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Releases: mstan/ApeEscapeRecomp

Ape Escape Recompiled v0.0.6 — new launcher + widescreen fixes

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@mstan mstan released this 16 Jul 23:46

New shared recomp-ui launcher (real disc verification, memory-card management, deep PSX display options, pad modes + full rebinding) and widescreen fixes (stable projection + title-dome). Self-contained Windows x64 build; supply your own BIOS + disc. See RELEASE_NOTES.md.

Ape Escape Recompiled v0.0.5

Pre-release

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@mstan mstan released this 13 Jul 19:52

🕹️ Controls fix — phantom camera rotation

The camera no longer spins on its own, and the analog stick no longer rotates it. On a controller, pushing the left stick to move — or even slight stick centre-drift at rest — was also being read as D-pad left/right, which Ape Escape uses to rotate the camera. So the camera drifted constantly and swung whenever you moved.

The left stick and the D-pad are now independent, exactly like a real DualShock: the left stick moves (analog only) and the D-pad rotates the camera. If your camera was rotating with no input, this release is the fix.

Settings and saves carry over. Thanks to VGEsoterica for the report.


Everything from v0.0.4 (critical disc-image boot fix), v0.0.3 (L3/R3 stick clicks), and v0.0.2 (memory-card save/load) carries forward. You supply your own PlayStation BIOS and Ape Escape (USA, SCUS-94423) disc — see START_HERE.txt in the zip. An analog controller is strongly recommended.

Ape Escape Recompiled v0.0.4

Pre-release

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@mstan mstan released this 10 Jul 19:59

🛠️ Critical boot fix — v0.0.2 / v0.0.3 could not start on user machines

If you downloaded v0.0.2 or v0.0.3 and the game closed itself moments after launch, this release is the fix. Those builds relied on a reference copy of the game's boot executable that only exists in a development checkout (it's game data, so it is never shipped in the zip). Without it, the runtime's text-integrity guard never armed and the boot died silently right after the BIOS handed control to the game — on every user install, on both boot paths.

The runtime now extracts that reference directly from your disc image — the same bytes the BIOS boots — so it works on every install. Your settings and saves carry over; just replace the old folder's exe (or extract fresh).

Carried forward from v0.0.3

  • L3 / R3 (stick clicks) are first-class across the whole input stack: controller stick-clicks out of the box (remappable in input.ini), keyboard T / Y defaults, launcher Controls chips.

Everything from v0.0.2 (memory-card save/load, FMV+audio, OpenGL/Software renderers, instant boot, experimental widescreen) is unchanged.

As always: bring your own legally obtained BIOS (SCPH1001.BIN) and Ape Escape (USA, SCUS-94423) disc image — see START_HERE.txt in the zip.

Ape Escape Recompiled v0.0.3

Pre-release

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@mstan mstan released this 10 Jul 18:18

Caution

This build does not start on user machines - it exits silently moments after launch (a reference file needed by the runtime's text-integrity guard only exists in development checkouts). Download v0.0.4 instead.

🆕 L3 / R3 (stick clicks) now work

Ape Escape uses the stick-click buttons for core moves, and they previously could not be produced by any input device. They are now first-class across the whole input stack:

  • Controller: clicking the left/right stick sends L3/R3 out of the box (l3 = leftstick, r3 = rightstick in input.ini, remappable).
  • Keyboard: bound to T / Y by default (continuing the Q/W/E/R shoulder row), rebindable on the launcher's Controls page.
  • Existing installs pick the new defaults up automatically unless you had explicitly set l3/r3 in your own input.ini/keybinds.ini.

Everything from v0.0.2 (memory-card save/load, FMV+audio, OpenGL/Software renderers, instant boot, experimental widescreen) carries forward unchanged.

As always: bring your own legally obtained BIOS (SCPH1001.BIN) and Ape Escape (USA, SCUS-94423) disc image — see START_HERE.txt in the zip.

Ape Escape Recompiled v0.0.2

Pre-release

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@mstan mstan released this 09 Jul 21:16

Caution

This build does not start on user machines - it exits silently moments after launch (a reference file needed by the runtime's text-integrity guard only exists in development checkouts). Download v0.0.4 instead.

Ape Escape Recompiled — v0.0.2-alpha

Ape Escape boots from the real PlayStation BIOS and plays as a native
Windows program with no emulator behind it, on the
PSXRecomp framework — the same pipeline
behind TombaRecomp and MegaManX6Recomp.

🆕 New in v0.0.2

  • Memory-card save / load now works. The card screen completes reliably:
    progress saves and loads back on standard PS1 .mcd images. This closes the
    one gap called out in v0.0.1 (issue #4) — a framework-level fix to how a
    cooperative thread-switch is deferred across interrupt delivery, so the card
    read/write is only resumed at a boundary where its CPU state is coherent.
    Validated against MegaManX6 and Tomba (1) with no regression.

✅ What works

  • Boots and plays. PS1 BIOS → disc detect → intro → title → gameplay, with
    no known crashes.
  • Dual-analog controller. Ape Escape is built around the DualShock's two
    sticks (the right stick swings the net). Any plugged pad is auto-bound and
    presented to the game as a DualShock; a keyboard folds onto the analog stick.
  • Memory-card save / load. Standard PS1 .mcd images, emulator-compatible.
  • FMV + audio. MDEC video and XA/SPU audio play; FMVs can be auto-skipped.
  • OpenGL renderer by default, with a Software renderer selectable in the
    launcher. Optional supersampling + anti-aliasing.
  • Instant-boot (HLE). Skips the BIOS boot animation and drops you into the
    game; the real recompiled BIOS stays linked for everything else.

✨ Experimental: widescreen (16:9 / 21:9)

Off by default — the game ships authentic 4:3. Turn it on in the launcher
(Widescreen — EXPERIMENTAL). It renders a genuinely wider field of view:

  • The 3D world fills the wider frame (the render funnel and object screen-culls
    are widened so geometry isn't clipped at the old 4:3 edge).
  • The HUD (item ring, ammo, radar) is re-anchored to the true wide corners.
  • A native-wide GL compositor optimization keeps it at a locked 60fps.
  • 21:9 is also available (a fully-3D title has no authored-parallax ceiling).

Known rough edges on the widescreen path (4:3 is unaffected): the title/menu sky
"dome" doesn't reach the far corners on a few screens, and some objects still
pop in by distance or at the old edge. See ISSUES.md.

Notes

  • This package includes no game assets, no disc data, and no BIOS — you
    supply your own legally obtained Ape Escape (USA) disc image and SCPH1001.BIN
    on first launch. The executable contains a statically recompiled
    (machine-translated) build of the game's code, the same distribution model as
    N64: Recompiled.
  • Disc formats: .cue+.bin (pick the .cue) or .bin. Do not convert to
    a 2048-byte "cooked" .iso — it discards the XA sectors used for FMV/audio.
  • This is a very early preview; a full playthrough has not been verified.

PolyForm Noncommercial 1.0.0. Ape Escape is copyright Sony Computer
Entertainment / SIE.

Ape Escape Recompiled v0.0.1

Pre-release

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@mstan mstan released this 22 Jun 05:52

First preview build of Ape Escape (SCUS-94423) statically recompiled to native Windows code on the psxrecomp v4 framework.

Status: boots from the PlayStation BIOS into Ape Escape's 3D title and gameplay. Very early — a full playthrough is not yet verified, so treat this as a preview, not a certified build.

What's inside: self-contained Windows x64 build (imports only system DLLs) with the RmlUi launcher. You supply your own PlayStation BIOS (SCPH1001.BIN) and Ape Escape (USA) disc image — the launcher asks for them on first run. Ape Escape requires an analog (DualShock) controller; a controller is strongly recommended.

Engine: built on the merged-master CD model (boot-EXE-load SeekL wedge fixed via deferred CD-response presentation). FMV auto-skip on by default; turbo loads on.

See START_HERE.txt in the zip. Private preview.