Alexbeav's PS1 Recomps

# Alone in the Dark: The New Nightmare Recompiled [![GitHub downloads (all assets, all releases)](https://img.shields.io/github/downloads/Alexbeav/alone-in-the-dark-the-new-nightmare-recomp/total)](https://github.com/Alexbeav/alone-in-the-dark-the-new-nightmare-recomp/releases) [![GitHub downloads (latest release)](https://img.shields.io/github/downloads/Alexbeav/alone-in-the-dark-the-new-nightmare-recomp/latest/total)](https://github.com/Alexbeav/alone-in-the-dark-the-new-nightmare-recomp/releases/latest) [![GitHub release](https://img.shields.io/github/v/release/Alexbeav/alone-in-the-dark-the-new-nightmare-recomp)](https://github.com/Alexbeav/alone-in-the-dark-the-new-nightmare-recomp/releases/latest) Static recompilation of **Alone in the Dark: The New Nightmare** built on [psxrecomp](https://github.com/Alexbeav/psxrecomp) and [recomp-ui](https://github.com/mstan/recomp-ui). A native recompilation setup host for the two-disc European release of Alone in the Dark: The New Nightmare. | | | |---|---| | Players | 1 | | Region | Europe | | Publisher | - | | Year | - | Scaffolded with the New Project Layout. See `psxrecomp/docs/GAME_PROJECT_SETUP.md` for the full flow. ## RetComM 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 **[RetComM Launcher](https://github.com/TechnicallyComputers/RetComM-Launcher)** — the Retro Compilation Manager hub for self-compiling recomps. [Downloads](https://github.com/TechnicallyComputers/RetComM-Launcher/releases) · [Full README & features](https://github.com/TechnicallyComputers/RetComM-Launcher#readme)

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

Background cmake build with titles queued

RetComM checks for updates, rebuilds with existing build data when possible, uses the same platform build tools as 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 and provide both supported disc images. Disc images under `disc/` are ignored by Git and must never be committed. The package contains no retail BIOS. Supply a supported Europe-region SCPH BIOS from hardware that you own. The included OpenBIOS image supports setup only. Default app icon: `assets/psxrecomp.ico` (and `.png` / `.svg`) — RetComM-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: `Alone-in-the-Dark-The-New-Nightmare-Recompiled`. ## 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. ---

R.A.I.D. — Retro AI Development · a Discord for AI-assisted retro reverse-engineering, decomp & recomp

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## Platform support Release 0.3.4 supports Windows x64. Linux and macOS remain in the workflow, but their release jobs are deferred under the Wave 2 Windows-first exception. ## Multi-disc status Both supported discs contain the same executable. The setup host validates and remembers both images. Each disc passed an independent startup test. A natural in-game disc change still needs a connected manual gameplay test. Release `v0.3.4` validates the canonical split Track 01 identity for Disc 1. It keeps the old merged whole-disc identity for compatibility. Disc 2 keeps its separate serial and table-of-contents identity in the runtime roster. ## License boundary Portfolio-owned source, scripts, configuration, and documentation use GPL-3.0-only. The `LICENSE` file contains the complete terms. PSXRecomp keeps PolyForm Noncommercial 1.0.0. Recomp-UI keeps MIT. The GPL does not cover retail content, generated retail code, artwork, trademarks, or these separately licensed dependencies. ## About this project These ports are developed by a hobbyist (a DevSecOps engineer, not a game programmer) with substantial AI assistance. Every release must pass its recorded build, package, and gameplay gates. AI writes most of the code, but I always test it myself before pushing. Bug reports are welcome. ## v0.3.5 three-platform candidate The next release targets Windows x64, Linux x64, macOS Apple Silicon ARM64, and macOS Intel x64. These packages remain candidates until the exact archives pass the required native setup, startup, responsiveness, and clean-exit gates.