# Star wars - Episode I - Jedi Power Battles Recompiled
[](https://github.com/TechnicallyComputers/Star-wars---Episode-I---Jedi-Power-Battles-Recomp/releases)
[](https://github.com/TechnicallyComputers/Star-wars---Episode-I---Jedi-Power-Battles-Recomp/releases/latest)
[](https://github.com/TechnicallyComputers/Star-wars---Episode-I---Jedi-Power-Battles-Recomp/releases/latest)
Static recompilation of **Star wars - Episode I - Jedi Power Battles** built on
[psxrecomp](https://github.com/mstan/psxrecomp) and
[recomp-ui](https://github.com/mstan/recomp-ui).
The game follows the plot of Star Wars Episode I: The Phantom Menace. Players can choose from one of five prequel-era Jedi and run, jump, slash, and use the Force through the game's ten levels, starting on the Trade Federation Battleship and ending with the battle against Darth Maul on Naboo. The player's primary weapon is a lightsaber used to fight through waves of enemies and deflect blaster shots. The lightsaber combat is rather simplified with a system that lets the player lock on to the nearest enemy using the R1 button. Items and the force can also be used for special attacks. On most levels jumping puzzles make up a large portion of the challenge. There are a few segments in which the player can pilot various craft. The single player campaign can also be played in cooperative mode with a second player.
| | |
|---|---|
| Players | 2 |
| Region | USA |
| Publisher | LucasArts |
| Year | 2000 |
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.
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: `seijpb`.
## 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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