Alexbeav's PS1 Recomps

# Mortal Kombat 4 [![GitHub downloads (all assets, all releases)](https://img.shields.io/github/downloads/Alexbeav/mortal-kombat-4-recomp/total)](https://github.com/Alexbeav/mortal-kombat-4-recomp/releases) [![GitHub downloads (latest release)](https://img.shields.io/github/downloads/Alexbeav/mortal-kombat-4-recomp/latest/total)](https://github.com/Alexbeav/mortal-kombat-4-recomp/releases/latest) [![GitHub release](https://img.shields.io/github/v/release/Alexbeav/mortal-kombat-4-recomp)](https://github.com/Alexbeav/mortal-kombat-4-recomp/releases/latest) Static recompilation of **Mortal Kombat 4** built on [psxrecomp](https://github.com/mstan/psxrecomp) and [recomp-ui](https://github.com/mstan/recomp-ui). Mortal Kombat 4 recompiled for modern systems using psxrecomp. | | | |---|---| | Players | 2 | | Region | USA | | Publisher | Midway | | Year | 1998 | 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, 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 USA `SLUS-00605` game. The current package accepts the exact single-track CUE/BIN identity listed in `catalog_identity.json`. Disc images under `disc/` are gitignored and must never be committed. This title requires a legal SCPH-1001 BIOS dump. OpenBIOS is not supported by this package. Retail BIOS dumps are not redistributed. ## License Project-owned source, scripts, configuration, and documentation use `GPL-3.0-only`. See `LICENSE`. This license does not cover Mortal Kombat 4 content, generated retail code, artwork, names, or trademarks. PSXRecomp remains under PolyForm Noncommercial 1.0.0. `recomp-ui` remains under MIT. See `THIRD_PARTY_NOTICES.md` and the license files in each submodule. 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 \ --bios /path/to/SCPH1001.BIN cmake -S . -B build-release -G Ninja -DCMAKE_BUILD_TYPE=Release cmake --build build-release --target psx-runtime ``` Zip prefix for CI artifacts: `mortal-kombat-4-recomp`. ## Validation The source repository keeps the release evidence in `docs/VALIDATION.md`. No build is a public release until its exact package passes every listed gate. Boot evidence does not replace a full gameplay test. ## 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. ## About this project These ports are developed by a hobbyist (a DevSecOps engineer, not a game programmer) with substantial AI assistance. Every change is validated before it ships. Validation includes boot gates, hardware-oracle comparisons, deterministic probes, and a shared findings registry. AI writes most of the code. The evidence decides what survives. Bug reports are welcome and receive the same evidence-based review. In short: AI writes the code, but I always test it before I push it. ---

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