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DKR-R — Diddy Kong Racing Recompiled

DKR-R8

DKR-R 1.0.0 is a cross-platform static recompilation of Diddy Kong Racing for Windows and Linux. It runs the original game from a locally selected, legally obtained US 1.0 Game Pak image; no ROM or extracted Nintendo/Rare assets are included.

Version 1 highlights

  • Accurate presentation: original 4:3 composition, 30 FPS cadence, audio, object detail and game behaviour.
  • Modern presentation: widescreen, interpolated high-refresh output, FOV, extended scenery distance, maximum vehicle detail and anisotropic filtering.
  • Controller-first launcher and transparent in-game settings overlay.
  • Keyboard/controller remapping, quick race restart and two-axis gyro steering.
  • Independent live master, music, effects, vehicle and ambience levels, plus EQ.
  • Save import/export/backups, checksum-safe Save Builder and launch-time Magic Codes.
  • Optional performance overlay, CRT masks and hot-swappable RT64/Rice texture packs.
  • Native virtual EEPROM and four Controller Paks.

Game simulation, race timers, AI, input polling and audio remain on the original timeline when Modern interpolation is enabled.

Playing

  1. Download the package for your platform.
  2. Start DKR-R.exe on Windows or the .AppImage on Linux.
  3. Select your own Diddy Kong Racing US 1.0 ROM when prompted.
  4. Choose Accurate or Modern and select START Diddy Kong Racing - Recompiled.

Supported ROM SHA-1 after byte-order normalisation:

0cb115d8716dbbc2922fda38e533b9fe63bb9670

Open the in-game overlay with Escape, F1, or controller Back/View. Alt+Enter and F11 toggle fullscreen.

Release files

dist/DKR-R-1.0.0-Windows-x64.zip
dist/DKR-R-1.0.0-Linux-x86_64.AppImage

The Linux release is always distributed as an AppImage. macOS is supported by the source/build kit and requires an Apple host for signing and final testing.

Building

See docs/BUILDING.md. The short Windows path is:

Build-DKR-Runtime.cmd
Build-Windows.cmd

The Linux build uses the already generated recompilation sources:

./Setup-Linux.sh
./Build-Linux.sh

Dependency revisions are pinned in dependencies.lock.json; all dependency changes are reproducible patches listed in patches/manifest.json.

Repository rules

Never edit dependency worktrees, runtime-recomp/RecompiledFuncs, or runtime-recomp/RecompiledPatches directly. DKR hooks belong in runtime-recomp/dkr.us.v77.recomp-policy.json; dependency changes belong in the Patch Pipeline.

Before distribution, run:

python scripts/scan_for_game_assets.py

See docs/ASSET_POLICY.md, docs/ARCHITECTURE.md, docs/TEXTURE_PACKS.md, and docs/TROUBLESHOOTING.md.

Credits and licensing

DKR-R was created by ThatGuyMcd with contributions from the DKR-R project. The runtime uses N64Recomp, N64ModernRuntime, RT64, SDL2 and Dear ImGui; exact credits and licences are in THIRD_PARTY.md.

DKR-R does not include or grant rights to Diddy Kong Racing, its ROM, or its assets. Diddy Kong Racing and related properties belong to their respective owners.

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Diddy Kong Racing - Recompiled (By ThatGuyMcd)

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