# Klonoa - Door to Phantomile
[](https://github.com/TechnicallyComputers/Klonoa-Door-to-Phantomile/releases)
[](https://github.com/TechnicallyComputers/Klonoa-Door-to-Phantomile/releases/latest)
[](https://github.com/TechnicallyComputers/Klonoa-Door-to-Phantomile/releases/latest)
Static recompilation of **Klonoa - Door to Phantomile** built on
[psxrecomp](https://github.com/mstan/psxrecomp) and
[recomp-ui](https://github.com/mstan/recomp-ui).
Klonoa: Door to Phantomile is a side-scrolling platform game viewed from a "2.5D" perspective. The player moves the protagonist, Klonoa, along a path in a two-dimensional fashion, but the game is rendered in three dimensions. This allows the path followed to curve and for the player to interact with objects outside of the path.
| | |
|---|---|
| Players | 1 |
| Region | USA |
| Publisher | Namco |
| Year | 1997 |
Scaffolded with the New Project Layout. See
`psxrecomp/docs/GAME_PROJECT_SETUP.md` for the full flow.
## Retro Launcher
You can run this title **standalone** (release zip + the built-in recomp-ui
Generate & Build flow), or manage installs, updates, ROM/BIOS wiring, and queued
builds more intuitively with
**[Retro Launcher](https://github.com/RetroPortingToolKit/Retro-Launcher)** —
the Retro Compilation Manager hub for self-compiling recomps.
[Downloads](https://github.com/RetroPortingToolKit/Retro-Launcher/releases) ·
[Full README & features](https://github.com/RetroPortingToolKit/Retro-Launcher#readme)
Retro checks for updates, rebuilds with existing build data when possible,
shares the portable toolchain used by per-title launchers, and automates
BIOS/ROM/save plumbing so you are not stuck repeating each game’s wizard by hand.
## 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.
Default app icon: `assets/psxrecomp.ico` (and `.png` / `.svg`) — Retro-themed controller mark from `psxrecomp/assets/`. 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: `kdp`.
## 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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