Ape Escape Recompiled v0.0.2
Pre-releaseCaution
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.mcdimages. 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
.mcdimages, 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 andSCPH1001.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.