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RE15pc v0.3.0 - Biohazard 1.5 (Nov 6, 1996) prototype

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@JulioCacko JulioCacko released this 29 Sep 02:13
· 13 commits to main since this release

RE15pc v0.3.0 — Biohazard 1.5 (November 6, 1996)

A native Windows x64 build of the Resident Evil 1.5 prototype, produced by statically recompiling the disc's MIPS executable and its seven overlays with RecompOne. No emulator, no BIOS: the guest code is compiled to native code and runs on your GPU.

⚠️ You must supply your own disc

The archive contains no disc image and no Capcom art or audio. It cannot boot without Bio2Nov96.bin, which you have to provide. Put it next to RE15pc.exe with the included Bio2Nov96.cue, then run. The disc is verified by SHA-256, so a different image is refused rather than half-working.

The archive does contain the recompiled guest — a transcription of the disc's executable, compiled in. That is the one game-derived binary this project distributes, and it is stated plainly in NOTICE.

What's in it

Self-contained Windows x64 — carries its own .NET runtime, so nothing needs installing. Unzip and run.

RE15pc.exe the host, with its icon and product metadata embedded
README.txt the three lines you actually need
runtime + RecompOne + native libs GLFW, cimgui, SDL2, OpenAL, native file dialogs

The .bin is deliberately excluded by tools/New-ReleasePackage.ps1, by name, so a release cannot start shipping the game by accident.

Display works at any resolution

Window geometry is derived from your monitor instead of hard-coded, and there is now a borderless mode that fills any screen without changing its resolution.

RE15pc.exe --window-mode borderless      fill the screen, no mode switch
RE15pc.exe --resolution 1920x1080        a specific window size
RE15pc.exe --window-mode fullscreen      exclusive fullscreen
RE15pc.exe --help                        everything else

Verified on a 3840×2160 panel at 150% scaling: first run opens at 90% of the work area, centred and on-screen; a requested 4000×3000 is clamped to fit instead of hanging off the edges; borderless fills the work area with no title bar. The old fixed 1280×720 opened partly off-screen on anything narrower, with a title bar you could not reach. 4:3 game content letterboxes correctly inside 16:9, ultrawide and portrait displays.

Xbox controllers work through XInput

Pads are read through SDL 2.30.8's game-controller API with the XInput backend explicitly selected, and the device path SDL reports (XInput#0 rather than a raw HID path) proves which driver took the pad. Bluetooth and other pads fall back to HIDAPI. Two pads, digital or analog, with per-device bindings and rumble.

Verify it on your own machine with your own pad:

pwsh -File tools/Test-GamepadBackend.ps1 -VirtualPad

Verified in this build

  • Native acceptance harness PASS, including its negative controls (a silent-audio case, a timeout case and a refused non-empty output directory — it fails if any of them passes)
  • Leon's first-room gate PASS: rooftop rendering, turning, world movement, railing collision with sliding, and a deliberate door transition into room 116, checked against the disc's own door record
  • Elza's entry gate PASS: spawning in room 1031 with the previously missing callback and computed-copy suffix executing
  • All 49 ordered overlay replacements; 166 focused checks; recompilation reproduces ten generated files byte-for-byte
  • Controller and display claims above measured, not assumed

Known limits — read these

This is phase 2 of 5, and gold is not close.

  • 294 of 334 disc files remain unverified. One encounter and two actors are covered, not the game.
  • Save/load persistence is not implemented.
  • Input is not fully certified: known synthetic arrow-event gaps fail acceptance rather than being swallowed.
  • No stability gate: representative 30-minute sessions have not been run.
  • Full room and scenario coverage, remaining interactions and enemy behaviour are open.

Synthetic dispatch success, nonzero audio, pixel counts and a clean smoke run deliberately do not count as playability here. See docs/phases.md for the authoritative status.

Not affiliated with Capcom

Unofficial, non-commercial preservation and research work. Resident Evil and Biohazard are trademarks of Capcom Co., Ltd. No Capcom code, art, audio, disc image or BIOS is redistributed. Repository contents are MIT licensed; see LICENSE and NOTICE.