# TomJerry Recompiled [![GitHub downloads (all assets, all releases)](https://img.shields.io/github/downloads/IraFunesto/TomJerryRecomp/total)](https://github.com/IraFunesto/TomJerryRecomp/releases) [![GitHub downloads (latest release)](https://img.shields.io/github/downloads/IraFunesto/TomJerryRecomp/latest/total)](https://github.com/IraFunesto/TomJerryRecomp/releases/latest) [![GitHub release](https://img.shields.io/github/v/release/IraFunesto/TomJerryRecomp)](https://github.com/IraFunesto/TomJerryRecomp/releases/latest)

Tom and Jerry in House Trap running ultrawide in split screen

Static recompilation of **Tom and Jerry in House Trap** (PlayStation, PAL SLES-03181) built on [psxrecomp](https://github.com/mstan/psxrecomp) and [recomp-ui](https://github.com/RetroPortingToolKit/recomp-ui). The game runs as native code on your PC, compiled from your own disc, with a widescreen mod and quality-of-life fixes on top. Tom and Jerry in House Trap PAL cover | | | |---|---| | Players | 2 (split screen, netplay) | | Region | PAL (Europe) | | Publisher | Ubi Soft / NewKidCo | | Year | 2000 | ## What this adds All enhancements live in the bundled **Tom & Jerry Widescreen** mod package (launcher → Mods) and can be switched off. **Widescreen** (16:9, 21:9, 32:9 or fit to window) — a real wider field of view, not a stretched picture: - the whole room is drawn at the screen edges: props, walls and the full floor, which the original only built for a 4:3 window around the camera; - the HUD (portraits, health bars, button prompts) is anchored to the corners of the wide screen, in both split-screen views; - the split-screen separator, the pause menu, LOADING screens and menus are handled cleanly: no leftover images at the sides, menus stay 4:3. **HUD size** — 100 / 85 / 75 / 65 % (default 75 %): the low-resolution HUD art is drawn smaller so it looks sharper next to the high-resolution game. **Frame rate** — 30 fps on NTSC timing (default), the speed the game was designed for; the PAL release runs at 25 fps and never compensated. Music is unchanged. 25 fps PAL remains available. **VSync on high-refresh monitors** — no tearing on 120/144/165 Hz screens without G-SYNC or driver tweaks, game speed unchanged. **Fixes** - LOADING screens are centred (no black band, no cut-off bottom). - Italian text fix: "SI" in the pause and options menus was an orange block (the font has no accented I); it now reads correctly. - Netplay disc check fixed for the standard Redump dump. Plus everything psxrecomp provides: high internal resolution, texture filtering, save states, netplay with rollback, controller rumble. ## How to play 1. Download the latest zip from [Releases](https://github.com/IraFunesto/TomJerryRecomp/releases/latest) and extract it into a new folder. 2. Run `TomJerry_Recompiled.exe` (Python 3 required). 3. Select your own disc (.cue/.bin) and follow the **Generate & rebuild** wizard: the game is compiled on your PC. 4. Enable **Widescreen** in the launcher's Mods page. The download contains no game data and no Sony BIOS; OpenBIOS (MIT-licensed) is used when you do not provide your own. ## Legal You must own the original game. Disc images under `disc/` are gitignored and must never be committed. Retail BIOS dumps are not redistributed; OpenBIOS is used for Generate unless you supply your own SCPH locally. App icon: Tom, cropped from the PAL cover (`assets/psxrecomp.ico` / `.png`). Windows builds embed it via `APP_ICON`. Optional box art under `launcher_assets/img/` may come from [libretro-thumbnails](https://github.com/libretro-thumbnails/libretro-thumbnails) (`Named_Boxarts`); see `BOXART_SOURCE.txt` when present. ## Quick start (dev) ```bash git submodule update --init --recursive ./psxrecomp/tools/ci/build_emitters.sh python3 psxrecomp/psxrecomp_cli.py generate \ --config game.toml --project-root . --disc disc/.cue cmake -S . -B build-release -G Ninja -DCMAKE_BUILD_TYPE=Release cmake --build build-release --target psx-runtime ``` Zip prefix for CI artifacts: `tomjerry`. ## Symbols Progressive map: `symbols.toml` → `python3 tools/sync_symbols.py` → `psx_symbols.h` (`PSX_FN_*`). See `psxrecomp/docs/SYMBOLS.md`. ## Framework pins Submodule gitlinks (`psxrecomp`, optional `recomp-ui`, nested `recomp-net`) are authoritative. `framework_pins.txt` is an optional scaffold snapshot; release CI logs SHAs with `record_pins.sh` but builds whatever the gitlinks resolve to. Bump submodules deliberately — do not float on `main`/`master` in release CI. ---

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