# Klonoa - Door to Phantomile [![GitHub downloads (all assets, all releases)](https://img.shields.io/github/downloads/TechnicallyComputers/Klonoa-Door-to-Phantomile/total)](https://github.com/TechnicallyComputers/Klonoa-Door-to-Phantomile/releases) [![GitHub downloads (latest release)](https://img.shields.io/github/downloads/TechnicallyComputers/Klonoa-Door-to-Phantomile/latest/total)](https://github.com/TechnicallyComputers/Klonoa-Door-to-Phantomile/releases/latest) [![GitHub release](https://img.shields.io/github/v/release/TechnicallyComputers/Klonoa-Door-to-Phantomile)](https://github.com/TechnicallyComputers/Klonoa-Door-to-Phantomile/releases/latest)

Klonoa - Door to Phantomile box art

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 hub with a background build, next to a title’s recomp-ui launcher

Background cmake build with titles queued

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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