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Ape Escape Recompiled v0.0.2

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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.