Repository navigation
Releases: jjmhalew/RampageRE
Release list
PS Vita test build 1 (experimental, untested)
Experimental and untested: a test build for the PS Vita, not a release. It has never been run on a Vita; it may not start at all, may run out of memory, or may be far too slow. For Windows, Linux, Android and the Switch, use v1.1.1.
Built by CI from efd3abb (build_vita.sh): OpenGL ES 2.0 through vitaGL, 960×544, no GTAO / SMAA.
To try it (a Vita or PS TV with HENkaku / Ensō):
- Install and run ShaRKBR33D once: it extracts
ur0:data/libshacccg.suprx, the system's shader compiler, which vitaGL needs. - Install
rampage.vpkwith VitaShell. - Put your own disc image (
.isoof SLES-53800 or SLUS-21323), orRAMPAGE.VOLwithRAMPAGE.ELF, inux0:data/rampagere/. - Start RampageRE from LiveArea. Cross jumps, Circle grabs, Square punches, Triangle kicks; the rear touch pad's left and right halves are L2 / R2 (R2 roars).
Please report back, working or not, with ux0:data/rampagere/rampage.log: how far it got, and how smooth it was (front end, one player, more players). More in docs/NATIVE.md "PS Vita".
The game files are not included: you need your own copy of the disc.
RampageRE v1.1.1
RampageRE v1.1.1
Skipping the movies.
- Android: a tap anywhere on a movie (the logos, the intro, the attract mode's, Victory and the credits) skips it,
as the on-screen Cross does. Before, only the Cross and Start buttons skipped. In the menus only the buttons count,
as before. - All platforms: one press skips one movie. A press during the Midway logo also skipped the Pipeworks logo after it
(and one on the Victory movie would have skipped the credits too).
Thanks to the Android player who reported it.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European (SLES-53800) or USA (SLUS-21323) PS2 disc, or its RAMPAGE.VOL, reads it where it is and remembers it (rampage.exe is the same with a console and the command line of docs/NATIVE.md, e.g. rampage.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/your.iso (or RAMPAGE.VOL; needs SDL2), which opens the front end; on the Steam Deck add rampage to Steam as a non-Steam game with that path as its launch option, so the Deck's controls work as a pad. Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
RampageRE v1.1.0
RampageRE v1.1.0
Four players in the menus.
- The main menu now offers 3 Player and 4 Player in King of the City, King of the World and the Timed Run, as the
GameCube and Wii versions did. The PS2 version's menu code still holds those choices for the other consoles; the
port now uses them. Players 3 and 4 play on the third and fourth controller (connected when the game starts), else
the computer plays them, and the bots' box goes up to three. The campaign stays at one or two players, as on every
console. - It is on by default. four_players=0 in rampage.cfg (or --no-four-players) keeps the PS2's menu.
- A small build fix: rampage.exe no longer warns of an unused function.
Thanks to everyone on r/decomps who asked for it.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European (SLES-53800) or USA (SLUS-21323) PS2 disc, or its RAMPAGE.VOL, reads it where it is and remembers it (rampage.exe is the same with a console and the command line of docs/NATIVE.md, e.g. rampage.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/your.iso (or RAMPAGE.VOL; needs SDL2), which opens the front end; on the Steam Deck add rampage to Steam as a non-Steam game with that path as its launch option, so the Deck's controls work as a pad. Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
RampageRE v1.0.2
RampageRE v1.0.2
- The red wire circles that showed around a monster while it attacked are gone. They were the port's debug view of
the attack hitboxes, left on by mistake in every build; the game never draws them. (In the developer viewer, H still
shows them.)
Thanks to the Retroid player on r/decomps who reported it.
Four players: the menus offer one or two, as on the PS2. Started from the command line the port plays up to four,
each on a controller of their own, e.g. rampage.exe Chicago 1 --players 4 (--play kingcity for King of the City):
players 3 and 4 play on the third and fourth controller when those are connected as the game starts, else the
computer plays them. See docs/NATIVE.md.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European (SLES-53800) or USA (SLUS-21323) PS2 disc, or its RAMPAGE.VOL, reads it where it is and remembers it (rampage.exe is the same with a console and the command line of docs/NATIVE.md, e.g. rampage.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/your.iso (or RAMPAGE.VOL; needs SDL2), which opens the front end; on the Steam Deck add rampage to Steam as a non-Steam game with that path as its launch option, so the Deck's controls work as a pad. Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
RampageRE v1.0.1
RampageRE v1.0.1
A fix for Linux and the Steam Deck.
- Linux / Steam Deck: started as the release page says (./rampage with the path to your disc image or RAMPAGE.VOL),
or with no arguments at all, it now opens the game's front end. Before, it opened the developer viewer on Chicago's
first block, the whole city from above with nothing to control. - On the Steam Deck, add rampage to Steam as a non-Steam game with the disc image's path as its launch option: Steam
then hands the Deck's controls to the game as a pad, in Game Mode and in Desktop Mode. - Windows: a disc image dropped onto RampageRE.exe opens the front end too.
Thanks to the Steam Deck player on r/decomps who reported it.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European (SLES-53800) or USA (SLUS-21323) PS2 disc, or its RAMPAGE.VOL, reads it where it is and remembers it (rampage.exe is the same with a console and the command line of docs/NATIVE.md, e.g. rampage.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/your.iso (or RAMPAGE.VOL; needs SDL2), which opens the front end; on the Steam Deck add rampage to Steam as a non-Steam game with that path as its launch option, so the Deck's controls work as a pad. Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
RampageRE v1.0.0
RampageRE v1.0.0
The first full release of the native port: the whole game plays from the legal screen to the credits on your own
disc image, the campaign's seven cities with their challenges and bosses, King of the City, King of the World, the
Timed Run and the attract mode's demo games, for one or two players as on the PS2
(four monsters with the command line's --players 4). Windows is where it has been played; the Linux,
Steam Deck, Android and Switch builds are not yet tried on real hardware, so reports from those are very welcome.
Fixed since v0.15.0 (as in the original):
- When an ordinary block's clock runs out (the 8:00 time bonus clock), the commander calls an airstrike and bombers
bring the buildings down one by one; the block is won once they are gone. On a boss block the airstrike comes with
2:00 still on the clock. Before, nothing happened at 0:00. - A Timed Run's Retry after a game over starts the city over with 3:00, not with the lost block's time on top.
- The blimp's charge glow stays on its gun while it charges and goes as soon as the beam fires (it was left hanging
in the air while the blimp flew on). The tanks' and the Carbonator's charge glows go with their guns the same way. - The bomber's bombs fall nose down without swaying from side to side (they fell sideways).
Not in this release: the two arcade games of Bonus Content (Midway Classics), which are separate emulator programs
on the disc rather than part of the game.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European (SLES-53800) or USA (SLUS-21323) PS2 disc, or its RAMPAGE.VOL, reads it where it is and remembers it (rampage.exe is the same with a console and the command line of docs/NATIVE.md, e.g. rampage.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/RAMPAGE.VOL (needs SDL2). Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
RampageRE v0.15.0
RampageRE v0.15.0 (experimental, work in progress)
Still an early, experimental build of the native port: expect bugs, behaviour not yet exact, and crashes; saves and
settings may change between versions.
Fixed since v0.14.4 (as in the original):
- The European disc's English texts are the ones the PAL game shows on an English console (the second English
column, with the PAL memory-card wording); the USA disc keeps its own.
New since v0.14.4 (port extras):
- A language setting (issue #1): the Options screen, in the main menu and in the Pause menu, has a Language row under
Vibration (EN, FR, DE, IT, ES). Like the PS2's console language it counts from the next start; it is saved as
language= in rampage.cfg (also RAMPAGE_LANGUAGE or --language NAME). The intro and Victory movies play their
language's cut where the disc has one. - The Graphics page's rows of more than two choices fit in its frame (SMAA's ULTRA was off the screen).
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European PS2 disc (SLES-53800), or its RAMPAGE.VOL, reads it where it is and remembers it (rampage.exe is the same with a console and the command line of docs/NATIVE.md, e.g. rampage.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/RAMPAGE.VOL (needs SDL2). Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
RampageRE v0.14.4
RampageRE v0.14.4 (experimental, work in progress)
Still an early, experimental build of the native port: expect bugs, behaviour not yet exact, and crashes; saves and
settings may change between versions.
Fixed since v0.14.3 (as in the original):
- New York's boss block remembers what the game remembers: after any time-up airstrike the blimp takes its first
generator as destroyed and drops those barriers, and playing NY10 again after a continue numbers its generators on
from the first try. - Central Park West's marching band plays its music once per visit to New York: played again after a continue, the
band marches without it.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European PS2 disc (SLES-53800), or its RAMPAGE.VOL, reads it where it is and remembers it (rampage.exe is the same with a console and the command line of docs/NATIVE.md, e.g. rampage.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/RAMPAGE.VOL (needs SDL2). Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
RampageRE v0.14.3
RampageRE v0.14.3 (experimental, work in progress)
Still an early, experimental build of the native port: expect bugs, behaviour not yet exact, and crashes; saves and
settings may change between versions.
Fixed since v0.14.2 (as in the original):
- The analog sticks have the game's dead zone (0.35 instead of 0.2), so a half-pushed stick moves the monster as
gently as on the PS2. - Computer-controlled monsters find their way through their moves as the game's do: they work out the quickest way
to each move as they play, instead of using the table in the data files, which differs. - A monster hit in mid-air keeps its body where it was as it starts its reaction, instead of sinking about two units
at once and landing too early.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European PS2 disc (SLES-53800), or its RAMPAGE.VOL, reads it where it is and remembers it (rampage.exe is the same with a console and the command line of docs/NATIVE.md, e.g. rampage.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/RAMPAGE.VOL (needs SDL2). Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.
RampageRE v0.14.2
RampageRE v0.14.2 (experimental, work in progress)
Still an early, experimental build of the native port: expect bugs, behaviour not yet exact, and crashes; saves and
settings may change between versions.
Fixed since v0.14.1 (as in the original):
- People take up space in the world: soldiers' shots and beams stop on people in the way, thrown objects hit them
(a thrown car is wrecked), a person knocked flying bounces off buildings, cars and street objects (and wrecks a car
it hits), and Hong Kong's dragon pushes a monster out of its way.
Windows: unzip and start RampageRE.exe; at the first start it asks for your own disc image (.iso) of the European PS2 disc (SLES-53800), or its RAMPAGE.VOL, reads it where it is and remembers it (rampage.exe is the same with a console and the command line of docs/NATIVE.md, e.g. rampage.exe D:\RAMPAGE.VOL Chicago 1). Linux / Steam Deck: unpack the .tar.gz and start ./rampage /path/to/RAMPAGE.VOL (needs SDL2). Android (7.0 and up, arm64 or x86_64): install the .apk from the -android.zip; at the first start it asks for your disc image (.iso) and copies RAMPAGE.VOL and the ELF out of it once (1.35 GB). Switch (homebrew, experimental): unpack the -switch.zip onto the SD card and put your disc image into /switch/rampagere/. Keys, controls and options: docs/NATIVE.md. The game files are not included - see README.md.