# TsumuLightRecomp > _This recompilation is a **byproduct of developing > [psxrecomp](https://github.com/mstan/psxrecomp)** — the games are the proving ground, the framework is the goal. > **These are in-development previews, not finished ports — expect rough > edges**, and depth will keep landing over months, not days. My time for any > one title is limited, so I ask for your patience. Contributions are welcome — > testing, issues, and PRs to the game or framework all help and will > accelerate this game's polish. More on the why at: > [Recomp + AI: 5 Months Later »](https://1379.tech/recomp-ai-5-months-later/)_ Tsumu Light (Japan, SLPS-02253) statically recompiled to a native PC executable with [PSXRecomp](https://github.com/mstan/psxrecomp) — the same framework behind [MegaManX6Recomp](https://github.com/mstan/MegaManX6Recomp) and [TombaRecomp](https://github.com/mstan/TombaRecomp) — **with a built-in English fan-translation**. > **Tsumu Light** (つむ LIGHT) is a charming, hamster-themed falling/stacking > puzzle game that only ever released in Japan. This project makes it playable on > PC **in English** — no emulator, no disc-swapping menus, no Japanese required. ## Community Part of the **R.A.I.D.** recompilation community. Come chat, get help, or follow development: **https://discord.gg/Ad9BwSzctP** ## English Translation The headline feature. Tsumu Light never left Japan, so this build ships a runtime English localization layer that translates the game's on-screen text — the HUD, the menus, the stage-select names and high-score labels, and the memory-card save / format / quit dialogs — with no changes to the disc. You pick the language right in the launcher: - **Settings → Localization → Language: English** (default) — the translated text. - **Language: Default** — the original untranslated Japanese. The translation data lives entirely in `translations/tsumu.toml` and is applied at runtime; the game's own assets are never modified. ## What This Is This repository contains the game-specific configuration, seeds, translation data, and build glue for running Tsumu Light on the PSXRecomp framework. The game's MIPS code is machine-translated ("recompiled") ahead of time into native C, then compiled into a real Windows program that runs the game's own logic on a faithful simulation of the PS1 hardware (GPU, SPU, GTE, memory cards) plus the real, recompiled PS1 BIOS. It does **not** contain the Tsumu Light disc image, the PS1 BIOS, generated game code, or any decompiled game C. Those are produced locally from your own legally obtained assets. Important files: - `game.toml` — runtime / recompiler / controller / localization config. - `translations/tsumu.toml` — the English translation data. - `seeds/` — Ghidra-derived function starts and game-specific seed data. - `docs/framework_pin_history.md` — framework pin and compatibility history. - `DISC.md` — source-disc identity and verification notes. - `recomp/launcher/boxart.tga` — the cover art shown in the launcher. ## Status **Playable — `v0.0.1`.** Tsumu Light **boots and plays** in English — through the title, into the puzzle stages, with working input and memory-card **save/load**. It boots instantly via HLE boot-skip. | Area | State | |---|---| | Boot | Instant HLE boot-skip (default); real LLE BIOS boot available | | Gameplay | Works — puzzle stages play start to finish | | English translation | HUD, menus, stage names, card dialogs (selectable in launcher) | | Controller | Keyboard **and** DualShock/DualSense (digital pad — Tsumu is a digital game) | | Memory-card save / load | Works (standard PS1 `.mcd`, emulator-compatible) | | Renderer | ENHANCED source profile: OpenGL 1080p target with PGXP and bounded world filtering; title qualification pending | ## Features - **English localization, selectable in the launcher.** Runtime text translation (HUD / menus / stage names / card dialogs) with an in-launcher language picker — English or the original Japanese. See above. - **Graphical launcher.** Pick your BIOS, disc, and memory cards; verify the disc; choose your language and controller — then press Launch. Choices persist to `settings.toml` next to the exe. - **Build profiles.** ENHANCED retains instant boot and requests OpenGL 1080p presentation. Build with `-DPSX_EXECUTION_PROFILE=REFERENCE` for native resolution, no title filtering/PGXP correction and the original BIOS boot. These source changes await compilation and owner playtest; see [the qualification record](docs/PARITY_QUALIFICATION.md). - **Controller support.** Keyboard or a DualShock/DualSense (or any SDL pad), selectable in the launcher. Tsumu is a digital game, so the pad reports as a digital controller and the analog/hybrid pad-mode picker is hidden. ## Setup ### Release Package (recommended) 1. Download the release from [Releases](https://github.com/mstan/TsumuLightRecomp/releases) and extract it. 2. Run `Tsumu_Light_Recompiled.exe`. A **launcher window** opens. 3. Set your PlayStation **BIOS**: select your legally obtained **`SCPH1001.BIN`** (the standard NTSC-U 512 KB BIOS — see the BIOS note below). 4. Set the game **disc**: select your legally obtained Tsumu Light (Japan, SLPS-02253) `.cue` / `.bin`. 5. Under **Settings → Localization**, pick **English** (default) or **Default** (Japanese). Adjust controller / memory cards if you like, then press **Launch**. Your choices are remembered. **BIOS note.** Tsumu Light is a Japanese (SLPS) disc, but with the default HLE boot the console region/license check never runs, so the standard **NTSC-U `SCPH1001.BIN`** is what you want — no Japanese BIOS needed. (A Japanese BIOS is only relevant if you force the authentic LLE boot with `bios_hle = false`.) Accepted disc formats: `.cue` + `.bin` (pick the `.cue`) and `.bin`. Do not convert to a 2048-byte "cooked" `.iso` — that discards the XA sectors the game streams audio from. ### Building From Source Builds on **Windows (MSYS2 / MinGW)**. Requirements: - A C/C++ toolchain (MSYS2 `mingw-w64-x86_64`) and CMake 3.20+. - Tsumu Light (Japan, SLPS-02253) disc image (`.cue` + `.bin`). Not included. - An NTSC-U `SCPH1001.BIN` BIOS ROM. Not included. - The `psxrecomp` framework linked in as the `psxrecomp-v4` junction at the `psxrecomp-v4.pin` SHA, plus a recompiled BIOS in `psxrecomp/generated/`. ```sh # Regenerate generated/SLPS_022.53_{full,dispatch}.c from the disc/EXE: ../psxrecomp/recompiler/build/psxrecomp-game.exe --config game.toml cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release cmake --build build -j8 ./build/Tsumu_Light_Recompiled.exe ``` > **Build an optimized (Release) binary.** The recompiled game is a huge block of > generated C — a `-O0` build runs at a fraction of full speed. The framework now > defaults to Release if you omit `CMAKE_BUILD_TYPE`, but pass it explicitly to be > sure. ## Controls | PSX button | Keyboard | |---|---| | D-Pad Up / Down / Left / Right | Arrow keys | | Cross | X | | Circle | S | | Square | Z | | Triangle | A | | Start | Enter | | Select | Right Shift | | Fullscreen | F11 / Alt+Enter | A DualShock / DualSense (or any SDL-recognized pad) works when connected — select it as the Player 1 device in the launcher. ## Memory Cards Save and load work. The runtime uses standard PS1 memory-card images (`.mcd`) compatible with DuckStation, PCSX-Redux, Mednafen, and similar emulators. Cards live in the `saves` directory and are managed in the launcher's memory-card UI. Memory-card files are local artifacts and are not committed. ## Development Rules - Use the real recompiled BIOS and real hardware simulation in PSXRecomp. - No HLE BIOS shims, no stubs, no fake events, no hand-edited generated files. (HLE boot-skip is a QoL layer on top; LLE remains the reference and oracle.) - Framework changes go in `mstan/psxrecomp`, not here. - Game binaries, generated code, memory cards, and build outputs stay local. - See `CLAUDE.md` for project-specific rules. ## License PolyForm Noncommercial 1.0.0. See `LICENSE`. Tsumu Light is copyright its respective owners. This repository contains none of the game's original binaries or assets — no disc data and no BIOS image; those are always read from files you supply. The English translation is an original fan work applied at runtime.