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Releases: aikatore/recvx-enhanced-port
Release list
recvx-enhanced-port 0.6.4
Fixes
- Stutter at camera changes with an HD texture pack: the first time a camera angle showed
textures not seen before, the game froze for a moment while it loaded their HD versions. They
now load in the background: the game keeps running, and those textures switch to HD a moment
later. Rooms still appear with their HD textures from the start.
Requirements / first start
- Your own disc image of Resident Evil Code: Veronica X, PS2 NTSC-U, SLUS-20184 (
.iso).
No game data is included in these downloads. - Windows (
recvx-enhanced-port-0.6.4-windows-x86.zip): Windows 10 or later, OpenGL 3.3.
Unpack and runrecvx.exe. - Linux (
recvx-enhanced-port-0.6.4-linux-i686.tar.gz): glibc 2.34 or newer and the 32-bit
(multilib) OpenGL, X11/Wayland and audio libraries. Unpack and run./recvx. - On the first start a file selector asks for the disc image; the choice is remembered. Settings
and saves go tosave/next to the game. F1 opens the settings. Seedocs/USER_GUIDE.md. - Co-op server (
recvx-server-0.6.4-linux-x86_64.tar.gz): static Linux binary, seedocs/SERVER.md. -debugarchives: unstripped binaries for resolving crash-log addresses; players do not need them.- Check downloads with
sha256sum -c SHA256SUMS.
Important
AI-assisted project. Most of the code, tools and documentation in this repository were written by AI coding agents (Anthropic's Claude models, plus OpenAI Codex for parts of the map tooling), directed and reviewed by hand by the maintainer, who also tested the results in-game. Treat it like any other early-stage community project: expect bugs, read the code before relying on it, and report problems via issues.
The underlying decompilation (AshfordFamily/recvx-decomp) is a separate, human-led project. Our changes to it live in a fork and are disclosed as AI-assisted, as that project asks.
No game data is included. You need your own legally obtained copy of Resident Evil Code: Veronica X (PS2, NTSC-U, SLUS-20184).
recvx-enhanced-port 0.6.3
Note
Hey, this is still a small patch from issues from yesterday. Just a heads up: Until the weekend patches will be a bit slower due to work, sorry!
-aikatore
Gameplay
- Skippable ending and credits: press any key, mouse button or gamepad button to skip the
ending movie, and press again to skip the credits. The results screen, your unlocks and the
save after the ending still come as usual, and the next movies keep their sound.
Fixes
- Tyrants from the spawner or the randomizer: in a narrow room a Tyrant could push you
through a wall. It no longer does. - Music after an interrupted co-op follow: if the game ended (game over, quitting) while you
were being moved to the host's room, the next door you used could get its music wrong. - Silent movies after skipping the intro: skipping the intro movie at start-up left every
later movie without its sound, such as the one in the graveyard. Movies now always play their
sound, and the intro no longer gets louder for a moment when you skip it. - Borderless fullscreen under Windows: it behaved like exclusive fullscreen, with a black
screen when switching to other programs and nothing shown over the game. It is now a real
borderless window: Alt+Tab is instant, and popups and overlays show over the game. - Quick knife after standing still: once your character started the idle animation (after
standing still for a few seconds, for example right after loading a save), the quick knife did
nothing until you moved. It now draws the knife right away. - Underwater look in the submarine dock: in over-the-shoulder the screen still waved and
stretched as if seen from underwater, because some fixed cameras there look in from the water.
Over-the-shoulder now shows the dock clearly; the fixed cameras keep the underwater look. - Black screen at Chris's oil pressure puzzle: with "Screen effects" set to Off, the puzzle
screen was hidden along with the effects, leaving it black. The puzzle now always shows; Off
shows it in 4:3. - Floating dolls in Alexia's room (widescreen): from the camera by the doll cabinet, the
dolls stood in mid-air at the side of the picture, without the shelves they sit on. They now
stay hidden together with their shelves, as in 4:3.
Requirements / first start
- Your own disc image of Resident Evil Code: Veronica X, PS2 NTSC-U, SLUS-20184 (
.iso).
No game data is included in these downloads. - Windows (
recvx-enhanced-port-0.6.3-windows-x86.zip): Windows 10 or later, OpenGL 3.3.
Unpack and runrecvx.exe. - Linux (
recvx-enhanced-port-0.6.3-linux-i686.tar.gz): glibc 2.34 or newer and the 32-bit
(multilib) OpenGL, X11/Wayland and audio libraries. Unpack and run./recvx. - On the first start a file selector asks for the disc image; the choice is remembered. Settings
and saves go tosave/next to the game. F1 opens the settings. Seedocs/USER_GUIDE.md. - Co-op server (
recvx-server-0.6.3-linux-x86_64.tar.gz): static Linux binary, seedocs/SERVER.md. -debugarchives: unstripped binaries for resolving crash-log addresses; players do not need them.- Check downloads with
sha256sum -c SHA256SUMS.
Important
AI-assisted project. Most of the code, tools and documentation in this repository were written by AI coding agents (Anthropic's Claude models, plus OpenAI Codex for parts of the map tooling), directed and reviewed by hand by the maintainer, who also tested the results in-game. Treat it like any other early-stage community project: expect bugs, read the code before relying on it, and report problems via issues.
The underlying decompilation (AshfordFamily/recvx-decomp) is a separate, human-led project. Our changes to it live in a fork and are disclosed as AI-assisted, as that project asks.
No game data is included. You need your own legally obtained copy of Resident Evil Code: Veronica X (PS2, NTSC-U, SLUS-20184).
recvx-enhanced-port 0.6.2
Third person
- Adjusted dual weapons in over-the-shoulder: with dual weapons one gun now always shoots
where you are aiming, and the other aims at nearby enemies up to 45 degrees away.
Fixes
- Moths and Black Widows: fixed some bugs where their attacks could leave you stuck in an
animation. - Crash when spawning an enemy in the moth corridor: using the enemy spawner in the Antarctic
base corridor with the moth nest crashed the game. It now works there.
Requirements / first start
- Your own disc image of Resident Evil Code: Veronica X, PS2 NTSC-U, SLUS-20184 (
.iso).
No game data is included in these downloads. - Windows (
recvx-enhanced-port-0.6.2-windows-x86.zip): Windows 10 or later, OpenGL 3.3.
Unpack and runrecvx.exe. - Linux (
recvx-enhanced-port-0.6.2-linux-i686.tar.gz): glibc 2.34 or newer and the 32-bit
(multilib) OpenGL, X11/Wayland and audio libraries. Unpack and run./recvx. - On the first start a file selector asks for the disc image; the choice is remembered. Settings
and saves go tosave/next to the game. F1 opens the settings. Seedocs/USER_GUIDE.md. - Co-op server (
recvx-server-0.6.2-linux-x86_64.tar.gz): static Linux binary, seedocs/SERVER.md. -debugarchives: unstripped binaries for resolving crash-log addresses; players do not need them.- Check downloads with
sha256sum -c SHA256SUMS.
Important
AI-assisted project. Most of the code, tools and documentation in this repository were written by AI coding agents (Anthropic's Claude models, plus OpenAI Codex for parts of the map tooling), directed and reviewed by hand by the maintainer, who also tested the results in-game. Treat it like any other early-stage community project: expect bugs, read the code before relying on it, and report problems via issues.
The underlying decompilation (AshfordFamily/recvx-decomp) is a separate, human-led project. Our changes to it live in a fork and are disclosed as AI-assisted, as that project asks.
No game data is included. You need your own legally obtained copy of Resident Evil Code: Veronica X (PS2, NTSC-U, SLUS-20184).
recvx-enhanced-port 0.6.1
Co-op
- Lobby game rules: randomizer variety and event enemies: the host can now set the
randomizer's variety (Wild or Mild) and whether event enemies change too in the lobby's GAME
RULES, and the joining player sees them there. Both show while the randomizer is on.
Menus
- Mouse on the save and load screens: at a typewriter and in LOAD GAME, point at a save to
select it and click to pick it, scroll with the wheel, and right click to go back. Yes/No
questions such as "Use an ink ribbon?" and the memory card screens work with the mouse too.
Keyboard and gamepad work as before.
Display
- Borderless or exclusive fullscreen: the Fullscreen setting is now Display mode: Windowed,
Borderless fullscreen (as fullscreen was before) or Exclusive fullscreen, which switches the
screen to a resolution and refresh rate you pick, the desktop's by default. F11 switches
between windowed and the fullscreen you chose last, and the window comes back where it was. - Adjusted culling in widescreen: with the fixed cameras, the side margins now show the walls,
floors and props the original leaves out for each camera angle, as the third-person views do.
The middle of the picture stays exactly as the original, and walls the camera looks through
stay hidden. - Scope fills the screen in widescreen: the sniper rifle's and the linear launcher's scope
now tints the whole picture instead of only the 4:3 middle, so the sides no longer look like
dark bars. The reticle stays round in the middle and shots still go to its centre. "Screen
effects" set to Original keeps the old look.
Controls
- Modern fixed-camera controls by default: on a first start the fixed cameras use the modern,
camera-relative controls. Classic tank controls are one setting away (CONTROLS); an existing
settings file keeps your choice. - Mouse aiming through the scope: in third person the sniper rifle's and the linear
launcher's scope (Nosferatu, the final battle) now turns with the mouse, smoothly and slower
while zoomed in, and the left mouse button fires. Hold Shift to zoom in. The gamepad and the
fixed cameras work as before.
Performance
- Smoother rendering: the game's constant texture switches cost much less time per frame, in
every room, fight, menu and cutscene, which leaves more headroom for high frame rates. - No hitch when a game starts: the short freeze when going from the title into the game is
gone.
Fixes
- Music after a teleport: teleporting out of a save room, or out of any room with its own
music, kept that music playing in the new room. The music now stops or changes as it does when
you walk through the door, and carries on when both rooms share it. The same goes for a room's
background sounds, and for the partner following you in co-op. - Scope with a gamepad in third person: with the Modern gamepad controls, the sniper rifle's
and linear launcher's scope closed again as soon as it opened. Holding LT now keeps it up: aim
with the right stick, click the right stick to zoom, RT fires and RB reloads. - Room parts popping at the screen edges: in third person and with the fixed cameras in
widescreen, walls, floors and props near the left and right edges could vanish and pop back
while the camera turned, most visibly on ultrawide screens (in the prison courtyard the
building beside the door to the right of the big gate was cut off). They now stay in the
picture until they have really left it. The middle of the fixed cameras' picture stays as
the original. - Mouse stuck after a puzzle: backing out of a puzzle that asks you to pick a button or a
number (the switch panel in the Gold Luger room, the dial in the Palace office, the door keypad
at the bio-lab) left the mouse cursor showing, and in third person the camera would not turn
until you left the room. The mouse now goes back to the camera as soon as you have control again. - Red light in the palace main hall: in third person the hall could flash red while walking
between camera areas, from the alarm lighting that should only show once the alarm is on. The
lighting now matches the fixed cameras, and the alarm still lights the hall red when it sounds.
Rooms with many lamps also light up the way the fixed cameras show them. - Stuck after Alexia's flames: after being set on fire by Alexia's first form, your character
could freeze in the next hit, aim or step and never get control back. Also with "You appear as",
the body no longer jumps to a wrong pose for a moment when an enemy grabs or burns you. - Crash at the title with "You appear as": with your model set to one of the other playable
characters, the game no longer crashes when you go back to the title from a co-op game (as host
or partner, also after a game over), or when you open or leave the co-op lobby after playing.
The story's character switches and the Battle Game no longer crash with it either. - Room sounds after they stop: rain, wind and other looping room sounds now fade out fully
when they stop, as on the PS2. Before, a quiet trace of them went on playing, most noticeably on
the title screen after RETURN TO TITLE, and it could build up over a long game. - Over-the-shoulder camera on stairs and ledges: the camera now stays with the character
while climbing stairs and climbing up or down a ledge, as it does while walking, instead of
standing still and then jumping forward every few steps. - Several HD texture packs: when two packs have the same texture, the one in the folder that
comes first by name now always wins, so you can choose by naming the folders 1_..., 2_.... - HD textures: an unreadable file no longer slows the game down: a replacement that cannot be
loaded is skipped after the first try and named once in the log, instead of being read again
every time its texture is drawn. - Co-op randomizer: when the joining player's game could not set up one of the host's random
enemies, the rest of that room could come out differently from the host's. It now follows the
host's choices. - Battle Game characters: turning "Battle Game unlocked" off in the F1 window while on the
title screen no longer leaves BATTLE GAME with only Claire to choose from.
Requirements / first start
- Your own disc image of Resident Evil Code: Veronica X, PS2 NTSC-U, SLUS-20184 (
.iso).
No game data is included in these downloads. - Windows (
recvx-enhanced-port-0.6.1-windows-x86.zip): Windows 10 or later, OpenGL 3.3.
Unpack and runrecvx.exe. - Linux (
recvx-enhanced-port-0.6.1-linux-i686.tar.gz): glibc 2.34 or newer and the 32-bit
(multilib) OpenGL, X11/Wayland and audio libraries. Unpack and run./recvx. - On the first start a file selector asks for the disc image; the choice is remembered. Settings
and saves go tosave/next to the game. F1 opens the settings. Seedocs/USER_GUIDE.md. - Co-op server (
recvx-server-0.6.1-linux-x86_64.tar.gz): static Linux binary, seedocs/SERVER.md. -debugarchives: unstripped binaries for resolving crash-log addresses; players do not need them.- Check downloads with
sha256sum -c SHA256SUMS.
Important
AI-assisted project. Most of the code, tools and documentation in this repository were written by AI coding agents (Anthropic's Claude models, plus OpenAI Codex for parts of the map tooling), directed and reviewed by hand by the maintainer, who also tested the results in-game. Treat it like any other early-stage community project: expect bugs, read the code before relying on it, and report problems via issues.
The underlying decompilation (AshfordFamily/recvx-decomp) is a separate, human-led project. Our changes to it live in a fork and are disclosed as AI-assisted, as that project asks.
No game data is included. You need your own legally obtained copy of Resident Evil Code: Veronica X (PS2, NTSC-U, SLUS-20184).
recvx-enhanced-port 0.6.0
Note
Small note from myself:
Hey guys, initially I never intended to make this a public Project and was just making a small "tweaked" version for me and a friend as I expected a "clean" port to be available soon anyway. That is the reason why there were Features like Co-op / OTS view prioritized before finishing the basegame.
With more people just wanting the base experience working I shifted my focus a bit to address these issues quicker.
Please use the Issue tracker if anything of the base experience is gamebreaking.
Thanks for the help and enjoy the game!
-aikatore
Gameplay
- Skippable intro: with "Skip intro" off, the intro screens and the intro movie can now be
skipped with any button, and any key or click gets past PRESS START. - Skip door animations: Off, Instant or Skippable (GAMEPLAY): Off plays the original door,
stairs and ladder animations, Instant (the default) skips them, Skippable plays them but any
button cuts them short. - Battle Game: every character from the start: all Battle Game characters are unlocked
right away (with "Battle Game unlocked" on, the default). - Fast loading (GAMEPLAY, on by default): room changes, starting a new game and loading a
save are much quicker. The game no longer waits for the PS2's disc and sound chip, which the PC
does not have: the next room's sounds and textures are ready at once, so the load screen is gone
almost as soon as the screen has turned black, and with "Skippable" doors you can skip the
animation much sooner. Turn it off for the original loading times. In co-op each player chooses
for themselves.
Controls
- Reload with the fixed cameras, and Aim + button: reloading now works out of the box in
every camera and control scheme. On the keyboard R reloads everywhere; on the gamepad hold aim
and press Triangle / Y (with the twin-stick third-person controls RB stays). The reload button
can now share a button with another action instead of taking it away: pressed while you aim it
reloads, and the other action does not happen; pressed without aiming the button does what it
always did. CONTROLS shows such a binding as "Aim + button". Pressing aim and the button
together also works, the reload follows as soon as the weapon is up. If you had left the reload
unbound, you get the new defaults.
Menus
- Return to the title: during a game the OPTION screen has a new entry, RETURN TO TITLE, on
the DEFAULT row above ENHANCED SETTINGS. - ENHANCED SETTINGS tidied up: your model settings ("You appear as", gender-matched
animations, swapped model in cutscenes, talking faces) moved from the CO-OP page to a new
APPEARANCE page, since they apply in single player too; F1 has the same section and can now
change "You appear as" as well. The DISPLAY page has new WIDESCREEN and FOG AND BRIGHTNESS
headings. Your settings stay as they were.
Appearance
- Swapped model in cutscenes (APPEARANCE page, on by default): turn it off to keep playing as the
model you chose while the cutscenes show the real Claire or Chris, with their own hands, faces
and voice, ponytail included. Your model is back as soon as you are in control again. Scenes in
which the character you play acts as itself, without a stand-in, keep your model. In co-op each
player chooses this for their own screen.
Display
- Movie zoom (DISPLAY, off by default): in widescreen the movies grow, without being
stretched, until the black bars above and below them leave the screen, or until the picture
reaches the sides of the window. Nothing of the picture itself is cut off. On a widescreen
monitor thin bars stay, since the movies are a little wider than the screen; on an ultrawide
one the bars are gone and the movie fills the full height. Fades over the movies cover the
whole screen as before. - Fog intensity (DISPLAY, full by default, as on the PS2): thins the game's fog, which on the
PS2 can hide much of a room. Turn it down a little to see further into foggy places such as
Rockfort's yards, the airport or the Antarctic base, or all the way to remove the fog. Many
rooms also use a black fog as darkness, so these get lighter too. The change shows at once.
Suggested by fmil95 of the decompilation project. - Widescreen menus: menus now properly support widescreen and ultrawide.
- HD texture packs: put a PCSX2 HD texture pack for the game into
mods/texturesand the
game uses it, as the pack comes. Rooms show the HD textures from their first frame; replacements
that are broken are skipped. Redesigned menus, title and inventory from a pack are used too
(DISPLAY: HD textures: UI); replacing the font is off by default (HD textures: font).
Cheats
- Teleport by name: the teleport cheat (F2 and ENHANCED SETTINGS EXTRAS) now lets you pick an
area, a room and an arrival point by name instead of numbers. In F2 you can also search rooms
by name.
Fixes
- No more twitch with gender-matched animations: the model no longer jerks back into the
recoil after a shot, and no longer jumps when grabbed, at a quick turn or when raising the
weapon. In co-op the partner's shots look smooth too. - Third person with "You appear as": when an enemy stepped right into the crosshair, the upper
body no longer jumps up for a moment and settles back.
Requirements / first start
- Your own disc image of Resident Evil Code: Veronica X, PS2 NTSC-U, SLUS-20184 (
.iso).
No game data is included in these downloads. - Windows (
recvx-enhanced-port-0.6.0-windows-x86.zip): Windows 10 or later, OpenGL 3.3.
Unpack and runrecvx.exe. - Linux (
recvx-enhanced-port-0.6.0-linux-i686.tar.gz): glibc 2.34 or newer and the 32-bit
(multilib) OpenGL, X11/Wayland and audio libraries. Unpack and run./recvx. - On the first start a file selector asks for the disc image; the choice is remembered. Settings
and saves go tosave/next to the game. F1 opens the settings. Seedocs/USER_GUIDE.md. - Co-op server (
recvx-server-0.6.0-linux-x86_64.tar.gz): static Linux binary, seedocs/SERVER.md. -debugarchives: unstripped binaries for resolving crash-log addresses; players do not need them.- Check downloads with
sha256sum -c SHA256SUMS.
Important
AI-assisted project. Most of the code, tools and documentation in this repository were written by AI coding agents (Anthropic's Claude models, plus OpenAI Codex for parts of the map tooling), directed and reviewed by hand by the maintainer, who also tested the results in-game. Treat it like any other early-stage community project: expect bugs, read the code before relying on it, and report problems via issues.
The underlying decompilation (AshfordFamily/recvx-decomp) is a separate, human-led project. Our changes to it live in a fork and are disclosed as AI-assisted, as that project asks.
No game data is included. You need your own legally obtained copy of Resident Evil Code: Veronica X (PS2, NTSC-U, SLUS-20184).
recvx-enhanced-port 0.5.2
Fixes
- Third person: crashes in four rooms: with the over-the-shoulder camera on, the game crashed
on entering the Antarctic base's weapons storage room (the missiles and the magnum), the ladder
room between Rockfort's training facility and the Albinoid's pool, and the room the elevator
behind the tiger statue arrives in. These rooms now play normally with the camera on.
Requirements / first start
- Your own disc image of Resident Evil Code: Veronica X, PS2 NTSC-U, SLUS-20184 (
.iso).
No game data is included in these downloads. - Windows (
recvx-enhanced-port-0.5.2-windows-x86.zip): Windows 10 or later, OpenGL 3.3.
Unpack and runrecvx.exe. - Linux (
recvx-enhanced-port-0.5.2-linux-i686.tar.gz): glibc 2.34 or newer and the 32-bit
(multilib) OpenGL, X11/Wayland and audio libraries. Unpack and run./recvx. - On the first start a file selector asks for the disc image; the choice is remembered. Settings
and saves go tosave/next to the game. F1 opens the settings. Seedocs/USER_GUIDE.md. - Co-op server (
recvx-server-0.5.2-linux-x86_64.tar.gz): static Linux binary, seedocs/SERVER.md. -debugarchives: unstripped binaries for resolving crash-log addresses; players do not need them.- Check downloads with
sha256sum -c SHA256SUMS.
Important
AI-assisted project. Most of the code, tools and documentation in this repository were written by AI coding agents (Anthropic's Claude models, plus OpenAI Codex for parts of the map tooling), directed and reviewed by hand by the maintainer, who also tested the results in-game. Treat it like any other early-stage community project: expect bugs, read the code before relying on it, and report problems via issues.
The underlying decompilation (AshfordFamily/recvx-decomp) is a separate, human-led project. Our changes to it live in a fork and are disclosed as AI-assisted, as that project asks.
No game data is included. You need your own legally obtained copy of Resident Evil Code: Veronica X (PS2, NTSC-U, SLUS-20184).
recvx-enhanced-port 0.5.1
Fixes
- Co-op: grabbed while knifing or aiming: when a zombie grabbed the joining player while the
knife was swinging or a weapon was raised, the character was held off to the side of the
zombie, twisted around one foot, and could end up inside or behind a wall when let go. The
grab now holds the character where the zombie has it, as in single player. A grab that would
put the character behind a wall is let go instead.
Requirements / first start
- Your own disc image of Resident Evil Code: Veronica X, PS2 NTSC-U, SLUS-20184 (
.iso).
No game data is included in these downloads. - Windows (
recvx-enhanced-port-0.5.1-windows-x86.zip): Windows 10 or later, OpenGL 3.3.
Unpack and runrecvx.exe. - Linux (
recvx-enhanced-port-0.5.1-linux-i686.tar.gz): glibc 2.34 or newer and the 32-bit
(multilib) OpenGL, X11/Wayland and audio libraries. Unpack and run./recvx. - On the first start a file selector asks for the disc image; the choice is remembered. Settings
and saves go tosave/next to the game. F1 opens the settings. Seedocs/USER_GUIDE.md. - Co-op server (
recvx-server-0.5.1-linux-x86_64.tar.gz): static Linux binary, seedocs/SERVER.md. -debugarchives: unstripped binaries for resolving crash-log addresses; players do not need them.- Check downloads with
sha256sum -c SHA256SUMS.
Important
AI-assisted project. Most of the code, tools and documentation in this repository were written by AI coding agents (Anthropic's Claude models, plus OpenAI Codex for parts of the map tooling), directed and reviewed by hand by the maintainer, who also tested the results in-game. Treat it like any other early-stage community project: expect bugs, read the code before relying on it, and report problems via issues.
The underlying decompilation (AshfordFamily/recvx-decomp) is a separate, human-led project. Our changes to it live in a fork and are disclosed as AI-assisted, as that project asks.
No game data is included. You need your own legally obtained copy of Resident Evil Code: Veronica X (PS2, NTSC-U, SLUS-20184).
recvx-enhanced-port 0.5.0
Gameplay
- More varied enemy randomizer: a randomized room now draws from every enemy kind that works
there, from anywhere in the game (zombies in all their looks, Cerberus, Bandersnatches, Hunters
and Sweepers, Black Widows, anatomist zombies, and in the new Wild variety
also Tyrants, Giant Black Widows, and bats and Spotters in place of bats), each kind weighted so
zombies no longer dominate, and each enemy of a room a different kind where possible. Big
enemies only appear where there is room around them, and rooms whose doors open once every
enemy is dead only get enemies that stay and can be killed there. Rooms with exploding props,
Spotters or the ceiling trap, and the prison's kill-to-open rooms, are randomized now too; boss
rooms stay as they are. New setting "Randomizer variety": Wild (default) or Mild (two
common kinds per room). - Event enemies are randomized: enemies a room shows later (ambushes, enemies appearing after a
story event) become other kinds as well, and enemies that a scene animates (zombies bursting in,
the Hunters' entrances) get another look of their own kind, so the scene still plays as
written. Kill flags and doors that open when enemies die keep working. New setting "Randomize
event enemies" (on by default). - Co-op: the protocol changed (both players need this build); the host's variety and event
setting count for both.
Controls
- Twin-stick gamepad controls in third person: with the over-the-shoulder camera the gamepad
now has a modern control scheme: the left stick moves, the right stick turns
the camera, the left trigger aims and the right trigger fires. These buttons can be remapped
separately from the fixed-camera ones, and "Gamepad controls: Classic" brings back the old
controls. - Reload button: in third person, R (keyboard) or RB (gamepad) reloads your weapon whenever
it isn't full, without opening the inventory, just like firing on an empty magazine. On the
gamepad, quick turn moved to d-pad down.
Requirements / first start
- Your own disc image of Resident Evil Code: Veronica X, PS2 NTSC-U, SLUS-20184 (
.iso).
No game data is included in these downloads. - Windows (
recvx-enhanced-port-0.5.0-windows-x86.zip): Windows 10 or later, OpenGL 3.3.
Unpack and runrecvx.exe. - Linux (
recvx-enhanced-port-0.5.0-linux-i686.tar.gz): glibc 2.34 or newer and the 32-bit
(multilib) OpenGL, X11/Wayland and audio libraries. Unpack and run./recvx. - On the first start a file selector asks for the disc image; the choice is remembered. Settings
and saves go tosave/next to the game. F1 opens the settings. Seedocs/USER_GUIDE.md. - Co-op server (
recvx-server-0.5.0-linux-x86_64.tar.gz): static Linux binary, seedocs/SERVER.md. -debugarchives: unstripped binaries for resolving crash-log addresses; players do not need them.- Check downloads with
sha256sum -c SHA256SUMS.
Important
AI-assisted project. Most of the code, tools and documentation in this repository were written by AI coding agents (Anthropic's Claude models, plus OpenAI Codex for parts of the map tooling), directed and reviewed by hand by the maintainer, who also tested the results in-game. Treat it like any other early-stage community project: expect bugs, read the code before relying on it, and report problems via issues.
The underlying decompilation (AshfordFamily/recvx-decomp) is a separate, human-led project. Our changes to it live in a fork and are disclosed as AI-assisted, as that project asks.
No game data is included. You need your own legally obtained copy of Resident Evil Code: Veronica X (PS2, NTSC-U, SLUS-20184).
recvx-enhanced-recomp 0.4.0
Gameplay
- Battle Game from the start: BATTLE GAME is in the title menu without a finished
playthrough (GAMEPLAY setting "Battle Game unlocked", on by default). It only changes what the
menu offers: your saves and system data are not touched, and turned off the menu is as in the
original again. Finishing a Battle Game saves its records but does not count as finishing
the story. Its characters unlock as before: Claire from the start, Chris after finishing the
story once, the others under the original's conditions.
Renderer
- Menu frames: no more dark lines: the status screen, files, map and item screens showed thin
dark lines between the pieces of their frames and backgrounds, most visible at higher internal
resolutions (for example around the text box under the menu). The last pixels of each piece
reached past its picture into the neighbouring one in the texture; each piece now samples only
its own picture, as on the PS2. Fixed thanks to fmil95 (decompilation team), who found
and tracked down the problem. - Steve in the gas room (Palace): the monitor close-up when freeing Steve showed the game in a
tiny window; it now shows the full view, and the gas effect fills the whole screen in
widescreen. The memory card screen's save counts had the same kind of bug.
Fixes
- Alexia's tentacles use their intended attack timing again: a decompilation bug read the wrong shape table. Fix by fmil95 (decompilation team).
- Metal detector with "No ink ribbons needed" (prison): with the setting on (or the co-op
host's INK RIBBONS Not needed), the detector went off even with every metal item put in the
trays. The setting made every check for an ink ribbon succeed, and the detector checks for ink
ribbons too, since they count as metal there. The setting now only applies to the typewriters;
the detector goes off for ink ribbons you actually carry, as in the original. Test aid:
RECVX_ITEM_TRACE=1also logs the detector's state in that room.
Requirements / first start
- Your own disc image of Resident Evil Code: Veronica X, PS2 NTSC-U, SLUS-20184 (
.iso).
No game data is included in these downloads. - Windows (
recvx-enhanced-recomp-0.4.0-windows-x86.zip): Windows 10 or later, OpenGL 3.3.
Unpack and runrecvx.exe. - Linux (
recvx-enhanced-recomp-0.4.0-linux-i686.tar.gz): glibc 2.34 or newer and the 32-bit
(multilib) OpenGL, X11/Wayland and audio libraries. Unpack and run./recvx. - On the first start a file selector asks for the disc image; the choice is remembered. Settings
and saves go tosave/next to the game. F1 opens the settings. Seedocs/USER_GUIDE.md. - Co-op server (
recvx-server-0.4.0-linux-x86_64.tar.gz): static Linux binary, seedocs/SERVER.md. -debugarchives: unstripped binaries for resolving crash-log addresses; players do not need them.- Check downloads with
sha256sum -c SHA256SUMS.
Important
AI-assisted project. Most of the code, tools and documentation in this repository were written by AI coding agents (Anthropic's Claude models, plus OpenAI Codex for parts of the map tooling), directed and reviewed by hand by the maintainer, who also tested the results in-game. Treat it like any other early-stage community project: expect bugs, read the code before relying on it, and report problems via issues.
The underlying decompilation (AshfordFamily/recvx-decomp) is a separate, human-led project. Our changes to it live in a fork and are disclosed as AI-assisted, as that project asks.
No game data is included. You need your own legally obtained copy of Resident Evil Code: Veronica X (PS2, NTSC-U, SLUS-20184).
recvx-enhanced-recomp 0.3.1
Renderer
- Camera cuts at high frame rates: the in-between images no longer blend across a camera
cut. The game changes the cut after drawing a frame, so the renderer took the cut one
frame late and swept the camera from the old view to the new one, through walls and past room
parts hidden for one of the two cameras. The cut is now taken from the frame as drawn, event
cameras and camera jumps (a cutscene cut, a door animation's camera) count as cuts too, and
the new view is shown at once. As a side effect the frame just before a cut is now smoothed too. - Effects follow what they are attached to: the lighter's flame, muzzle flashes, smoke,
sparks, fire and blood are placed in the in-between images like the 3D models, so the flame
stays on Claire's lighter instead of jumping at the game's own rate. Their animation still steps
at the game's rate.RECVX_INTERP_STATSalso counts matched effect vertices and logs camera
jumps.
Picture calibration
- Brightness, Contrast and Gamma in DISPLAY / PICTURE (F1 and ENHANCED SETTINGS), with
"Reset picture calibration". They adjust the game's picture, menus and movies included, but not
the F1 overlay, and change it live. At the neutral values the picture is exactly as before. - While one of them is chosen, both menus show a small test pattern of grey squares on a black and
a white strip, to set the dark and light ends.
You appear as
- Models keep their own proportions when animated: each model is moved by its own skeleton,
with Claire's or Chris's joint rotations carried over relative to each one's rest pose, instead of
fixed joint positions. Long or extra-jointed limbs now bend at the right joints: the Bandersnatch
holds the weapon in its claw instead of mid-arm, Monster Steve moves his arms from the shoulders
instead of the collarbones and holds the weapon in his hand instead of at the elbow. - Feet on the floor: a taller or shorter model crouches and bobs in proportion, and a foot of
another shape no longer lifts the body. - Aiming up with tall models in third person: the camera's height, shoulder offset and distance
follow the model's height, so it is no longer inside a Tyrant or Monster Steve while aiming; the
aim pose is solved on the weapon as it is drawn, so its barrel points at the crosshair for every
model and pitch. The shots are
unchanged: they always went where the crosshair is. - A weapon or gloved hand the model has no hand for (Nosferatu's right, the Bandersnatch's left)
is no longer drawn floating in the air. - The character played without another model is unchanged. Test aids:
RECVX_RETARGET=0keeps
the previous animation of models,RECVX_RIG_DUMP=1logs their skeletons and feet
(ACTORS.md).
Audio
- Computer terminals click for every letter: the Palace's security lock, the 3D scanner, the
Albinoid file, the password and self-destruct terminals. Each letter the screen prints starts a
short sound that the next letter stops one frame later. The emulated sound driver only moved on
when the game sent its next sounds, so a letter's sound was started and stopped at the same
moment and never heard: only the last letter of a line clicked. The driver now runs on the
sound output's own clock, as the PS2's sound processor does beside the game: its timer ticks
between the game's frames, and the game's sound commands are played in order at the time they
were sent. Every letter clicks, evenly spaced. - Other sounds lost the same way play too: a system sound cut by another one in the next frame,
and very short notes of the rooms' background sound sequences. Sound effects and sequences also
start without waiting for the game's next frame. - Test aids:
RECVX_TEST_COMPUTER="frame:n"opens computer terminal n;RECVX_TRACE_SNDalso
logs notes released before they sounded.
Fixes
- Third person: the knife no longer slashes upwards at an enemy standing right in front; it slashes level at anything not below the player (aiming down at crawlers still works).
- No more twitching when aiming or using the knife as another model in third person: with
"You appear as" another model, or Claire's or Chris's model on the other character with
gender-matched animations, the upper body jerked back and forth when a weapon was raised,
fired or the knife swung. The aim on the weapon as drawn is now only adjusted while the aim pose
holds still, smoothly, and not for the knife. The character played without another model was
never affected. Test aid:RECVX_POSE_TRACE=filelogs the player's body as drawn, per frame. - Hands in the lobby's model preview: the characters in the MULTIPLAYER lobby had no hands.
They now wear the hand pieces the game gives an unarmed player, on the same wrist joints: each
player character its own; the story cast's models, which have none, Chris's (men) or Claire's
(women). Zombies and creatures keep their own hands. The look in game is unchanged. - Movies play smoothly and in sync with their sound: the intro, the opening, the in-game
movies and the ending. Reading and decoding a movie now happen on a thread of their own
instead of in the game's frames, the sound is kept queued ahead so it no longer runs dry
(gaps, and silence over the last frames of a movie), the picture follows the sound's clock
instead of running on its own, and the short freeze at the start of every movie is gone. Each
frame is uploaded once and converted to RGB on the GPU, with smoother colour edges; it is no
longer passed through the emulated GS memory. Skipping, pausing and the fades over a movie
work as before. Test aids:RECVX_MOVIE=nplays movie n in place of every movie,
RECVX_MOVIE_TRACE=filelogs the frame timing and the sound's offset.
Requirements / first start
- Your own disc image of Resident Evil Code: Veronica X, PS2 NTSC-U, SLUS-20184 (
.iso).
No game data is included in these downloads. - Windows (
recvx-enhanced-recomp-0.3.1-windows-x86.zip): Windows 10 or later, OpenGL 3.3.
Unpack and runrecvx.exe. - Linux (
recvx-enhanced-recomp-0.3.1-linux-i686.tar.gz): glibc 2.34 or newer and the 32-bit
(multilib) OpenGL, X11/Wayland and audio libraries. Unpack and run./recvx. - On the first start a file selector asks for the disc image; the choice is remembered. Settings
and saves go tosave/next to the game. F1 opens the settings. Seedocs/USER_GUIDE.md. - Co-op server (
recvx-server-0.3.1-linux-x86_64.tar.gz): static Linux binary, seedocs/SERVER.md. -debugarchives: unstripped binaries for resolving crash-log addresses; players do not need them.- Check downloads with
sha256sum -c SHA256SUMS.
Important
AI-assisted project. Most of the code, tools and documentation in this repository were written by AI coding agents (Anthropic's Claude models, plus OpenAI Codex for parts of the map tooling), directed and reviewed by hand by the maintainer, who also tested the results in-game. Treat it like any other early-stage community project: expect bugs, read the code before relying on it, and report problems via issues.
The underlying decompilation (AshfordFamily/recvx-decomp) is a separate, human-led project. Our changes to it live in a fork and are disclosed as AI-assisted, as that project asks.
No game data is included. You need your own legally obtained copy of Resident Evil Code: Veronica X (PS2, NTSC-U, SLUS-20184).