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recvx-pc v1.1.3
A native Windows PC port of Resident Evil Code: Veronica X (US PlayStation 2, SLUS-20184), built from the recvx decompilation, now with Biorand++, a randomizer for it built on BioRand. No emulator.
This download contains no game files. You need your own copy of the game as a disc image (.iso).
Downloads
recvx-cvx-pc-v1.1.3.zip: the ready-to-play programs (recvx.exe,recvx-config.exe, and the randomizercvx-rando.exe).recvx-pc-build-v1.1.3.zip: a one-step build from source. Unzip it into a folder with a short path (such asC:\recvxor Downloads) and double-clickbuild.bat. It checks for Git, Python 3, the .NET 10 SDK and Visual Studio 2022's C++ build tools, offers to install any that are missing (with winget, asking first), downloads this release's source and builds everything intorecvx-pc\build_pc.
Getting started
- Download
recvx-cvx-pc-v1.1.3.zipand unzip it anywhere (it needs about 2.5 GB more once set up). - Run
recvx-config.exe. The first time, it asks for your disc image and sets the game up: it copies the game's files and converts the movies (downloading FFmpeg once for that, about 100 MB). You can also drop the.isoontorecvx-config.exe. - Press Save and play. After that, start
recvx.exedirectly; the disc image is no longer needed. - To randomize: Randomizer... in
recvx-config.exe(orcvx-rando.exe). Pick the options, Generate, then Start CV:X. Play normal game switches back. Randomized games save to their own folder; your normal saves are never touched.
Nothing else to install: no Python, no emulator, no BIOS.
Changes in 1.1.3
Game
- Fixed: thin vertical lines on the status (inventory) screen: dark ones along the gold frame on the right, and gold ones in the background beside the 4:3 picture in widescreen. Menu pieces no longer show the outermost column of their image when upscaled, which the PS2 only blended in faintly.
- Fixed: flickering blood and marks on floors and walls (z-fighting) where the game drew them in the plane of the surface under them.
- Fixed: menu and subtitle text could pick up a sliver of the neighbouring letter on the font sheet when upscaled.
- Faster texture uploads to the emulated graphics memory: room loads and texture-heavy scenes do less work.
- New: a
gamecontrollerdb.txt(SDL's mapping format) next torecvx.exeadds mappings for controllers SDL does not know. - New:
vsync=1inrecvx.iniwaits for the display before each picture, against tearing in exclusive fullscreen (default off, as before).
The decal, font, texture upload, controller mapping and vsync changes come from zedhqx4's fork. The randomizer is unchanged (Biorand++ 1.0.1); share codes from 1.1.2 give the same runs.
Changes in 1.1.2
Game
- Fixed: a crash when aiming right after switching weapons. A weapon's animation slots could still point at the previous weapon's data, which matters most in randomized games, where a character can carry the other character's weapons. Those slots are now cleared, and an animation with no data no longer stops the game.
- Fixed: "Could not reserve the PS2 scratchpad address range (0x70000000)" when starting the game on some PCs. The game now claims that address before the graphics driver loads. If the message still appears, restarting the PC may clear it, and
recvx.lognow names what is using the address. - Smooth motion: less flicker along the edges of geometry, especially on stairs while running. Polygons that look alike are no longer mixed up between frames.
Changes in 1.1.1
Game
- New: display and control settings in the game. OPTION > SCREEN SETUP sets the resolution, display mode (window, fullscreen, borderless), aspect ratio, internal resolution, frame rate and pausing while the window is inactive. Changes take effect at once and are saved to
recvx.ini. OPTION > KEY CONFIG is back: pick an action's keyboard or controller column, press OK, then the new key or button (Esc cancels, Delete clears it), or reset everything to the defaults.recvx-config.exestill works as before. - New (experimental): smooth motion, 60 pictures a second. The game itself still runs at 30; every other picture is drawn halfway between two game frames. Turn it on with Frame rate 60 in SCREEN SETUP, the Smooth motion box in
recvx-config.exe, orsmooth_motion=1inrecvx.ini. It is off by default. - Fixed in widescreen: the film strips on the OPTION screen poked past the 4:3 picture and were cut off unevenly while they scrolled. They now run across the whole screen.
Randomizer (Biorand++ 1.0.1)
- Fixed: with a custom item pool, the random starting inventory could give you a weapon that was unticked in the pool (such as the Sniper Rifle). Starting weapons now come only from the ticked ones, like the pickups. Share codes made with 1.0.0 that use a custom pool and random inventory can start with a different weapon now.
- Fixed: "Could not write the seed... Access to the path is denied" when making a new seed. The random run's save folder had been marked read-only (OneDrive does this to some folders), and a read-only folder could not be emptied. The read-only mark is now cleared first.
Changes in 1.0.0
Randomizer
- New: Dark mode for the Biorand++ window: every page, with a dark title bar. It follows Windows' dark setting until you use the Dark mode switch (Settings, in the Window box); after that your choice stays.
- New for the command line:
cvx-rando-cli generate --out <dir> --checkplays the seed through and reads the written folder back, checking that every pickup holds the item the logic put there, every door of the layout is in place with none leading out of the run, and the starting items are the ones the logic used.generatealso prints the seed's share code.
Game
- The port can now also be built for Linux from source (
pc/tools/build_linux.py, 32-bit, GCC and SDL2). It is early: no settings app, icon or overlay text there yet, and this release has no Linux download.
Changes in 0.9.95
Randomizer
- New: every seed's title screen is BioRand's Code: Veronica X art, with the Biorand++ version in the top left corner (without a BioRand folder the title stays the game's).
- New: with Change Player Character, the status screen shows the new character's face (BioRand's portrait, scaled up) and name instead of Claire's or Chris's. The seed's folder then has its own
ITEM1.AFS/ITEM2.AFS(about 85 MB). - More of Claire's and Chris's lines take their new character's voice, among them Claire's answers to Rodrigo in the cell. A few lines that were credited to the wrong speaker are fixed.
- Fixed softlocks:
- Random doors: RM_3150's gate could close behind you on the first visit and cut off the way back to the start.
- A key item could be placed in an RM_9290 spot that never shows, or in RM_1070's like it. Both spots are gone.
- RM_9290's two spots behind its gate now need the Crystal, like the pickup that opens the gate.
- A key item could be placed inside Claire's cell, which stays shut once she leaves the first room. Key items now go elsewhere.
- Share codes from 0.9.94 can place items differently in this version.
Changes in 0.9.94
Randomizer
- New: Change Player Character (BioRand's box on the CV:X tile). Claire and Chris become BioRand characters, Random or one you pick for each (Random never gives both the same). Their gameplay and cutscene models, the lines of theirs the randomizer knows and their pain and death sounds take that character's look and voice. Converted players don't blink back into Claire or keep her ponytail.
- New: NPCs that take a BioRand character's look now speak with that character's voice (BioRand's clips; the subtitles keep the game's words).
- A seed that changes the player character needs this version's
recvx.exe.
Game
- Fixed: the title screen showed "build 0.9.91" in 0.9.92 and 0.9.93; it now shows the real build.
- Fixed: a player model without skin data could be drawn with the previous player model's (the randomizer's new player models have none).
Changes in 0.9.93
Randomizer
- Random doors with Claire now start like a normal new game: the opening, Claire waking in the cell and Rodrigo letting her out (before, a new game skipped straight to the prison yard). The cell's door, the first door of the game, is the first random door and leads to a save room. Chris's runs keep their own start.
- Random doors no longer make layouts where a door lets you into rooms you can't get back out of with the keys you have (a door locked on one side only). Every layout is checked for this before it's used.
- Fixed: Biorand++ kept about 5 GB of memory after making a seed, even while idle. It now gives it back once the seed is written.
- Seeds with random doors come out differently than in 0.9.92, so a share code from 0.9.92 gives a different run.
Changes in 0.9.92 (since 0.9.7)
Randomizer (new)
- Biorand++ (
cvx-rando.exe): BioRand's window, with Resident Evil 1-3 on BioRand's own randomizer and Code: Veronica X on its own. For CV:X it randomizes items (shuffled or a custom pool, random starting inventory), doors (Claire or Chris for the whole run, 1-4 segments, more or fewer rooms), enemies (BioRand's per-kind sliders, optionally in random places), music (also from BioRand's other games), NPC looks and voices, and BioRand's title calls. - Seeds are shared as
CVX1-...codes, and each seed comes with a spoiler log. The randomizer writes a mod folder that the game reads instead of the original files, so your game data is never changed. - Random doors: rooms the run reaches always lead back with the keys you have (a seed could walk into RM_9320 through the open side of its jewel door and not get back out), doors that would leave the run are shown as locked, and a key is...
recvx-pc v1.1.2
A native Windows PC port of Resident Evil Code: Veronica X (US PlayStation 2, SLUS-20184), built from the recvx decompilation, now with Biorand++, a randomizer for it built on BioRand. No emulator.
This download contains no game files. You need your own copy of the game as a disc image (.iso).
Downloads
recvx-cvx-pc-v1.1.2.zip: the ready-to-play programs (recvx.exe,recvx-config.exe, and the randomizercvx-rando.exe).recvx-pc-build-v1.1.2.zip: a one-step build from source. Unzip it into a folder with a short path (such asC:\recvxor Downloads) and double-clickbuild.bat. It checks for Git, Python 3, the .NET 10 SDK and Visual Studio 2022's C++ build tools, offers to install any that are missing (with winget, asking first), downloads this release's source and builds everything intorecvx-pc\build_pc.
Getting started
- Download
recvx-cvx-pc-v1.1.2.zipand unzip it anywhere (it needs about 2.5 GB more once set up). - Run
recvx-config.exe. The first time, it asks for your disc image and sets the game up: it copies the game's files and converts the movies (downloading FFmpeg once for that, about 100 MB). You can also drop the.isoontorecvx-config.exe. - Press Save and play. After that, start
recvx.exedirectly; the disc image is no longer needed. - To randomize: Randomizer... in
recvx-config.exe(orcvx-rando.exe). Pick the options, Generate, then Start CV:X. Play normal game switches back. Randomized games save to their own folder; your normal saves are never touched.
Nothing else to install: no Python, no emulator, no BIOS.
Changes in 1.1.2
Game
- Fixed: a crash when aiming right after switching weapons. A weapon's animation slots could still point at the previous weapon's data, which matters most in randomized games, where a character can carry the other character's weapons. Those slots are now cleared, and an animation with no data no longer stops the game.
- Fixed: "Could not reserve the PS2 scratchpad address range (0x70000000)" when starting the game on some PCs. The game now claims that address before the graphics driver loads. If the message still appears, restarting the PC may clear it, and
recvx.lognow names what is using the address. - Smooth motion: less flicker along the edges of geometry, especially on stairs while running. Polygons that look alike are no longer mixed up between frames.
Changes in 1.1.1
Game
- New: display and control settings in the game. OPTION > SCREEN SETUP sets the resolution, display mode (window, fullscreen, borderless), aspect ratio, internal resolution, frame rate and pausing while the window is inactive. Changes take effect at once and are saved to
recvx.ini. OPTION > KEY CONFIG is back: pick an action's keyboard or controller column, press OK, then the new key or button (Esc cancels, Delete clears it), or reset everything to the defaults.recvx-config.exestill works as before. - New (experimental): smooth motion, 60 pictures a second. The game itself still runs at 30; every other picture is drawn halfway between two game frames. Turn it on with Frame rate 60 in SCREEN SETUP, the Smooth motion box in
recvx-config.exe, orsmooth_motion=1inrecvx.ini. It is off by default. - Fixed in widescreen: the film strips on the OPTION screen poked past the 4:3 picture and were cut off unevenly while they scrolled. They now run across the whole screen.
Randomizer (Biorand++ 1.0.1)
- Fixed: with a custom item pool, the random starting inventory could give you a weapon that was unticked in the pool (such as the Sniper Rifle). Starting weapons now come only from the ticked ones, like the pickups. Share codes made with 1.0.0 that use a custom pool and random inventory can start with a different weapon now.
- Fixed: "Could not write the seed... Access to the path is denied" when making a new seed. The random run's save folder had been marked read-only (OneDrive does this to some folders), and a read-only folder could not be emptied. The read-only mark is now cleared first.
Changes in 1.0.0
Randomizer
- New: Dark mode for the Biorand++ window: every page, with a dark title bar. It follows Windows' dark setting until you use the Dark mode switch (Settings, in the Window box); after that your choice stays.
- New for the command line:
cvx-rando-cli generate --out <dir> --checkplays the seed through and reads the written folder back, checking that every pickup holds the item the logic put there, every door of the layout is in place with none leading out of the run, and the starting items are the ones the logic used.generatealso prints the seed's share code.
Game
- The port can now also be built for Linux from source (
pc/tools/build_linux.py, 32-bit, GCC and SDL2). It is early: no settings app, icon or overlay text there yet, and this release has no Linux download.
Changes in 0.9.95
Randomizer
- New: every seed's title screen is BioRand's Code: Veronica X art, with the Biorand++ version in the top left corner (without a BioRand folder the title stays the game's).
- New: with Change Player Character, the status screen shows the new character's face (BioRand's portrait, scaled up) and name instead of Claire's or Chris's. The seed's folder then has its own
ITEM1.AFS/ITEM2.AFS(about 85 MB). - More of Claire's and Chris's lines take their new character's voice, among them Claire's answers to Rodrigo in the cell. A few lines that were credited to the wrong speaker are fixed.
- Fixed softlocks:
- Random doors: RM_3150's gate could close behind you on the first visit and cut off the way back to the start.
- A key item could be placed in an RM_9290 spot that never shows, or in RM_1070's like it. Both spots are gone.
- RM_9290's two spots behind its gate now need the Crystal, like the pickup that opens the gate.
- A key item could be placed inside Claire's cell, which stays shut once she leaves the first room. Key items now go elsewhere.
- Share codes from 0.9.94 can place items differently in this version.
Changes in 0.9.94
Randomizer
- New: Change Player Character (BioRand's box on the CV:X tile). Claire and Chris become BioRand characters, Random or one you pick for each (Random never gives both the same). Their gameplay and cutscene models, the lines of theirs the randomizer knows and their pain and death sounds take that character's look and voice. Converted players don't blink back into Claire or keep her ponytail.
- New: NPCs that take a BioRand character's look now speak with that character's voice (BioRand's clips; the subtitles keep the game's words).
- A seed that changes the player character needs this version's
recvx.exe.
Game
- Fixed: the title screen showed "build 0.9.91" in 0.9.92 and 0.9.93; it now shows the real build.
- Fixed: a player model without skin data could be drawn with the previous player model's (the randomizer's new player models have none).
Changes in 0.9.93
Randomizer
- Random doors with Claire now start like a normal new game: the opening, Claire waking in the cell and Rodrigo letting her out (before, a new game skipped straight to the prison yard). The cell's door, the first door of the game, is the first random door and leads to a save room. Chris's runs keep their own start.
- Random doors no longer make layouts where a door lets you into rooms you can't get back out of with the keys you have (a door locked on one side only). Every layout is checked for this before it's used.
- Fixed: Biorand++ kept about 5 GB of memory after making a seed, even while idle. It now gives it back once the seed is written.
- Seeds with random doors come out differently than in 0.9.92, so a share code from 0.9.92 gives a different run.
Changes in 0.9.92 (since 0.9.7)
Randomizer (new)
- Biorand++ (
cvx-rando.exe): BioRand's window, with Resident Evil 1-3 on BioRand's own randomizer and Code: Veronica X on its own. For CV:X it randomizes items (shuffled or a custom pool, random starting inventory), doors (Claire or Chris for the whole run, 1-4 segments, more or fewer rooms), enemies (BioRand's per-kind sliders, optionally in random places), music (also from BioRand's other games), NPC looks and voices, and BioRand's title calls. - Seeds are shared as
CVX1-...codes, and each seed comes with a spoiler log. The randomizer writes a mod folder that the game reads instead of the original files, so your game data is never changed. - Random doors: rooms the run reaches always lead back with the keys you have (a seed could walk into RM_9320 through the open side of its jewel door and not get back out), doors that would leave the run are shown as locked, and a key is never placed in a room that only arms its lock when you walk in.
Game
- New: controller vibration (like a DualShock 2; VIBRATION in the title OPTION menu).
- New:
skip_intro=1starts at the title screen;debug_save=1adds a save-anywhere key (F5). - New: the build number is shown on the title screen.
- Sound: door, item box and looping room sounds; no crackling in loud music; smoother sound effects and reverb; a limiter on the final mix.
- Fixed: computer console scripts jumped to the wrong place.
- Fixed: movies after a skipped movie had no sound.
- Fixed: the player could stay stuck after Alexia's fire attack.
- Fixed: storing the equipped weapon in the item box left it equipped.
- Fixed in widescreen: the camera view tint, the oil pressure puzzle lines and the ripple screen effect now fill the wider screen.
- No more frame stalls when the game writes files.
saves=anddata=inrecvx.inican be relative to the exe.- Building:
pc/tools/msvc.pyfinds any Visual Studio 2022 edition with the C++ x86 tools, not only the Build Tools.
Problems: the game writes recvx.log and last_run_input.txt next to recvx.exe; include both (and for a...
recvx-pc v1.1.1
A native Windows PC port of Resident Evil Code: Veronica X (US PlayStation 2, SLUS-20184), built from the recvx decompilation, now with Biorand++, a randomizer for it built on BioRand. No emulator.
This download contains no game files. You need your own copy of the game as a disc image (.iso).
Downloads
recvx-cvx-pc-v1.1.1.zip: the ready-to-play programs (recvx.exe,recvx-config.exe, and the randomizercvx-rando.exe).recvx-pc-build-v1.1.1.zip: a one-step build from source. Unzip it into a folder with a short path (such asC:\recvxor Downloads) and double-clickbuild.bat. It checks for Git, Python 3, the .NET 10 SDK and Visual Studio 2022's C++ build tools, offers to install any that are missing (with winget, asking first), downloads this release's source and builds everything intorecvx-pc\build_pc.
Getting started
- Download
recvx-cvx-pc-v1.1.1.zipand unzip it anywhere (it needs about 2.5 GB more once set up). - Run
recvx-config.exe. The first time, it asks for your disc image and sets the game up: it copies the game's files and converts the movies (downloading FFmpeg once for that, about 100 MB). You can also drop the.isoontorecvx-config.exe. - Press Save and play. After that, start
recvx.exedirectly; the disc image is no longer needed. - To randomize: Randomizer... in
recvx-config.exe(orcvx-rando.exe). Pick the options, Generate, then Start CV:X. Play normal game switches back. Randomized games save to their own folder; your normal saves are never touched.
Nothing else to install: no Python, no emulator, no BIOS.
Changes since 1.0.0
Game
- New: display and control settings in the game. OPTION > SCREEN SETUP sets the resolution, display mode (window, fullscreen, borderless), aspect ratio, internal resolution, frame rate and pausing while the window is inactive. Changes take effect at once and are saved to
recvx.ini. OPTION > KEY CONFIG is back: pick an action's keyboard or controller column, press OK, then the new key or button (Esc cancels, Delete clears it), or reset everything to the defaults.recvx-config.exestill works as before. - New (experimental): smooth motion, 60 pictures a second. The game itself still runs at 30; every other picture is drawn halfway between two game frames. Turn it on with Frame rate 60 in SCREEN SETUP, the Smooth motion box in
recvx-config.exe, orsmooth_motion=1inrecvx.ini. It is off by default. - Fixed in widescreen: the film strips on the OPTION screen poked past the 4:3 picture and were cut off unevenly while they scrolled. They now run across the whole screen.
Randomizer (Biorand++ 1.0.1)
- Fixed: with a custom item pool, the random starting inventory could give you a weapon that was unticked in the pool (such as the Sniper Rifle). Starting weapons now come only from the ticked ones, like the pickups. Share codes made with 1.0.0 that use a custom pool and random inventory can start with a different weapon now.
- Fixed: "Could not write the seed... Access to the path is denied" when making a new seed. The random run's save folder had been marked read-only (OneDrive does this to some folders), and a read-only folder could not be emptied. The read-only mark is now cleared first.
Changes in 1.0.0
Randomizer
- New: Dark mode for the Biorand++ window: every page, with a dark title bar. It follows Windows' dark setting until you use the Dark mode switch (Settings, in the Window box); after that your choice stays.
- New for the command line:
cvx-rando-cli generate --out <dir> --checkplays the seed through and reads the written folder back, checking that every pickup holds the item the logic put there, every door of the layout is in place with none leading out of the run, and the starting items are the ones the logic used.generatealso prints the seed's share code.
Game
- The port can now also be built for Linux from source (
pc/tools/build_linux.py, 32-bit, GCC and SDL2). It is early: no settings app, icon or overlay text there yet, and this release has no Linux download.
Changes in 0.9.95
Randomizer
- New: every seed's title screen is BioRand's Code: Veronica X art, with the Biorand++ version in the top left corner (without a BioRand folder the title stays the game's).
- New: with Change Player Character, the status screen shows the new character's face (BioRand's portrait, scaled up) and name instead of Claire's or Chris's. The seed's folder then has its own
ITEM1.AFS/ITEM2.AFS(about 85 MB). - More of Claire's and Chris's lines take their new character's voice, among them Claire's answers to Rodrigo in the cell. A few lines that were credited to the wrong speaker are fixed.
- Fixed softlocks:
- Random doors: RM_3150's gate could close behind you on the first visit and cut off the way back to the start.
- A key item could be placed in an RM_9290 spot that never shows, or in RM_1070's like it. Both spots are gone.
- RM_9290's two spots behind its gate now need the Crystal, like the pickup that opens the gate.
- A key item could be placed inside Claire's cell, which stays shut once she leaves the first room. Key items now go elsewhere.
- Share codes from 0.9.94 can place items differently in this version.
Changes in 0.9.94
Randomizer
- New: Change Player Character (BioRand's box on the CV:X tile). Claire and Chris become BioRand characters, Random or one you pick for each (Random never gives both the same). Their gameplay and cutscene models, the lines of theirs the randomizer knows and their pain and death sounds take that character's look and voice. Converted players don't blink back into Claire or keep her ponytail.
- New: NPCs that take a BioRand character's look now speak with that character's voice (BioRand's clips; the subtitles keep the game's words).
- A seed that changes the player character needs this version's
recvx.exe.
Game
- Fixed: the title screen showed "build 0.9.91" in 0.9.92 and 0.9.93; it now shows the real build.
- Fixed: a player model without skin data could be drawn with the previous player model's (the randomizer's new player models have none).
Changes in 0.9.93
Randomizer
- Random doors with Claire now start like a normal new game: the opening, Claire waking in the cell and Rodrigo letting her out (before, a new game skipped straight to the prison yard). The cell's door, the first door of the game, is the first random door and leads to a save room. Chris's runs keep their own start.
- Random doors no longer make layouts where a door lets you into rooms you can't get back out of with the keys you have (a door locked on one side only). Every layout is checked for this before it's used.
- Fixed: Biorand++ kept about 5 GB of memory after making a seed, even while idle. It now gives it back once the seed is written.
- Seeds with random doors come out differently than in 0.9.92, so a share code from 0.9.92 gives a different run.
Changes in 0.9.92 (since 0.9.7)
Randomizer (new)
- Biorand++ (
cvx-rando.exe): BioRand's window, with Resident Evil 1-3 on BioRand's own randomizer and Code: Veronica X on its own. For CV:X it randomizes items (shuffled or a custom pool, random starting inventory), doors (Claire or Chris for the whole run, 1-4 segments, more or fewer rooms), enemies (BioRand's per-kind sliders, optionally in random places), music (also from BioRand's other games), NPC looks and voices, and BioRand's title calls. - Seeds are shared as
CVX1-...codes, and each seed comes with a spoiler log. The randomizer writes a mod folder that the game reads instead of the original files, so your game data is never changed. - Random doors: rooms the run reaches always lead back with the keys you have (a seed could walk into RM_9320 through the open side of its jewel door and not get back out), doors that would leave the run are shown as locked, and a key is never placed in a room that only arms its lock when you walk in.
Game
- New: controller vibration (like a DualShock 2; VIBRATION in the title OPTION menu).
- New:
skip_intro=1starts at the title screen;debug_save=1adds a save-anywhere key (F5). - New: the build number is shown on the title screen.
- Sound: door, item box and looping room sounds; no crackling in loud music; smoother sound effects and reverb; a limiter on the final mix.
- Fixed: computer console scripts jumped to the wrong place.
- Fixed: movies after a skipped movie had no sound.
- Fixed: the player could stay stuck after Alexia's fire attack.
- Fixed: storing the equipped weapon in the item box left it equipped.
- Fixed in widescreen: the camera view tint, the oil pressure puzzle lines and the ripple screen effect now fill the wider screen.
- No more frame stalls when the game writes files.
saves=anddata=inrecvx.inican be relative to the exe.- Building:
pc/tools/msvc.pyfinds any Visual Studio 2022 edition with the C++ x86 tools, not only the Build Tools.
Problems: the game writes recvx.log and last_run_input.txt next to recvx.exe; include both (and for a randomized game, its share code or spoiler.txt) when you report a problem.
recvx-pc v1.0.0
A native Windows PC port of Resident Evil Code: Veronica X (US PlayStation 2, SLUS-20184), built from the recvx decompilation, now with Biorand++, a randomizer for it built on BioRand. No emulator.
This download contains no game files. You need your own copy of the game as a disc image (.iso).
Downloads
recvx-cvx-pc-v1.0.0.zip: the ready-to-play programs (recvx.exe,recvx-config.exe, and the randomizercvx-rando.exe).recvx-pc-build-v1.0.0.zip: a one-step build from source. Unzip it into a folder with a short path (such asC:\recvxor Downloads) and double-clickbuild.bat. It checks for Git, Python 3, the .NET 10 SDK and Visual Studio 2022's C++ build tools, offers to install any that are missing (with winget, asking first), downloads this release's source and builds everything intorecvx-pc\build_pc.
Getting started
- Download
recvx-cvx-pc-v1.0.0.zipand unzip it anywhere (it needs about 2.5 GB more once set up). - Run
recvx-config.exe. The first time, it asks for your disc image and sets the game up: it copies the game's files and converts the movies (downloading FFmpeg once for that, about 100 MB). You can also drop the.isoontorecvx-config.exe. - Press Save and play. After that, start
recvx.exedirectly; the disc image is no longer needed. - To randomize: Randomizer... in
recvx-config.exe(orcvx-rando.exe). Pick the options, Generate, then Start CV:X. Play normal game switches back. Randomized games save to their own folder; your normal saves are never touched.
Nothing else to install: no Python, no emulator, no BIOS.
Changes since 0.9.95
Randomizer
- New: Dark mode for the Biorand++ window: every page, with a dark title bar. It follows Windows' dark setting until you use the Dark mode switch (Settings, in the Window box); after that your choice stays.
- New for the command line:
cvx-rando-cli generate --out <dir> --checkplays the seed through and reads the written folder back, checking that every pickup holds the item the logic put there, every door of the layout is in place with none leading out of the run, and the starting items are the ones the logic used.generatealso prints the seed's share code.
Game
- The port can now also be built for Linux from source (
pc/tools/build_linux.py, 32-bit, GCC and SDL2). It is early: no settings app, icon or overlay text there yet, and this release has no Linux download.
Changes in 0.9.95
Randomizer
- New: every seed's title screen is BioRand's Code: Veronica X art, with the Biorand++ version in the top left corner (without a BioRand folder the title stays the game's).
- New: with Change Player Character, the status screen shows the new character's face (BioRand's portrait, scaled up) and name instead of Claire's or Chris's. The seed's folder then has its own
ITEM1.AFS/ITEM2.AFS(about 85 MB). - More of Claire's and Chris's lines take their new character's voice, among them Claire's answers to Rodrigo in the cell. A few lines that were credited to the wrong speaker are fixed.
- Fixed softlocks:
- Random doors: RM_3150's gate could close behind you on the first visit and cut off the way back to the start.
- A key item could be placed in an RM_9290 spot that never shows, or in RM_1070's like it. Both spots are gone.
- RM_9290's two spots behind its gate now need the Crystal, like the pickup that opens the gate.
- A key item could be placed inside Claire's cell, which stays shut once she leaves the first room. Key items now go elsewhere.
- Share codes from 0.9.94 can place items differently in this version.
Changes in 0.9.94
Randomizer
- New: Change Player Character (BioRand's box on the CV:X tile). Claire and Chris become BioRand characters, Random or one you pick for each (Random never gives both the same). Their gameplay and cutscene models, the lines of theirs the randomizer knows and their pain and death sounds take that character's look and voice. Converted players don't blink back into Claire or keep her ponytail.
- New: NPCs that take a BioRand character's look now speak with that character's voice (BioRand's clips; the subtitles keep the game's words).
- A seed that changes the player character needs this version's
recvx.exe.
Game
- Fixed: the title screen showed "build 0.9.91" in 0.9.92 and 0.9.93; it now shows the real build.
- Fixed: a player model without skin data could be drawn with the previous player model's (the randomizer's new player models have none).
Changes in 0.9.93
Randomizer
- Random doors with Claire now start like a normal new game: the opening, Claire waking in the cell and Rodrigo letting her out (before, a new game skipped straight to the prison yard). The cell's door, the first door of the game, is the first random door and leads to a save room. Chris's runs keep their own start.
- Random doors no longer make layouts where a door lets you into rooms you can't get back out of with the keys you have (a door locked on one side only). Every layout is checked for this before it's used.
- Fixed: Biorand++ kept about 5 GB of memory after making a seed, even while idle. It now gives it back once the seed is written.
- Seeds with random doors come out differently than in 0.9.92, so a share code from 0.9.92 gives a different run.
Changes in 0.9.92 (since 0.9.7)
Randomizer (new)
- Biorand++ (
cvx-rando.exe): BioRand's window, with Resident Evil 1-3 on BioRand's own randomizer and Code: Veronica X on its own. For CV:X it randomizes items (shuffled or a custom pool, random starting inventory), doors (Claire or Chris for the whole run, 1-4 segments, more or fewer rooms), enemies (BioRand's per-kind sliders, optionally in random places), music (also from BioRand's other games), NPC looks and voices, and BioRand's title calls. - Seeds are shared as
CVX1-...codes, and each seed comes with a spoiler log. The randomizer writes a mod folder that the game reads instead of the original files, so your game data is never changed. - Random doors: rooms the run reaches always lead back with the keys you have (a seed could walk into RM_9320 through the open side of its jewel door and not get back out), doors that would leave the run are shown as locked, and a key is never placed in a room that only arms its lock when you walk in.
Game
- New: controller vibration (like a DualShock 2; VIBRATION in the title OPTION menu).
- New:
skip_intro=1starts at the title screen;debug_save=1adds a save-anywhere key (F5). - New: the build number is shown on the title screen.
- Sound: door, item box and looping room sounds; no crackling in loud music; smoother sound effects and reverb; a limiter on the final mix.
- Fixed: computer console scripts jumped to the wrong place.
- Fixed: movies after a skipped movie had no sound.
- Fixed: the player could stay stuck after Alexia's fire attack.
- Fixed: storing the equipped weapon in the item box left it equipped.
- Fixed in widescreen: the camera view tint, the oil pressure puzzle lines and the ripple screen effect now fill the wider screen.
- No more frame stalls when the game writes files.
saves=anddata=inrecvx.inican be relative to the exe.- Building:
pc/tools/msvc.pyfinds any Visual Studio 2022 edition with the C++ x86 tools, not only the Build Tools.
Problems: the game writes recvx.log and last_run_input.txt next to recvx.exe; include both (and for a randomized game, its share code or spoiler.txt) when you report a problem.
recvx-pc v0.9.95
A native Windows PC port of Resident Evil Code: Veronica X (US PlayStation 2, SLUS-20184), built from the recvx decompilation, now with Biorand++, a randomizer for it built on BioRand. No emulator.
This download contains no game files. You need your own copy of the game as a disc image (.iso).
Downloads
recvx-cvx-pc-v0.9.95.zip: the ready-to-play programs (recvx.exe,recvx-config.exe, and the randomizercvx-rando.exe).recvx-pc-build-v0.9.95.zip: a one-step build from source. Unzip it into a folder with a short path (such asC:\recvxor Downloads) and double-clickbuild.bat. It checks for Git, Python 3, the .NET 10 SDK and Visual Studio 2022's C++ build tools, offers to install any that are missing (with winget, asking first), downloads this release's source and builds everything intorecvx-pc\build_pc.
Getting started
- Download
recvx-cvx-pc-v0.9.95.zipand unzip it anywhere (it needs about 2.5 GB more once set up). - Run
recvx-config.exe. The first time, it asks for your disc image and sets the game up: it copies the game's files and converts the movies (downloading FFmpeg once for that, about 100 MB). You can also drop the.isoontorecvx-config.exe. - Press Save and play. After that, start
recvx.exedirectly; the disc image is no longer needed. - To randomize: Randomizer... in
recvx-config.exe(orcvx-rando.exe). Pick the options, Generate, then Start CV:X. Play normal game switches back. Randomized games save to their own folder; your normal saves are never touched.
Nothing else to install: no Python, no emulator, no BIOS.
Changes since 0.9.94
Randomizer
- New: every seed's title screen is BioRand's Code: Veronica X art, with the Biorand++ version in the top left corner (without a BioRand folder the title stays the game's).
- New: with Change Player Character, the status screen shows the new character's face (BioRand's portrait, scaled up) and name instead of Claire's or Chris's. The seed's folder then has its own
ITEM1.AFS/ITEM2.AFS(about 85 MB). - More of Claire's and Chris's lines take their new character's voice, among them Claire's answers to Rodrigo in the cell. A few lines that were credited to the wrong speaker are fixed.
- Fixed softlocks:
- Random doors: RM_3150's gate could close behind you on the first visit and cut off the way back to the start.
- A key item could be placed in an RM_9290 spot that never shows, or in RM_1070's like it. Both spots are gone.
- RM_9290's two spots behind its gate now need the Crystal, like the pickup that opens the gate.
- A key item could be placed inside Claire's cell, which stays shut once she leaves the first room. Key items now go elsewhere.
- Share codes from 0.9.94 can place items differently in this version.
Changes in 0.9.94
Randomizer
- New: Change Player Character (BioRand's box on the CV:X tile). Claire and Chris become BioRand characters, Random or one you pick for each (Random never gives both the same). Their gameplay and cutscene models, the lines of theirs the randomizer knows and their pain and death sounds take that character's look and voice. Converted players don't blink back into Claire or keep her ponytail.
- New: NPCs that take a BioRand character's look now speak with that character's voice (BioRand's clips; the subtitles keep the game's words).
- A seed that changes the player character needs this version's
recvx.exe.
Game
- Fixed: the title screen showed "build 0.9.91" in 0.9.92 and 0.9.93; it now shows the real build.
- Fixed: a player model without skin data could be drawn with the previous player model's (the randomizer's new player models have none).
Changes in 0.9.93
Randomizer
- Random doors with Claire now start like a normal new game: the opening, Claire waking in the cell and Rodrigo letting her out (before, a new game skipped straight to the prison yard). The cell's door, the first door of the game, is the first random door and leads to a save room. Chris's runs keep their own start.
- Random doors no longer make layouts where a door lets you into rooms you can't get back out of with the keys you have (a door locked on one side only). Every layout is checked for this before it's used.
- Fixed: Biorand++ kept about 5 GB of memory after making a seed, even while idle. It now gives it back once the seed is written.
- Seeds with random doors come out differently than in 0.9.92, so a share code from 0.9.92 gives a different run.
Changes in 0.9.92 (since 0.9.7)
Randomizer (new)
- Biorand++ (
cvx-rando.exe): BioRand's window, with Resident Evil 1-3 on BioRand's own randomizer and Code: Veronica X on its own. For CV:X it randomizes items (shuffled or a custom pool, random starting inventory), doors (Claire or Chris for the whole run, 1-4 segments, more or fewer rooms), enemies (BioRand's per-kind sliders, optionally in random places), music (also from BioRand's other games), NPC looks and voices, and BioRand's title calls. - Seeds are shared as
CVX1-...codes, and each seed comes with a spoiler log. The randomizer writes a mod folder that the game reads instead of the original files, so your game data is never changed. - Random doors: rooms the run reaches always lead back with the keys you have (a seed could walk into RM_9320 through the open side of its jewel door and not get back out), doors that would leave the run are shown as locked, and a key is never placed in a room that only arms its lock when you walk in.
Game
- New: controller vibration (like a DualShock 2; VIBRATION in the title OPTION menu).
- New:
skip_intro=1starts at the title screen;debug_save=1adds a save-anywhere key (F5). - New: the build number is shown on the title screen.
- Sound: door, item box and looping room sounds; no crackling in loud music; smoother sound effects and reverb; a limiter on the final mix.
- Fixed: computer console scripts jumped to the wrong place.
- Fixed: movies after a skipped movie had no sound.
- Fixed: the player could stay stuck after Alexia's fire attack.
- Fixed: storing the equipped weapon in the item box left it equipped.
- Fixed in widescreen: the camera view tint, the oil pressure puzzle lines and the ripple screen effect now fill the wider screen.
- No more frame stalls when the game writes files.
saves=anddata=inrecvx.inican be relative to the exe.- Building:
pc/tools/msvc.pyfinds any Visual Studio 2022 edition with the C++ x86 tools, not only the Build Tools.
Problems: the game writes recvx.log and last_run_input.txt next to recvx.exe; include both (and for a randomized game, its share code or spoiler.txt) when you report a problem.
recvx-pc v0.9.94
A native Windows PC port of Resident Evil Code: Veronica X (US PlayStation 2, SLUS-20184), built from the recvx decompilation, now with Biorand++, a randomizer for it built on BioRand. No emulator.
This download contains no game files. You need your own copy of the game as a disc image (.iso).
Downloads
recvx-cvx-pc-v0.9.94.zip: the ready-to-play programs (recvx.exe,recvx-config.exe, and the randomizercvx-rando.exe).recvx-pc-build-v0.9.94.zip: a one-step build from source. Unzip it into a folder with a short path (such asC:\recvxor Downloads) and double-clickbuild.bat. It checks for Git, Python 3, the .NET 10 SDK and Visual Studio 2022's C++ build tools, offers to install any that are missing (with winget, asking first), downloads this release's source and builds everything intorecvx-pc\build_pc.
Getting started
- Download
recvx-cvx-pc-v0.9.94.zipand unzip it anywhere (it needs about 2.5 GB more once set up). - Run
recvx-config.exe. The first time, it asks for your disc image and sets the game up: it copies the game's files and converts the movies (downloading FFmpeg once for that, about 100 MB). You can also drop the.isoontorecvx-config.exe. - Press Save and play. After that, start
recvx.exedirectly; the disc image is no longer needed. - To randomize: Randomizer... in
recvx-config.exe(orcvx-rando.exe). Pick the options, Generate, then Start CV:X. Play normal game switches back. Randomized games save to their own folder; your normal saves are never touched.
Nothing else to install: no Python, no emulator, no BIOS.
Changes since 0.9.93
Randomizer
- New: Change Player Character (BioRand's box on the CV:X tile). Claire and Chris become BioRand characters, Random or one you pick for each (Random never gives both the same). Their gameplay and cutscene models, the lines of theirs the randomizer knows and their pain and death sounds take that character's look and voice. Converted players don't blink back into Claire or keep her ponytail.
- New: NPCs that take a BioRand character's look now speak with that character's voice (BioRand's clips; the subtitles keep the game's words).
- A seed that changes the player character needs this version's
recvx.exe.
Game
- Fixed: the title screen showed "build 0.9.91" in 0.9.92 and 0.9.93; it now shows the real build.
- Fixed: a player model without skin data could be drawn with the previous player model's (the randomizer's new player models have none).
Changes in 0.9.93
Randomizer
- Random doors with Claire now start like a normal new game: the opening, Claire waking in the cell and Rodrigo letting her out (before, a new game skipped straight to the prison yard). The cell's door, the first door of the game, is the first random door and leads to a save room. Chris's runs keep their own start.
- Random doors no longer make layouts where a door lets you into rooms you can't get back out of with the keys you have (a door locked on one side only). Every layout is checked for this before it's used.
- Fixed: Biorand++ kept about 5 GB of memory after making a seed, even while idle. It now gives it back once the seed is written.
- Seeds with random doors come out differently than in 0.9.92, so a share code from 0.9.92 gives a different run.
Changes in 0.9.92 (since 0.9.7)
Randomizer (new)
- Biorand++ (
cvx-rando.exe): BioRand's window, with Resident Evil 1-3 on BioRand's own randomizer and Code: Veronica X on its own. For CV:X it randomizes items (shuffled or a custom pool, random starting inventory), doors (Claire or Chris for the whole run, 1-4 segments, more or fewer rooms), enemies (BioRand's per-kind sliders, optionally in random places), music (also from BioRand's other games), NPC looks and voices, and BioRand's title calls. - Seeds are shared as
CVX1-...codes, and each seed comes with a spoiler log. The randomizer writes a mod folder that the game reads instead of the original files, so your game data is never changed. - Random doors: rooms the run reaches always lead back with the keys you have (a seed could walk into RM_9320 through the open side of its jewel door and not get back out), doors that would leave the run are shown as locked, and a key is never placed in a room that only arms its lock when you walk in.
Game
- New: controller vibration (like a DualShock 2; VIBRATION in the title OPTION menu).
- New:
skip_intro=1starts at the title screen;debug_save=1adds a save-anywhere key (F5). - New: the build number is shown on the title screen.
- Sound: door, item box and looping room sounds; no crackling in loud music; smoother sound effects and reverb; a limiter on the final mix.
- Fixed: computer console scripts jumped to the wrong place.
- Fixed: movies after a skipped movie had no sound.
- Fixed: the player could stay stuck after Alexia's fire attack.
- Fixed: storing the equipped weapon in the item box left it equipped.
- Fixed in widescreen: the camera view tint, the oil pressure puzzle lines and the ripple screen effect now fill the wider screen.
- No more frame stalls when the game writes files.
saves=anddata=inrecvx.inican be relative to the exe.- Building:
pc/tools/msvc.pyfinds any Visual Studio 2022 edition with the C++ x86 tools, not only the Build Tools.
Problems: the game writes recvx.log and last_run_input.txt next to recvx.exe; include both (and for a randomized game, its share code or spoiler.txt) when you report a problem.
recvx-pc v0.9.93
A native Windows PC port of Resident Evil Code: Veronica X (US PlayStation 2, SLUS-20184), built from the recvx decompilation, now with Biorand++, a randomizer for it built on BioRand. No emulator.
This download contains no game files. You need your own copy of the game as a disc image (.iso).
Downloads
recvx-cvx-pc-v0.9.93.zip: the ready-to-play programs (recvx.exe,recvx-config.exe, and the randomizercvx-rando.exe).recvx-pc-build-v0.9.93.zip: a one-step build from source. Unzip it into a folder with a short path (such asC:\recvxor Downloads) and double-clickbuild.bat. It checks for Git, Python 3, the .NET 10 SDK and Visual Studio 2022's C++ build tools, offers to install any that are missing (with winget, asking first), downloads this release's source and builds everything intorecvx-pc\build_pc.
Getting started
- Download
recvx-cvx-pc-v0.9.93.zipand unzip it anywhere (it needs about 2.5 GB more once set up). - Run
recvx-config.exe. The first time, it asks for your disc image and sets the game up: it copies the game's files and converts the movies (downloading FFmpeg once for that, about 100 MB). You can also drop the.isoontorecvx-config.exe. - Press Save and play. After that, start
recvx.exedirectly; the disc image is no longer needed. - To randomize: Randomizer... in
recvx-config.exe(orcvx-rando.exe). Pick the options, Generate, then Start CV:X. Play normal game switches back. Randomized games save to their own folder; your normal saves are never touched.
Nothing else to install: no Python, no emulator, no BIOS.
Changes since 0.9.92
Randomizer
- Random doors with Claire now start like a normal new game: the opening, Claire waking in the cell and Rodrigo letting her out (before, a new game skipped straight to the prison yard). The cell's door, the first door of the game, is the first random door and leads to a save room. Chris's runs keep their own start.
- Random doors no longer make layouts where a door lets you into rooms you can't get back out of with the keys you have (a door locked on one side only). Every layout is checked for this before it's used.
- Fixed: Biorand++ kept about 5 GB of memory after making a seed, even while idle. It now gives it back once the seed is written.
- Seeds with random doors come out differently than in 0.9.92, so a share code from 0.9.92 gives a different run.
Changes in 0.9.92 (since 0.9.7)
Randomizer (new)
- Biorand++ (
cvx-rando.exe): BioRand's window, with Resident Evil 1-3 on BioRand's own randomizer and Code: Veronica X on its own. For CV:X it randomizes items (shuffled or a custom pool, random starting inventory), doors (Claire or Chris for the whole run, 1-4 segments, more or fewer rooms), enemies (BioRand's per-kind sliders, optionally in random places), music (also from BioRand's other games), NPC looks and voices, and BioRand's title calls. - Seeds are shared as
CVX1-...codes, and each seed comes with a spoiler log. The randomizer writes a mod folder that the game reads instead of the original files, so your game data is never changed. - Random doors: rooms the run reaches always lead back with the keys you have (a seed could walk into RM_9320 through the open side of its jewel door and not get back out), doors that would leave the run are shown as locked, and a key is never placed in a room that only arms its lock when you walk in.
Game
- New: controller vibration (like a DualShock 2; VIBRATION in the title OPTION menu).
- New:
skip_intro=1starts at the title screen;debug_save=1adds a save-anywhere key (F5). - New: the build number is shown on the title screen.
- Sound: door, item box and looping room sounds; no crackling in loud music; smoother sound effects and reverb; a limiter on the final mix.
- Fixed: computer console scripts jumped to the wrong place.
- Fixed: movies after a skipped movie had no sound.
- Fixed: the player could stay stuck after Alexia's fire attack.
- Fixed: storing the equipped weapon in the item box left it equipped.
- Fixed in widescreen: the camera view tint, the oil pressure puzzle lines and the ripple screen effect now fill the wider screen.
- No more frame stalls when the game writes files.
saves=anddata=inrecvx.inican be relative to the exe.- Building:
pc/tools/msvc.pyfinds any Visual Studio 2022 edition with the C++ x86 tools, not only the Build Tools.
Problems: the game writes recvx.log and last_run_input.txt next to recvx.exe; include both (and for a randomized game, its share code or spoiler.txt) when you report a problem.
recvx-pc v0.9.92
A native Windows PC port of Resident Evil Code: Veronica X (US PlayStation 2, SLUS-20184), built from the recvx decompilation, now with Biorand++, a randomizer for it built on BioRand. No emulator.
This download contains no game files. You need your own copy of the game as a disc image (.iso).
Downloads
recvx-cvx-pc-v0.9.92.zip: the ready-to-play programs (recvx.exe,recvx-config.exe, and the randomizercvx-rando.exe).recvx-pc-build-v0.9.92.zip: a one-step build from source. Unzip it into a folder with a short path (such asC:\recvxor Downloads) and double-clickbuild.bat. It checks for Git, Python 3, the .NET 10 SDK and Visual Studio 2022's C++ build tools, offers to install any that are missing (with winget, asking first), downloads this release's source and builds everything intorecvx-pc\build_pc.
Getting started
- Download
recvx-cvx-pc-v0.9.92.zipand unzip it anywhere (it needs about 2.5 GB more once set up). - Run
recvx-config.exe. The first time, it asks for your disc image and sets the game up: it copies the game's files and converts the movies (downloading FFmpeg once for that, about 100 MB). You can also drop the.isoontorecvx-config.exe. - Press Save and play. After that, start
recvx.exedirectly; the disc image is no longer needed. - To randomize: Randomizer... in
recvx-config.exe(orcvx-rando.exe). Pick the options, Generate, then Start CV:X. Play normal game switches back. Randomized games save to their own folder; your normal saves are never touched.
Nothing else to install: no Python, no emulator, no BIOS.
Changes since 0.9.7
Randomizer (new)
- Biorand++ (
cvx-rando.exe): BioRand's window, with Resident Evil 1-3 on BioRand's own randomizer and Code: Veronica X on its own. For CV:X it randomizes items (shuffled or a custom pool, random starting inventory), doors (Claire or Chris for the whole run, 1-4 segments, more or fewer rooms), enemies (BioRand's per-kind sliders, optionally in random places), music (also from BioRand's other games), NPC looks and voices, and BioRand's title calls. - Seeds are shared as
CVX1-...codes, and each seed comes with a spoiler log. The randomizer writes a mod folder that the game reads instead of the original files, so your game data is never changed. - Random doors: rooms the run reaches always lead back with the keys you have (a seed could walk into RM_9320 through the open side of its jewel door and not get back out), doors that would leave the run are shown as locked, and a key is never placed in a room that only arms its lock when you walk in.
Game
- New: controller vibration (like a DualShock 2; VIBRATION in the title OPTION menu).
- New:
skip_intro=1starts at the title screen;debug_save=1adds a save-anywhere key (F5). - New: the build number is shown on the title screen.
- Sound: door, item box and looping room sounds; no crackling in loud music; smoother sound effects and reverb; a limiter on the final mix.
- Fixed: computer console scripts jumped to the wrong place.
- Fixed: movies after a skipped movie had no sound.
- Fixed: the player could stay stuck after Alexia's fire attack.
- Fixed: storing the equipped weapon in the item box left it equipped.
- Fixed in widescreen: the camera view tint, the oil pressure puzzle lines and the ripple screen effect now fill the wider screen.
- No more frame stalls when the game writes files.
saves=anddata=inrecvx.inican be relative to the exe.- Building:
pc/tools/msvc.pyfinds any Visual Studio 2022 edition with the C++ x86 tools, not only the Build Tools.
Problems: the game writes recvx.log and last_run_input.txt next to recvx.exe; include both (and for a randomized game, its share code or spoiler.txt) when you report a problem.
recvx-pc v0.9.7
Changes since 0.9.6
- Fixed: rooms with the water/glass ripple effect (such as at the airport) slowed to under 10 fps; they now run at the game's normal 30 fps.
- The window title shows the frame rate (gameplay runs at 30 fps, as on the PS2; doors and some scenes at 60).
Changes in 0.9.6
- Fixed: at the Palace control panel (and other in-game monitors that show a camera view), the screen was drawn tiny in the middle of a black screen, the monitor showed no picture, and the frame rate dropped sharply.
Changes in 0.9.5
- New: skip doors. Tick "Skip doors" in
recvx-config.exe, then press OK / Attack (Cross or Square) during a door animation to skip it. - New: F9 returns to the title screen. While playing, F9 pauses the game and asks; F9 again goes back to the title screen, any other key carries on. F9 can be rebound in
recvx-config.exe. - Fixed: entering a correct code at a computer console (such as NTC0394) did not unlock anything.
Changes in 0.9.4
- New: AI-upscaled movies. "Upscale movies (AI)..." in
recvx-config.exeenlarges the game's movies 4x with Real-ESRGAN on your graphics card (about 30-45 minutes on a recent GPU, several hours on a slow one; about 900 MB). It downloads the upscaler once (45 MB), can be stopped and continued, and "Use upscaled movies" switches between them and the originals. - Fixed: in widescreen, objects near the left and right edges of the wider view could be left out.
- The settings window no longer cuts off its bottom row.
Changes in 0.9.3
- Fixed: a crash when firing an empty M-100P (the game could mistake an unrelated item for ammo and start a reload the M-100P has no animation for).
- Crash reports in
recvx.lognow include more detail.
Changes in 0.9.2
- Fixed: thin lines and slivers in the inventory screen when upscaled and in widescreen (tile edges blending in neighbouring images, a hidden border column of the background, and panels cut at the old 4:3 edges).
Changes in 0.9.1
- Fixed: the map screen showed no rooms (the map's flag checks read their values in the wrong order on PC).
A native Windows PC port of Resident Evil Code: Veronica X (US PlayStation 2, SLUS-20184), built from the recvx decompilation. No emulator.
This download contains no game files. You need your own copy of the game as a disc image (.iso).
Getting started
- Download
recvx-cvx-pc-v0.9.7.zipand unzip it anywhere (it needs about 2.5 GB more once set up). - Run
recvx-config.exe. The first time, it asks for your disc image and sets the game up: it copies the game's files and converts the movies (downloading FFmpeg once for that, about 100 MB). You can also drop the.isoontorecvx-config.exe. - Press Save and play. After that, start
recvx.exedirectly; the disc image is no longer needed.
Nothing else to install: no Python, no emulator, no BIOS.
Features
- Graphics at up to 8x the original resolution, with the PS2's blending reproduced exactly
- Widescreen (16:9, 16:10, 21:9, 32:9): a wider 3D view rather than a stretched picture, with menus, text and movies kept at 4:3; the inventory and map backgrounds fill the screen
- PCSX2-format HD texture packs
- Movies (optionally AI-upscaled 4x), music, voices and sound effects with room reverb
- Saving and loading to a
savesfolder (no memory card screens) - Keyboard and game controllers, with all buttons rebindable in the settings app
- Windowed, fullscreen or borderless fullscreen; F11 or Alt+Enter switches; the window remembers its size and position
- Pauses while you are in another window (can be turned off)
- Hold Numpad 0 to fast-forward
- Optional door skipping, and F9 to return to the title screen
Default controls
Arrows = move, Z / X = OK / Attack, C = Run / Cancel, V = Map, A = Change aim, S = Aim, Enter = Status, Backspace = Options.
Known issues
- This is an early release: the opening of the game is well tested, but later areas have seen little play. Expect bugs further in.
- The mouse cursor does not hide while playing.
- Windows 10 or 11 is needed (the setup uses Windows' built-in
tarto unpack FFmpeg), with a graphics driver that supports OpenGL 3.3.
Reporting problems
The game writes recvx.log next to recvx.exe, and last_run_input.txt records your last session so it can be replayed exactly. Please attach both to any bug report.
recvx-pc v0.9.6
Changes since 0.9.5
- Fixed: at the Palace control panel (and other in-game monitors that show a camera view), the screen was drawn tiny in the middle of a black screen, the monitor showed no picture, and the frame rate dropped sharply.
Changes in 0.9.5
- New: skip doors. Tick "Skip doors" in
recvx-config.exe, then press OK / Attack (Cross or Square) during a door animation to skip it. - New: F9 returns to the title screen. While playing, F9 pauses the game and asks; F9 again goes back to the title screen, any other key carries on. F9 can be rebound in
recvx-config.exe. - Fixed: entering a correct code at a computer console (such as NTC0394) did not unlock anything.
Changes in 0.9.4
- New: AI-upscaled movies. "Upscale movies (AI)..." in
recvx-config.exeenlarges the game's movies 4x with Real-ESRGAN on your graphics card (about 30-45 minutes on a recent GPU, several hours on a slow one; about 900 MB). It downloads the upscaler once (45 MB), can be stopped and continued, and "Use upscaled movies" switches between them and the originals. - Fixed: in widescreen, objects near the left and right edges of the wider view could be left out.
- The settings window no longer cuts off its bottom row.
Changes in 0.9.3
- Fixed: a crash when firing an empty M-100P (the game could mistake an unrelated item for ammo and start a reload the M-100P has no animation for).
- Crash reports in
recvx.lognow include more detail.
Changes in 0.9.2
- Fixed: thin lines and slivers in the inventory screen when upscaled and in widescreen (tile edges blending in neighbouring images, a hidden border column of the background, and panels cut at the old 4:3 edges).
Changes in 0.9.1
- Fixed: the map screen showed no rooms (the map's flag checks read their values in the wrong order on PC).
A native Windows PC port of Resident Evil Code: Veronica X (US PlayStation 2, SLUS-20184), built from the recvx decompilation. No emulator.
This download contains no game files. You need your own copy of the game as a disc image (.iso).
Getting started
- Download
recvx-cvx-pc-v0.9.6.zipand unzip it anywhere (it needs about 2.5 GB more once set up). - Run
recvx-config.exe. The first time, it asks for your disc image and sets the game up: it copies the game's files and converts the movies (downloading FFmpeg once for that, about 100 MB). You can also drop the.isoontorecvx-config.exe. - Press Save and play. After that, start
recvx.exedirectly; the disc image is no longer needed.
Nothing else to install: no Python, no emulator, no BIOS.
Features
- Graphics at up to 8x the original resolution, with the PS2's blending reproduced exactly
- Widescreen (16:9, 16:10, 21:9, 32:9): a wider 3D view rather than a stretched picture, with menus, text and movies kept at 4:3; the inventory and map backgrounds fill the screen
- PCSX2-format HD texture packs
- Movies (optionally AI-upscaled 4x), music, voices and sound effects with room reverb
- Saving and loading to a
savesfolder (no memory card screens) - Keyboard and game controllers, with all buttons rebindable in the settings app
- Windowed, fullscreen or borderless fullscreen; F11 or Alt+Enter switches; the window remembers its size and position
- Pauses while you are in another window (can be turned off)
- Hold Numpad 0 to fast-forward
- Optional door skipping, and F9 to return to the title screen
Default controls
Arrows = move, Z / X = OK / Attack, C = Run / Cancel, V = Map, A = Change aim, S = Aim, Enter = Status, Backspace = Options.
Known issues
- This is an early release: the opening of the game is well tested, but later areas have seen little play. Expect bugs further in.
- The mouse cursor does not hide while playing.
- Windows 10 or 11 is needed (the setup uses Windows' built-in
tarto unpack FFmpeg), with a graphics driver that supports OpenGL 3.3.
Reporting problems
The game writes recvx.log next to recvx.exe, and last_run_input.txt records your last session so it can be replayed exactly. Please attach both to any bug report.