# Syphon Filter Redux Syphon Filter Redux is an archived static-recompilation prototype for the North American Rev 1 release of *Syphon Filter*. It proved that the complete game could run through a native Windows runtime with high-resolution output, unstretched widescreen gameplay, controller support, and modern mouse controls. This repository is now published as a technical reference. Active development is moving to [Alexbeav/SF-pc-port](https://github.com/Alexbeav/SF-pc-port), a fork of [Madxbio97/SF-pc-port](https://github.com/Madxbio97/SF-pc-port). Its native game integration, rendering, FMV playback, high-refresh presentation, campaign flow, and frontend already provide a much stronger foundation. The fork will preserve that work and focus on the feature it is missing: polished mouse-driven third-person free-look and manual aiming. Redux is not affiliated with Madxbio97, Sony Interactive Entertainment, or Bend Studio. ## What Redux demonstrated - Native Windows x64 execution of the original game through PSXRecomp. - Configurable high-resolution OpenGL output. - Unstretched 16:9 gameplay with corrected HUD proportions. - Keyboard movement and relative-mouse input. - Horizontal and vertical third-person free-look. - Mouse manual aim, aim-mode movement, strafing, and leaning. - Focus-safe mouse capture and an integrated settings launcher. - Experimental PGXP-style geometry and perspective correction. The implementation remains useful research, but it is no longer the production base. Its emulation/recompilation boundary made campaign completion, accurate PGXP, native FMV handling, and high-refresh presentation considerably more expensive than they are in SF-pc-port. ## New direction The migration plan is documented in [Fork plan](docs/FORK_PLAN.md). In short: 1. preserve SF-pc-port behaviour and campaign compatibility; 2. port Redux's relative-mouse capture and tuning; 3. add normal-play third-person free-look; 4. add mouse manual aim and movement while aiming; 5. polish keyboard/gamepad coexistence and controls; and 6. use the resulting shared foundation to investigate *Syphon Filter 2*. This repository will remain an archive so its mouse-camera investigation, input behaviour, PGXP experiments, and validation notes stay reviewable. ## Building the archived prototype This repository contains no Sony BIOS, disc image, original executable, game assets, or generated translation of game code. Building requires legally obtained data from **Syphon Filter (USA) (Rev 1)** and a compatible PlayStation BIOS. Clone with submodules and provide an extracted `SCUS_942.40` from your own disc: ```powershell git clone --recursive https://github.com/Alexbeav/syphon_filter_redux.git cd syphon_filter_redux .\tools\build-windows.ps1 -GameExe 'D:\OwnedGameFiles\SCUS_942.40' ``` See [Building on Windows](docs/BUILDING.md) for requirements and [Playtesting](docs/PLAYTESTING.md) for the archived runtime workflow. ## Documentation - [Fork and mouse-look migration plan](docs/FORK_PLAN.md) - [Mouse camera research plan](docs/MOUSE_CAMERA_PLAN.md) - [PGXP investigation](docs/PGXP_EDGE_WARPING.md) - [Development log](docs/DEVLOG.md) - [Historical project plan](PROJECT_PLAN.md) - [Research landscape](research/landscape.md) ## Repository and legal boundaries Do not commit or distribute disc images, BIOS dumps, extracted executables, generated translations of game code, game assets, memory cards, save states, Ghidra databases, decompiler output containing original game code, or runtime captures containing game data. The `vendor/psxrecomp` submodule retains its own PolyForm Noncommercial license. SF-pc-port is a separate MIT-licensed project and is not vendored here. No rights to *Syphon Filter* or its assets are granted by this repository.