Releases: mstan/MegaManX5Recomp
Release list
MegaManX5Recomp v0.1.0-alpha
Mega Man X5 now includes AOT native shards freshly extracted from the original USA disc. Windows and Linux release scripts build and audit all 53 configured code images plus the BIOS resident helper on every invocation, including when base regeneration is skipped.
Both packages contain 100 audited native pairs and 14,793 guarded entries. The audit verifies native manifests against original bytes. Four data-table members and two code members with unestablished loader selection are explicitly excluded; full static coverage is not claimed. Interpreter and runtime compilation fallback remain available.
Validated: original-disc SHA-1 and loader evidence, complete configured inventory and artifact hashes on both platforms, Windows system DLL imports, Linux layout/cache-preservation checks, mod checks, and title-screen boot with runtime compilation disabled. Gameplay, audio, graphics and performance spot checks remain for user validation.
Each package includes docs/AOT_OVERLAYS.md and AOT_CACHE_AUDIT.json. Supply your own Mega Man X5 USA disc (SLUS-01334); no game disc or retail BIOS is included.
SHA-256:
- Windows ZIP:
3e5dfea86184cb2ff05372e012cef8d94e89119105f7a0268a14f9e24b47e590 - Linux AppImage:
00040f8701738c9c11d215c1f3cf4cf539709ec02c4e1d77019c37ea9ca26843
MegaManX5Recomp v0.0.2-alpha
MegaManX5Recomp v0.0.2-alpha
This release brings Mega Man X5 onto the current PSXRecomp runtime and launcher,
adds the Mods view, and exposes two reviewed presentation enhancements.
Mods
The Mods view contains exactly two game-owned, default-disabled packages:
- Widescreen enables Mega Man X5's experimental true 16:9 field of view.
It widens the Capcom 2D background tile window together with HUD bounds,
object activation, and primitive culling. Authentic 4:3 remains the default. - Frame Interpolation presents blended intermediate frames at the display
refresh rate or a selected fixed rate from 90 through 240 FPS. It is
presentation-only: game logic, VBlank, timers, audio, and machine speed remain
at their stock cadence.
These are now Mods rather than generic display settings because both rely on
game-specific integration and should be explicit opt-in enhancements.
Framework and launcher update
PSXRecomp and recomp-ui have been updated to their current MMX release
revisions. Notable changes since v0.0.1-alpha include:
- SDL3 as the default host backend;
- optimized MDEC/FMV hot paths and batched cycle accounting;
- faster launcher, game-start, and save-state paths;
- safer overlay caching and self-contained on-demand native compilation;
- updated OpenGL upload handling and Vulkan renderer improvements;
- improved disc, BIOS, controller, and launcher behavior;
- current fullscreen, filtering, memory-card, and Mods interfaces.
The prior intermittent OpenGL upload artifact has been fixed in the shared
runtime. OpenGL is now the release default, while software and Vulkan remain
available.
OpenBIOS
The MIT-licensed OpenBIOS is bundled and selected automatically when no retail
BIOS is chosen. A legally obtained retail PlayStation BIOS remains optional.
Clearing a retail selection returns to OpenBIOS (default).
Setup and compatibility
- Bring your own legally obtained Mega Man X5 USA disc image (
SLUS-01334). - Use
.cueplus.binwhen available; do not convert the disc to a cooked
2048-byte ISO because that discards XA sectors used by FMV and streamed audio. - Existing standard PS1 memory-card images remain compatible.
- End-to-end completion has not yet been recertified on this build, so please
report regressions with the stage, scene, and selected Mods.
Asset refresh - 2026-08-06
The Windows asset was refreshed in place so fresh installs default turbo_loads to false, preventing timing-sensitive screens from being unintentionally accelerated. A Linux x86_64 AppImage is now available as well, with the same safe default. Players with an existing settings.toml that explicitly enables Turbo Loads should turn it off in Settings.
The Linux package contains the same two default-disabled X5 presentation mods and, like the Windows package, ships without a prebuilt native overlay cache; it builds its local cache as the game is played.
- Windows SHA-256:
3b0eca38b8d90b7368d2d49ead5ecca8f32403079b7cfad38814fae0f742c739 - Linux SHA-256:
5c0928d3a7224101b65b6dc5b3e0d2dc5b8ec0789f5958e1df600aafb2ee84b0
MegaManX5Recomp v0.0.1-alpha
Mega Man X5 Recompiled — v0.0.1-alpha
The first public cut. Mega Man X5 boots from the real PlayStation BIOS and
plays as a native Windows program — no emulator behind it — on the
PSXRecomp framework, the same one behind
TombaRecomp and
MegaManX6Recomp. The game's MIPS code
is machine-translated ahead of time into native C and compiled into a real
Windows executable that runs on a faithful simulation of the PS1 hardware plus
the recompiled PS1 BIOS.
✨ Highlights — what works
- Boots and plays. PS1 BIOS → disc detect → engine load → opening → stage
gameplay, with no known crashes. - Intro cutscenes / FMV now decode and play. This is the headline of this
release. The opening movies (CAPLOGO.STR/X5OP.STR, withBGM.XAaudio)
previously bailed out with zero decodes; a faithful CD read/seek-timing
fix in the framework (the CD "data ready" cadence was firing too eagerly, so
the movie player gave up before it decoded a frame) makes them play. This is
what makes X5 release-worthy. - Memory-card save / load. Standard PS1
.mcd/.mcrimages,
emulator-compatible. - Controller input. MMX5 requires an analog-capable pad before it reads
buttons, so the runtime presents a DualShock by default. Keyboard and SDL
gamepads both work; per-player override in the launcher. - Fast loading (turbo loads). Loads fast-forward the whole machine at full
host speed while keeping authentic 1× guest CD timing (and audio) intact. - FMV auto-skip toggle. Off by default so you see the now-working intro;
flip it on in the launcher (Settings → "Skip FMVs") to skip movies the instant
they start. - Supersampling + anti-aliasing. Internal-resolution SSAA (1×–4×) with
optional linear present filtering. - Graphical launcher. Pick BIOS / disc / memory cards, verify the disc, and
configure renderer, supersampling, and controller — choices persist between
launches. - Self-contained overlay toolchain. As you explore new areas the runtime
converts the game's overlay code to native code in the background. That needs
no developer tools installed — the release bundles a fully self-contained
toolchain (embedded Python + TinyCC), so newly visited areas are accelerated
on any machine.
⚠️ Known issues
- Not yet verified end-to-end. Gameplay works with no known crashes, but a
full start-to-finish playthrough hasn't been confirmed — please report where
it happened if you hit something deep in a stage or boss. - OpenGL flicker → software is the default. The OpenGL renderer shows
intermittent black-frame flicker in this build, so the clean software renderer
ships as the default. OpenGL is still selectable in the launcher if you want
to try it. SeeISSUES.md. - No widescreen this release. X5 ships 4:3 only. The true 2D wide
field-of-view is not wired up yet — the background hook sites are located and
documented but not implemented (seeannotations/widescreen_bg2d_sites.md).
📝 Setup
- Bring your own PlayStation BIOS (
SCPH1001.BIN) and Mega Man X5 (USA,
SLUS-01334) disc image — the launcher asks for each. Verify your disc against
DISC.mdbefore reporting regressions. Use.cue+.bin(or.bin); do
not convert to a 2048-byte "cooked".iso— that discards the XA sectors
the movies and audio stream from. - Options live in the launcher's Settings and are remembered between
launches. - The overlay cache grows as you play; please keep
overlay_captures.json
private — it contains game code read from your disc (see README).