Alexbeav's PS1 Recomps

# King's Field Recompiled [![GitHub downloads (all assets, all releases)](https://img.shields.io/github/downloads/Alexbeav/kings-field-recomp/total)](https://github.com/Alexbeav/kings-field-recomp/releases) [![GitHub downloads (latest release)](https://img.shields.io/github/downloads/Alexbeav/kings-field-recomp/latest/total)](https://github.com/Alexbeav/kings-field-recomp/releases/latest) [![GitHub release](https://img.shields.io/github/v/release/Alexbeav/kings-field-recomp)](https://github.com/Alexbeav/kings-field-recomp/releases/latest) Static recompilation of **King's Field** built on [psxrecomp](https://github.com/Alexbeav/psxrecomp) and [recomp-ui](https://github.com/mstan/recomp-ui). A native recompilation setup host for King's Field. | | | |---|---| | Players | 1 | | Region | Japan | | 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 your own supported disc image. Disc images under `disc/` are ignored by Git and must never be committed. Retail BIOS files are not redistributed. The Windows setup host collects the required local inputs and builds the game on the user's computer. ## 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: `King-s-Field-Recomp`. ## 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

Join the Retro AI Development (R.A.I.D.) Discord

## Platform support Release 0.3.0 supports Windows x64. Linux and macOS remain in the workflow, but their release jobs are deferred under the Wave 2 Windows-first exception. ## Known 0.3.0 issue The first automatic relaunch can ask Windows for the wrong executable name. The build is complete when `build-release\King_s_Field_Recompiled.exe` exists. Run that file directly. A corrected release needs a new version. ## Corrected setup relaunch Public `v0.3.0` can request the wrong executable after the first local build. The `v0.3.3` source uses `King_s_Field_Recompiled` in CMake, setup, and packaging. The source parity gate and the exact-ZIP automatic-relaunch canary pass. ## Known 0.3.3 issue The generated executable can return to Generate & Build after a successful build. The release still uses the scaffold marker `SLUS_01234`. The generator creates `PSX.EXE` sources for this title, so CMake links another setup host. The `v0.3.4` candidate uses `PSX.EXE` for the CMake marker, source glob, and setup marker. The full Windows build links the generated game sources. A hidden startup test reached frame 1,408 with no fatal state. A new exact ZIP is still required before release. ## 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. What keeps that honest: every change is validated before it ships - boot gates, hardware-oracle A/B comparisons (Beetle/DuckStation), deterministic replay probes, and a shared findings registry that documents failures as carefully as successes. AI writes most of the code; the evidence discipline decides what survives. Bug reports welcome - expect them to be investigated the same way. tl;dr AI writes the code, but I always test it myself before pushing ## 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.