A general-purpose static recompiler for the PlayStation 1. It turns a PS1 disc into a native executable — MIPS R3000A translated to C, compiled to x64, linked against a hardware-accurate runtime. Not an emulator: the game becomes a program your CPU runs directly.
Titles brought up on it ship as standalone builds with widescreen, mods, live language switching and a launcher. They can run on either the bundled, open-source OpenBIOS or a compatible retail BIOS supplied by the player; OpenBIOS is the default, so a retail BIOS dump is not normally required. The framework is general-purpose: bringing up a new game is a matter of configuration and reverse engineering, not new engine work.
![]() Tomba! |
![]() Tomba! 2 |
![]() Ape Escape |
![]() Mega Man X4 |
![]() Mega Man X5 |
![]() Mega Man X6 |
Background on the original prototype: I Built a PS1 Static Recompiler With No Prior Experience (and Claude Code)
Each game is its own repository that pins a framework commit as a submodule and ships its own playable release with an in-app launcher. Validation and feature coverage continue to improve per title.
| Game | Repository | Latest build | Notes |
|---|---|---|---|
| Tomba! | TombaRecomp | releases | Widescreen, supersampling, save/load, mod packages. |
| Tomba! 2 | Tomba2Recomp | releases | Multi-track disc support; adaptive widescreen through 21:9. |
| Ape Escape | ApeEscapeRecomp | releases | Widescreen to 21:9, memory-card save/load, dual-analog. |
| Mega Man X4 | MegaManX4Recomp | releases | Playable; 2D widescreen. |
| Mega Man X5 | MegaManX5Recomp | releases | Playable; 2D widescreen. |
| Mega Man X6 | MegaManX6Recomp | releases | Playable; stages, controller, save/load; 2D widescreen to 21:9. |
| Tsumu Light | TsumuLightRecomp | releases | Japanese-only title (SLPS-02253); first consumer of live language switching. |
| Xenogears — community | OpokXeno/xenogears-recomp | — | Independent project by @OpokXeno, who also contributed widescreen cull-site work upstream. |
Each game repo carries its own build/run instructions, keyboard/controller mappings, and per-game settings. This repository builds the framework and a standalone BIOS runtime supporting OpenBIOS and a compatible retail BIOS — see Release Package below.
Bringing up a title of your own? Start with
CONTRIBUTING.md and open an issue — community projects are
listed here alongside the rest.
PSXRecomp translates PS1 MIPS binaries into C, then compiles that C as a
native executable linked against a PS1 hardware runtime. The v4 architecture
links two recompiled low-level BIOS backends: the bundled OpenBIOS and a
compatible retail BIOS (currently SCPH1001.BIN). Whichever one the player
selects runs as the kernel; that low-level (LLE) recompiled BIOS is the
foundation and the correctness oracle. Everything is architected LLE-first:
accuracy comes first, and convenience is layered on top, opt-in, never
underneath.
Three things sit on that foundation:
- An optional HLE tier. A high-level BIOS layer can be laid over the
selected recompiled kernel — OpenBIOS or retail BIOS — to skip the boot
sequence and service a few BIOS calls directly. It is a player-facing
convenience and optimization, enabled by default but fully opt-out
(
[runtime] bios_hle = false). Anything it doesn't implement falls straight through to the selected recompiled BIOS, so the LLE path stays load-bearing and remains the oracle every accuracy check runs against. The boot-skip half works on both linked BIOS backends — the bundled OpenBIOS and a player's retail BIOS dump reach the game the same way — while the kernel-call half is enabled per image and says so at startup when it isn't. - Capture-and-compile for overlays. PS1 games stream code off the disc at
runtime (overlays) that no ahead-of-time recompiler can see. PSXRecomp
captures each overlay the moment it loads and recompiles it to native code,
cached and reused forever after (
static → gcc → tccbackend). - A general-purpose interpreter — as a transient safety net, not a fixture. Anything not yet native (a freshly streamed overlay, RAM-installed code) runs in a small MIPS interpreter so the machine is always correct. But the interpreter is explicitly meant to be compiled away: the same capture feeds the TCC-backed sharding pipeline, which turns interpreted code into cached native shards in the background. The more a game runs, the less the interpreter is doing — the goal state is an idle interpreter and 100% native execution.
PSXRecomp is a framework. Game-specific projects live in their own repositories and link this one in as a git submodule to build a game binary.
New here? The fastest way in:
docs/EXECUTION_MODEL.md (how a game actually
runs — static / native-overlay / interpreter), then
docs/ARCHITECTURE.md,
docs/BUILDING.md,
docs/MOD_PACKAGES.md (versioned runtime mods),
CONTRIBUTING.md.
Builds support two recompiled BIOS backends: OpenBIOS and a compatible
retail BIOS. OpenBIOS is a free, open-source PlayStation BIOS from the
PCSX-Redux project that we're
allowed to distribute. It is bundled and runs by default, so you usually do not
need to provide a BIOS dump. Bring a game disc image (.cue/.bin, .iso, or
MAME-compatible .chd) and play.
If you'd rather use a retail BIOS, pick your dumped SCPH1001.BIN in
settings and it will be used instead. Clear that choice to return to OpenBIOS.
Two things worth knowing:
- The retail BIOS has to be the exact image linked into the build, so a different dump can't be swapped in. If yours doesn't match, the game says which one it expects, and you can carry on with OpenBIOS.
- Save files work either way. Memory cards are shared. Savestates are not: one made with OpenBIOS won't load under the retail BIOS, or the other way round, so the game won't let you mix them.
Titles with a verified OpenBIOS incompatibility require the compatible retail BIOS instead and say so up front.
Developers: see
docs/BIOS_SELECTION.mdfor the[runtime] openbiossetting and the selection rules.
Not a stretch and not a crop — a genuinely wider field of view, computed at recompile time by widening the game's own projection and culling maths. 4:3 output stays byte-identical when widescreen is off.
This is framework tooling, not a per-game bolt-on. Any project built on
PSXRecomp can enable it from a [widescreen] block in its game.toml — the
generic cull-widening, FOV and aspect machinery lives here, and bringing up a
new title is a matter of locating that game's cull sites rather than writing new
rendering code.
It works on both 3D and 2D engines. 2D is the harder case: a sprite engine has no camera to widen, so the background tile ring, streamer and packet budget all have to be widened in step with the renderer.
![]() |
| Mega Man X6 — 16:9. A 2D sprite engine widened: more stage either side, no stretching. |
![]() |
| Ape Escape — 21:9. A wider 3D frustum, not a zoomed one. |
![]() |
| Tomba! 2 — adaptive. The view tracks the window, up to an ultrawide cap. |
See WIDESCREEN.md for the per-game configuration.
Mods are versioned packages, not patched discs. A .psxmod is an
installation, provenance and trust boundary; each package contributes any number
of independently toggleable features, and enabling one never silently
reconfigures another.
Crucially, your disc image is never rewritten. The player selects a verified stock BIN/CUE, and resolution produces guarded native operations and sparse disc overlays over that image — so the original stays intact and a mod can be turned off as easily as it was turned on.
Start with a source directory containing a manifest and, when needed, payload files:
my-mod/
├── manifest.toml
├── README.txt
└── assets/
└── replacement.bin
A minimal guarded executable patch looks like this:
format_version = 1
id = "example.quick-start"
version = "1.0.0"
name = "Quick-start example"
author = "Your name"
description = "One independently toggleable gameplay change."
resolver = "declarative"
save_compatibility = "shared"
[[target]]
game_id = "SLUS-00000"
# Replace this with the SHA-256 of the exact supported stock disc image.
disc_sha256 = "0000000000000000000000000000000000000000000000000000000000000000"
[[feature]]
id = "quick-start"
name = "Quick Start"
description = "Skips the game's startup delay."
group = "Gameplay"
default_enabled = false
[[patch]]
feature = "quick-start"
target = "main_exe"
address = 0x80041234
expected = "2a 00 02 24"
replace = "00 00 02 24"main_exe addresses are PSX guest virtual addresses. The complete expected
bytes are checked after the BIOS loads the executable and before any write is
made, so a package fails closed on the wrong revision. For disc changes use
disc_raw or disc_user; for a larger asset use a file-backed [[overlay]]
with payload and expected-range SHA-256 hashes.
From a PSXRecomp checkout, pack the directory into a deterministic archive:
python tools/psxmod_pack.py my-mod my-mod-1.0.0.psxmodInstall the resulting .psxmod through the launcher's Mods manager. A game can
also ship reviewed, default-disabled packages by placing unpacked sources at
mods/preloaded/packages/<package-id>/<version>/ and copying
mods/preloaded beside the game executable as mods; see Tomba's build wiring
below.
Choose the narrowest mechanism that describes the change:
| Change | Package mechanism |
|---|---|
| Fixed code or data bytes | Guarded [[patch]] on main_exe, disc_raw, or disc_user |
| A player-selectable boolean, choice, or number | Feature-local [[option]] plus when, replace_from, sparse fields, or when_integer |
| Artwork, script, audio, or another large disc asset | Hashed file-backed [[overlay]]; do not rebuild the player's stock image |
| Host setting or live game behavior | Trusted static [[plugin]], compiled into the game and selected by a stable id |
| Several features composing one shared table, bitfield, routine, or allocation | Game-owned resolver = "builtin:<id>", only when declarative operations cannot express the composition |
Format versions 2–4 add bounded integers, ordered constraints, linked MIPS
LUI/ORI values, sparse owned fields, and integer predicates. Format 5 adds
trusted static plugins. The full schemas and resolution rules are in
docs/MOD_PACKAGES.md.
The enabled feature set is resolved before boot. Changing it may require a relaunch, but never asks the player to patch a disc or compile the game.
A .psxmod never supplies or loads native code. If a feature needs a per-VBlank
callback or must configure a host-side facility, the game registers an
implementation that is already linked into its executable:
#include "mod_plugins.h"
static void example_vblank(void) {
if (psx_mod_game_started())
psx_mod_write_byte(0x1F8001B4u, 1u);
}
PSX_MOD_CONSTRUCTOR(register_example_mod) {
(void)psx_mod_register_vblank_plugin(
"example.quick-start", example_vblank);
}The manifest activates it with:
format_version = 5
[[plugin]]
feature = "quick-start"
id = "example.quick-start"Activation callbacks are for one-time pre-renderer configuration; VBlank
callbacks are deterministic guest-time work. Plugins receive only the narrow
services in
runtime/include/mod_plugins.h, can read
validated feature options, and are selected by registry id—not by a library
path or symbol supplied by an archive. Prefer ordinary patches and overlays
whenever they are enough.
Large legacy mod suites should be converted feature by feature:
- Pin the exact clean disc revision and keep the original patcher or patched output as a byte-for-byte test oracle, not as the runtime payload.
- Split its UI into independent features and typed, feature-local options. Enabling one feature must not silently select another.
- Map each owned change back to the stock image: executable writes become
guarded
main_exepatches, small disc writes become guarded disc patches, and large assets become content-addressed overlays. - Use sparse fields when features own adjacent bytes in one record. Introduce a trusted built-in resolver only when independent selections must synthesize one shared semantic object.
- Test every feature alone, representative combinations, all-off identity, wrong-revision rejection, collision diagnostics, and byte parity with the oracle. Record authorship and redistribution permission for every imported asset.
Do not ship a prepatched disc or use the legacy derived_disc/VCDIFF path for
new packages. It remains conversion scaffolding only.
- Tomba's merged catalog is the compact starting point. Its trusted plugins show activation callbacks, guest-VBlank behavior, launcher options, display features, controller policy, and skip-FMV behavior; its CMake file shows how to compile the plugin sources and preload the package catalog.
- Mega Man X6's unmerged Tweaks package branch
is the large conversion example. The
package generators
preserve patcher parity while producing guarded stock-targeted operations and
content-addressed assets; the
trusted resolvers
demonstrate deterministic composition of shared records and injected code.
The earlier
feature/mmx6-tweaksbranch records the patcher-parity and write-classification work that feeds this conversion; its patched-disc/pre-bake experiments are history, not the recommended package delivery model. Both branches are review material rather than a released compatibility promise.
A general localization layer captures the game's own strings out of memory and substitutes translated bytes as it runs. Any source language to any target — the mechanism has no built-in notion of a "default" language, so a Japanese-only release can be played in English just as readily as an English one can be played in another language.
Switching is live. Tables are human-editable TOML under translations/, one
column per language, hot-reloaded while the game is running — and the launcher
carries a language picker. A translator can edit a line and see it in-game
without rebuilding anything.
The hard part is glyphs, not strings. Substituted text is drawn through the game's own glyph routine with per-character proportional advances calibrated by measuring the real ink width of each glyph tile in VRAM, plus auto-fit condensing so longer translations still fit a box sized for the original. That means no engine changes and no regeneration to add a language.
See docs/STRING_TRANSLATION.md; Tsumu Light
(SLPS-02253) is the first title using it.
| Backend | Status |
|---|---|
| OpenGL | Default. GPU-authoritative VRAM/FBO renderer; moves rasterization and supersampling onto the GPU. |
| Vulkan | Experimental. Built when the SDK is present, opt-in at runtime; falls back to OpenGL if unavailable. |
| Software | CPU rasterizer — the reference look, and the most portable fallback. |
PSXRecomp takes a PlayStation disc image and creates a recompilation project that supports the bundled OpenBIOS and a compatible retail BIOS. The CLI asks for a retail BIOS dump so it can generate that backend alongside OpenBIOS.
- Download
psxrecomp-cli-windows-x86_64.zipfrom Releases. - Extract the whole zip to a folder. Keep its contents together.
- Open PowerShell in that folder and run:
.\psxrecomp.exe build `
--disc "C:\Games\My Game\game.cue" `
--bios "C:\BIOS\SCPH1001.BIN" `
--output "C:\Projects\MyGameRecomp"Use the .cue file when a game has one, and keep its .bin track files beside
it. Single-file .bin and .iso images are also accepted.
The output folder contains:
- generated C source for the game and compatible retail BIOS, with the bundled OpenBIOS backend supplied by the framework;
game.toml, which you can edit for game-specific settings;CMakeLists.txtand build scripts; and- a local copy of the PSXRecomp runtime source needed by the project.
The downloaded CLI is self-contained. You do not need to install Python or build this repository to generate a project.
Install CMake, Ninja, and a C/C++ compiler. The build fetches its integrity- pinned SDL3 release automatically. Then run:
powershell -ExecutionPolicy Bypass -File "C:\Projects\MyGameRecomp\build.ps1"The generated project also includes a shell build script for macOS and Linux:
sh /path/to/MyGameRecomp/build.shThe ready-made CLI release is currently for 64-bit Windows. You can build the CLI from source on another operating system using the instructions below.
The generated project is a practical starting point, not a promise that every game works without game-specific fixes. PSX games can load extra code and use hardware in ways that require additional configuration or development.
Use only disc and retail BIOS files you obtained legally. PSXRecomp does not include those copyrighted files; it includes only the redistributable OpenBIOS image. Generated game and retail BIOS source is derived from your files, so do not redistribute it.
You need Git, Python 3, CMake, Ninja, and a C++20 compiler.
git clone --recurse-submodules https://github.com/mstan/psxrecomp.git
cd psxrecomp
python tools/build_cli.py releaseThe ready-to-use CLI archive is written to dist/. To package debug binaries
instead, run python tools/build_cli.py debug.
On Linux/macOS source checkouts, the same development setup can be driven by:
sh tools/setup_dev.shThat script builds the CLI/recompiler tools and, when the OpenBIOS and retail
BIOS generated sources are available, the standalone BIOS runtime. Game
projects should still be generated with psxrecomp build and built from their
generated build.sh.
Where the project is headed. Development so far has been breadth-first: bring up varied games as playable public builds and prove that the framework generalizes. With that foundation established, the project is now focused on a depth / optimization phase: pushing each game toward 100% static coverage, tightening timing accuracy, driving load times toward zero, and hardening the renderer and audio paths. Expect existing projects to get faster and more accurate from here.
This repository's release is a standalone BIOS runtime, not a game. It can boot either the bundled OpenBIOS or a compatible retail BIOS for memory-card management; to play a title, grab its release from the Games table.
- Download
PSXRecomp-v*-windows-x64.zipfrom Releases. - Extract it and run
PSXRecomp.exe. - It boots on the bundled OpenBIOS. To use your compatible retail BIOS dump instead, pick it in settings.
The package includes bios/openbios.bin and its MIT notice at
bios/OpenBIOS.LICENSE, but no retail PS1 BIOS, game disc image, generated game
code, or save data. If you choose a retail BIOS, that path is remembered next to
the executable as bios.cfg; clear the choice (or delete that file) to go back
to OpenBIOS.
The game recomp projects use the same runtime picker contract but ship a Dear ImGui launcher: on first run it asks for the game disc image and uses OpenBIOS automatically. The optional retail BIOS row lets you select your own verified dump or clear that choice to return to OpenBIOS. The launcher also configures video, controls, and per-game settings. Keyboard/controller mappings live in each game's repo and launcher, not here.
The goal is simple and absolute: a PS1 game should run as native code, not be emulated. Every MIPS instruction the game executes should ideally have been translated to C and compiled ahead of time. No interpreter on the hot path, no HLE shims, no "good enough" approximation of the hardware — the selected recompiled BIOS, OpenBIOS or retail BIOS, is the kernel, and the recompiled game is the game.
PS1 games make that goal hard in one specific way: overlays. Games stream code off the disc into RAM at runtime and execute it, then overwrite it with the next overlay. That code does not exist in the executable at build time, so a pure ahead-of-time recompiler cannot see it. This is the frontier the project is working through. Today a majority of a supported game runs as statically recompiled native code, but not yet 100%.
How we close the gap, without ever compromising correctness:
- Static first. The main executable and both supported BIOS backends — OpenBIOS and retail BIOS — are fully recompiled ahead of time. This is the bulk of execution and it is always native.
- Capture → compile → cache for overlays. As the game runs, overlays are captured the moment they load. Offline, each is recompiled to a native DLL keyed by its content, cached, and on later runs loaded and dispatched as native code before any fallback. Coverage grows as the game is played: every overlay someone reaches becomes native for everyone after.
- Interpreter failover — only for code that isn't static yet. A small MIPS interpreter runs runtime-installed code (overlays/dirty RAM) that hasn't been captured-and-compiled. It is a safety net and a coverage feeder, never a substitute for recompiling static code, and never on the selected BIOS (OpenBIOS or retail BIOS) or main-EXE path.
- Precision over recall. A piece of code we haven't compiled safely falls back to the interpreter and gets captured for next time — under-coverage self-heals. A piece we compile wrong would corrupt the machine, so the system biases hard toward correctness: native code is only dispatched when its source RAM is provably unchanged, and a registration is revoked the instant the RAM it was compiled from is overwritten.
Two honest bounds. The worst case is always performance, never correctness — anything not yet native simply runs interpreted, correctly.
Known corner case — genuinely self-modifying / per-load-relocated code. Some code is rewritten or relocated to different bytes on every load, so it is not static by definition and cannot be recompiled ahead of time into a single correct translation. This code remains interpreted — permanently, as far as the current design is concerned, and that is an accepted, correct outcome (the interpreter runs it faithfully; only speed is lost). It is a narrow corner, not a wall. We may someday aim to cover it — e.g. by detecting the relocation/patch pattern and baking it in at compile time (keyed by relocation parameters), or by compiling at load time — but we make no promise, and the project is fully correct without it.
The aspiration is 100% static coverage — every reachable instruction native, the interpreter idle. The capture-and-recompile loop converges toward it the more a game is played; this branch is where that machinery is being built.
The LLE recompiled BIOS — either bundled OpenBIOS or the compatible retail backend — boots and hands off to the game across supported projects. Games run as majority-native code, with the capture-and-compile pipeline filling overlays as they're reached. The breadth-first push is essentially done; work now is depth and optimization.
Core subsystems, framework-wide:
| Subsystem | State |
|---|---|
| BIOS recompilation (OpenBIOS + compatible retail BIOS) | Both boot to the shell and hand off to the game; the selected LLE backend is the correctness oracle |
| HLE BIOS tier | Optional boot-skip + service layer over the selected recompiled BIOS (OpenBIOS or retail BIOS); default on, opt-out |
| Game EXE recompilation | Title/menus/save-load/gameplay reached across supported projects |
| Overlay capture → compile → cache | static → gcc → tcc; coverage grows as a game is played |
| Interpreter failover | Correctness net for not-yet-native code; being compiled away by sharding |
| CD-ROM / MDEC / XA | FMVs stream and play; XA/CDDA timing stays authentic |
| Memory cards | Save and load supported across game projects |
| SIO0 controllers | Digital pad + DualShock config; per-game analog/digital selection |
| GPU | Software + OpenGL + Vulkan backends; widescreen FOV/HUD work per game |
| SPU | Working; reverb/noise/sweep and exact SPU-IRQ accuracy still being tightened |
| Interrupts, COP0, timers, GTE | Working; cycle-accuracy foundation is an active depth-phase focus |
Validation scope varies by game — see the Games table and each project's release notes for current coverage.
Open depth-phase fronts: cycle/IRQ-phase timing accuracy, load-time-toward-zero (data sharding), renderer parity between the software/GL/Vulkan backends, and driving overlay coverage the last mile to 100% static.
Running this repository's standalone BIOS runtime without a game is useful for memory-card management under OpenBIOS or a compatible retail BIOS; to build and play a title, use its game repo from the Games table.
Builds natively on Windows (MSVC/MinGW), macOS (Apple Silicon & Intel),
and Linux. The selected BIOS backend — OpenBIOS or retail BIOS — uses host
fibers for its thread scheduler: Win32 Fibers on Windows and ucontext on POSIX
(runtime/src/psx_fiber.c). This keeps the selected recompiled backend's
cooperative thread switching, especially the CD-boot handoff, consistent on
every platform.
Requirements at a glance (full details, dependency table, and per-platform
prerequisites in docs/BUILDING.md):
- A C/C++ toolchain: MSVC or MinGW/MSYS2 (Windows), Apple Clang (macOS),
Clang/GCC (Linux). CMake 3.20+; on macOS/Linux also
ninjaandpkg-config. - SDL3 3.4+ (a system package when available, otherwise fetched automatically). SDL2 is available only as an explicit build fallback.
- A retail PS1 BIOS is optional — builds use the bundled OpenBIOS by
default. Supply a legally obtained
SCPH1001.BINdump only if you want to select the retail BIOS instead (see Which PlayStation BIOS does it use?). - For game projects, a legally obtained game disc/EXE dump. Not included.
Every runtime and game configure uses SDL3 unless you explicitly append
-DPSX_SDL_BACKEND=SDL2 to its CMake command. CMake prints the selected backend
during configuration; it never silently falls back from SDL3 to SDL2.
Build the framework (recompiler tool + standalone BIOS runtime with OpenBIOS and retail BIOS support):
git clone --recurse-submodules https://github.com/mstan/psxrecomp.git && cd psxrecomp
cmake -S recompiler -B recompiler/build -G Ninja -DCMAKE_BUILD_TYPE=Release && cmake --build recompiler/build
cmake -S runtime -B runtime/build -G Ninja -DCMAKE_BUILD_TYPE=Release -DPSX_RECOMP_UI=OFF && cmake --build runtime/build --target psx-runtimeOn Windows swap -G Ninja for your generator if you prefer (e.g.
-G "Unix Makefiles"); always keep an explicit -DCMAKE_BUILD_TYPE so the
generated C is optimized. Game projects generate their own
generated/<serial>_*.c files and link this runtime through CMake — see
docs/BUILDING.md.
Keyboard and Xbox-style controller input work out of the box; the default fullscreen toggle is F11 / Alt+Enter / Cmd+F. Full button maps, controller configuration, and rebinding live in each game's repo and in-app launcher — they're game-facing, not part of the framework. The standalone framework runtime accepts keyboard input for navigating the selected OpenBIOS or retail BIOS shell and memory-card tools.
The recompiler emits C functions and dispatch tables for game code and both BIOS backends: bundled OpenBIOS and a compatible retail BIOS. The runtime loads the selected BIOS and game assets into emulated PS1 memory, links the generated C as native code, and simulates hardware through MMIO handlers for GPU, DMA, timers, CD-ROM, MDEC, SIO0, memory cards, SPU, GTE, and interrupt delivery. The selected recompiled BIOS is the low-level (LLE) kernel and correctness oracle; an optional HLE tier lays instant boot-skip and a few BIOS services on top, always falling through to that OpenBIOS or retail BIOS kernel.
Code that can't be seen ahead of time (disc-streamed overlays) is captured
and compiled to native code the first time it appears (static → gcc → tcc
backend), with a small interpreter as the correctness fallback until it is. Full
story in docs/EXECUTION_MODEL.md; component-level
detail in docs/ARCHITECTURE.md.
See CONTRIBUTING.md and CLAUDE.md for the
development rules, and docs/internal/ for the phased plans
and deep design notes (PLAN.md, FAITHFUL_TIMING_PLAN.md, …).
The runtime models authentic 1× CD-ROM timing by default — the same read and seek delays as real hardware. On top of that faithful baseline, load-time acceleration is opt-in, per game, so the accurate path is never compromised:
- Turbo — a hold-to-fast-forward key that compresses loads on demand.
[runtime] turbo_loads/idle_skip— automatic acceleration during load waits, withturbo_audio_sinkkeeping the SPU timeline coherent through the burst.- Warm CD routes (
[[runtime.warm_cd_routes]]) — narrowly-scoped fast read cadence armed on a specificSetLoc, restoring authentic timing the moment the read pattern diverges.
FMV/XA and CDDA streaming, seek, and motor timing always stay authentic
regardless of the accelerators. Driving load times toward zero (via data
sharding) is an active depth-phase effort — see
docs/LOAD_TIME_ZERO.md and
docs/disc-speed.md.
Why isn't the game already at full speed everywhere? Most of a game's code is converted ("recompiled") into a fast native program ahead of time. But PlayStation games don't keep all of their code on screen at once — they stream extra chunks of code off the disc as you reach new areas (these chunks are called overlays). We can't convert a chunk we've never seen, and the only way to see it is for someone to actually visit that area. Until then, that area's code runs in a slower compatibility mode.
You can help, just by playing. While you play, the game quietly notices which areas are still running in the slow mode, takes a snapshot of them, and converts them to fast native code in the background — often within a minute, while you keep playing. The more places you visit, the faster the game gets. This happens automatically; you don't have to do anything.
Your discoveries persist for you. They are saved in a file written next
to the game called overlay_captures.json, and your local cache is rebuilt
from it automatically — areas you have visited stay fast on every later
session.
Please do not post overlay_captures.json publicly. The file contains
verbatim snapshots of the game's code read from your disc, which is
copyrighted material — keep it on your own machine, alongside your disc
image. A metadata-only contribution format (addresses and checksums, no
game code) is planned so discoveries can be shared safely in the future.
Contributions are welcome — AI-assisted or not — as long as they're reviewed, tested, and keep the core game-agnostic. A few things hold this project together: the selected faithfully recompiled BIOS — OpenBIOS or retail BIOS — is the baseline and oracle, generated code is never hand-edited (fix the recompiler and regenerate), and a change proves itself against the Beetle oracle / on screen rather than by assertion. Game-specific work lives in the game repos, which pin an exact framework commit as a submodule.
Read CONTRIBUTING.md before opening a PR — it covers the core
rules, how to verify a change, the regression checklist across the known games,
and how a framework fix reaches a game through its pin. Bugs and build problems go
to GitHub issues (include gcc -v / OS / generator for build failures); design
discussion happens in the R.A.I.D. Discord (invite below).
PolyForm Noncommercial 1.0.0. See LICENSE.
Retail PS1 BIOS images and game disc images remain copyrighted by their
respective owners and are not distributed. This project does distribute the
from-scratch, MIT-licensed OpenBIOS image under the notice in
bios/OpenBIOS.LICENSE. Game assets and disc data are
always supplied by the user from their own collection. Release executables (and
per-game overlay caches) contain statically recompiled (machine-translated)
builds of the original code, the same distribution model used by other static
recompilation projects such as N64: Recompiled.
R.A.I.D. — Retro AI Development · a Discord for AI-assisted retro reverse-engineering, decomp & recomp











