# ApeEscapeRecomp > _This recompilation is a **byproduct of developing > [psxrecomp](https://github.com/mstan/psxrecomp)** — the games are the proving ground, the framework is the goal. > **These are in-development previews, not finished ports — expect rough > edges**, and depth will keep landing over months, not days. My time for any > one title is limited, so I ask for your patience. Contributions are welcome — > testing, issues, and PRs to the game or framework all help and will > accelerate this game's polish. More on the why at: > [Recomp + AI: 5 Months Later »](https://1379.tech/recomp-ai-5-months-later/)_ Ape Escape (USA, SCUS-94423) statically recompiled to a native PC executable with [PSXRecomp](https://github.com/mstan/psxrecomp) — the same framework behind [TombaRecomp](https://github.com/mstan/TombaRecomp) and [MegaManX6Recomp](https://github.com/mstan/MegaManX6Recomp). Known issues live in [`ISSUES.md`](ISSUES.md). Releases precompile 47 archive overlays and two minigame executables directly from the original disc using the shared psxrecomp AOT pipeline. See [AOT overlay evidence and limits](docs/AOT_OVERLAYS.md) and the [shared method guide](psxrecomp-v4/docs/AOT_SHARDING.md). Two unresolved archive members remain excluded; fallback stays enabled and complete static coverage is not claimed. ## What This Is This repository contains the game-specific configuration, seeds, tools, and build glue for running Ape Escape on the PSXRecomp framework. The game's MIPS code is machine-translated ("recompiled") ahead of time into native C, then compiled into a real Windows program that runs the game's own logic on a faithful simulation of the PS1 hardware (GPU, SPU, GTE, memory cards) plus the real, recompiled PS1 BIOS — no high-level emulation shims. It does **not** contain the Ape Escape disc image, a retail PS1 BIOS, generated game code, or any decompiled game C. Release builds include the MIT-licensed OpenBIOS from PCSX-Redux; game data and an optional retail BIOS come from your own legally obtained assets. Important files: - `game.toml`: runtime / recompiler / video / controller / widescreen config. - `mods/preloaded/`: built-in, default-off mod packages shown by the launcher. - `seeds/`: Ghidra-derived function starts and game-specific seed data. - `tools/regen.ps1`: regenerates the recompiled C output. - `tools/package_release.ps1`: builds the redistributable release zip. - `psxrecomp-v4/`: framework submodule commit this project is known-good against. - `ISSUES.md`: game-specific issue log. - `DISC.md`: source-disc identity and verification hashes. ## Status **Playable preview — `v0.3.0`.** Ape Escape **boots from the PS1 BIOS and plays** — through the intro, the title, and into gameplay, with dual-analog controller input including **L3/R3 stick clicks** (added in v0.0.3), a **controls fix** so the analog stick no longer spins the camera (v0.0.5), and working memory-card **save/load** (fixed in v0.0.2). It has not yet been verified all the way to the end, so treat it as a very playable preview rather than a certified full playthrough. | Area | State | |---|---| | Boot (real PS1 BIOS) | ✅ Boots to intro / title / gameplay | | Rendering | ✅ OpenGL (default) and Software backends | | Controller | ✅ DualShock analog (auto-bound; the net/movement scheme is dual-stick) | | Memory cards | ✅ Standard PS1 `.mcd` save/load | | Save states / rewind | ✅ Launcher-backed hotkeys and runtime state capture | | FMV / audio | ✅ MDEC video + XA/SPU audio (auto-skip FMV optional) | | Mods | ✅ Built-in catalog with Ape-specific and framework-owned enhancements | | Widescreen 16:9 / 21:9 / Adaptive | ✅ Opt-in 16:9, 21:9, and live-window adaptive modes | | Temporal frame blending | ✅ Opt-in display / 120 / 144 / 165 presents-per-second modes | | Full playthrough | ⚠️ Not yet verified end-to-end | ### Built-in mods The launcher's **Mods** page includes four Ape-specific bundled enhancements: - **Ape Escape Widescreen** moves the existing game-specific enhancement out of generic Video settings. Its picker offers **16:9**, **21:9**, and **Adaptive** (live window aspect from 4:3 through 21:9). - **Ape Escape Frame Smoothing** crossfades completed game frames at the display refresh or a fixed **120**, **144**, or **165 presents/s**. It leaves the executable, simulation, timers, and audio at stock cadence. This is temporal blending, not motion-vector frame generation, so it cannot create true in-between object positions. All OpenGL presentation remains on the renderer's original thread and context. - **Skip FMVs** ends movies through the game's normal completion path. - **Quick Gadget Select**, contributed by mthsk, recreates the later Ape Escape quick gadget switching flow for the face-button gadget menu. The widescreen mod uses Ape Escape's stable GTE projection-and-stretch path for a wider 3D field of view. HUD/UI proportion correction is enabled for its front ordering-table layer; remaining draw-distance and scene-culling limits are tracked in [`ISSUES.md`](ISSUES.md). With the mod disabled, 4:3 presentation is unchanged. The launcher's Video page exposes **Supersampling (1x-4x)**, **Antialiasing**, and **Texture filtering**. On OpenGL, supersampling is true ordered-grid SSAA: geometry and shading are rasterized at a higher internal resolution and resolved to the window, while native PSX VRAM remains the authoritative game-visible buffer. Antialiasing controls the linear SSAA resolve and final presentation filtering; it is not RT64-style MSAA. Try **2x** first on a discrete GPU, keep texture filtering at **Nearest** for the authored PSX look, and return to 1x if a demanding scene misses full speed. ## Playing 1. Run `ApeEscapeRecomp.exe`. A launcher window opens. 2. OpenBIOS is selected automatically. Optionally select your legally obtained `SCPH1001.BIN` in the BIOS row. 3. Set the game disc (a legally obtained Ape Escape (USA, SCUS-94423) image — `.cue`+`.bin`, pick the `.cue`). Do **not** convert to a 2048-byte "cooked" `.iso`; that discards the XA sectors used for FMV/audio. 4. Adjust display options and select any features on the **Mods** page, then press **Launch**. Ape Escape is a dual-analog title — the right stick swings the catch net — so an analog controller is strongly recommended. Any plugged pad is auto-bound and presented to the game as a DualShock; a keyboard folds onto the analog stick. Save states and rewind are exposed through launcher hotkeys; by default F7 opens the save-state menu and F8 rewinds. The disc path, optional retail BIOS choice, and options are saved next to the exe. Clear the BIOS row to return to OpenBIOS. ## Development Rules - Use the real recompiled BIOS and real hardware simulation in PSXRecomp. - No HLE BIOS shims, no stubs, no fake events, no hand-edited generated files. - Framework changes go in `mstan/psxrecomp`, not here. - Game binaries, generated code, memory cards, Ghidra databases, and build outputs stay local. - See `CLAUDE.md` for project-specific rules. ## License PolyForm Noncommercial 1.0.0. See `LICENSE`. Ape Escape is copyright Sony Computer Entertainment / SIE. This repository contains none of the game's original binaries or assets. Release packages include PCSX-Redux OpenBIOS under the MIT notice in `bios/OpenBIOS.LICENSE`; they contain no retail BIOS, game assets, or disc data. The release executable contains a statically recompiled (machine-translated) build of the game's code. ---

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