Racer-Revolution-PS1-Recomp
Recompilation of Ridge Racer Revolution (US edition SLUS-00214) with an enhanced renderer, for now Apple Silicon Macs only and at the preview stage. psxrecomp translates the original boot and racing executables into native code; the original game still drives physics, timing, race logic, audio, and replays. The optional renderer adds higher resolutions, a selectable rendering frame rate, 4:3 and 16:9 output, perspective-correct textures, interpolated camera and model poses, more visible scenery and opponents, and a rear-view mirror. Raising the rendering frame rate doesn’t change the physics tick rate. Its author states they developed it with OpenAI Codex, directing the work and playtesting it themselves.
You needYour own copy of Ridge Racer Revolution (PS1, SLUS-00214) and an Apple Silicon Mac. It has to be built locally: no binaries are published.
Ridge Racer
RobGreenUK/Ridge-Racer-PS1-Recomp
Recompilation of Ridge Racer (US edition SCUS-94300) with its own renderer for Apple Silicon Macs and Windows 11 x64: higher resolutions, 4:3 and 16:9 output, perspective-correct textures, more visible scenery, and interpolated rendering at a frame rate you pick. The original game still drives physics, simulation timing, audio, and replays: raising the render frame rate doesn’t speed up the physics. There are no releases: you build it on your own machine. Its author states they developed it with OpenAI Codex, directing the work and playtesting it themselves.
You needYour own copy of Ridge Racer (PS1, SCUS-94300). It has to be built locally: no binaries are published.
Evil Zone
SrIgorM/Evil_Zone_ps1_PC-
A static recompilation of the PS1’s Evil Zone (Eretzvaju in Japan), Yuke’s fighting game, for Windows x64, built with psxrecomp. Download the release’s “Sem Disco” (no disc) build: it’s the only one that doesn’t include the game, and it asks for your own disc image, which the launcher checks before starting. It uses the free OpenBIOS, so Sony’s BIOS isn’t needed. It plays with keyboard or a gamepad in digital mode. The documentation is in Portuguese.
You needYour own Evil Zone disc image, US version (SLUS-00855), as CUE + BIN (recommended), BIN, IMG, or ISO. Use the “Sem Disco” download.