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Releases: n64hub/rayman-2-recomp
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Rayman 2: Recompiled v0.1.3
An icon of its own. Like v0.1.2 it contains no game data: you need your own ROM of the USA release (a big-endian .z64 of 32 MiB, SHA-1 50558356b059ad3fbaf5fe95380512b9dceaaf52).
Made with AI. Almost all of the code was written by AI agents (Claude), directed and play-tested by a person.
Windows: unzip Rayman2Recompiled-v0.1.3-windows-x64.zip and run Rayman2Recompiled.exe from that folder (it needs a recent Visual C++ 2015-2022 redistributable, x64). Linux (x86-64): extract Rayman2Recompiled-v0.1.3-linux-x64.tar.gz and run Rayman2Recompiled in that folder (glibc 2.35 or newer, a Vulkan driver, GTK 3 and FreeType; it brings its own SDL2).
The icon: a glowing winged orb in a misty night forest, drawn for the project (nothing in it comes from the game), in place of the "Rayman 2 Recompiled" text tile. It shows on the program in Explorer and the taskbar, on the game's window (on Linux too, where the window had no icon before) and beside the game in the launcher's menu.
Rayman 2: Recompiled v0.1.2
Widescreen fixes for the HUD and for sprites at the sides of the window. Like v0.1.1 it contains no game data: you need your own ROM of the USA release (a big-endian .z64 of 32 MiB, SHA-1 50558356b059ad3fbaf5fe95380512b9dceaaf52).
Made with AI. Almost all of the code was written by AI agents (Claude), directed and play-tested by a person.
Windows: unzip Rayman2Recompiled-v0.1.2-windows-x64.zip and run Rayman2Recompiled.exe from that folder (it needs a recent Visual C++ 2015-2022 redistributable, x64). Linux (x86-64): extract Rayman2Recompiled-v0.1.2-linux-x64.tar.gz and run Rayman2Recompiled in that folder (glibc 2.35 or newer, a Vulkan driver, GTK 3 and FreeType; it brings its own SDL2).
Widescreen:
- The HUD sits at the edges of a wide window instead of at the corners of a 4:3 screen: Rayman's face, the health and air bars, the lums' and cages' counters and icons, the hints at the right and a race's timer. Dialogue, the intro's story and other text stay in the middle.
- Sprites and particles, such as a lum's glow and the sparkles around Rayman, reach the window's edges. Before, they were cut off on a straight line where a 4:3 screen would end, or not drawn at all past it.
At Aspect Ratio Original the game looks as before.
Rayman 2: Recompiled v0.1.1
Fixes for widescreen and for how the intro and the menus look and move. Like v0.1.0 it contains no game data: you need your own ROM of the USA release (a big-endian .z64 of 32 MiB, SHA-1 50558356b059ad3fbaf5fe95380512b9dceaaf52).
Made with AI. Almost all of the code was written by AI agents (Claude), directed and play-tested by a person.
Windows: unzip Rayman2Recompiled-v0.1.1-windows-x64.zip and run Rayman2Recompiled.exe from that folder (it needs a recent Visual C++ 2015-2022 redistributable, x64). Linux (x86-64): extract Rayman2Recompiled-v0.1.1-linux-x64.tar.gz and run Rayman2Recompiled in that folder (glibc 2.35 or newer, a Vulkan driver, GTK 3 and FreeType; it brings its own SDL2).
Widescreen:
- Things at the sides of a wide window no longer pop in and out as the camera turns: the game now decides what to draw for the window's width, not for a 4:3 screen.
- The full-screen fades, the blotches of the scene transition and the pause menu's backdrop cover the whole window, not just its 4:3 middle.
The intro and the menus:
- The big title logo in the intro's tunnel is drawn whole, without the thin lines at the joins between its pieces, also while it fades in and out.
- The sky in the intro and the water in the language menu scroll smoothly instead of in small steps.
- The butterfly cursor in the menus moves smoothly, with the rest of the picture.
- A dark fan shape no longer flashes beside Rayman in the prison cell, and Globox's head in the intro is drawn right.
The butterfly's light flickering between two levels is the game's own, the same on a console.
Rayman 2: Recompiled v0.1.0
The first release of Rayman 2: Recompiled for Windows and Linux: a native PC port of the N64 game made by static recompilation. It is not an emulator and contains no game data: you need your own ROM of the USA release (a big-endian .z64 of 32 MiB, SHA-1 50558356b059ad3fbaf5fe95380512b9dceaaf52). Other regions and revisions are not supported.
Made with AI. Almost all of the code was written by AI agents (Claude), directed and play-tested by a person.
Windows: unzip Rayman2Recompiled-v0.1.0-windows-x64.zip and run Rayman2Recompiled.exe from that folder (it needs a recent Visual C++ 2015-2022 redistributable, x64). Linux (x86-64): extract Rayman2Recompiled-v0.1.0-linux-x64.tar.gz and run Rayman2Recompiled in that folder (glibc 2.35 or newer, a Vulkan driver, GTK 3 and FreeType; it brings its own SDL2). Pick your ROM with Load ROM, then Start Game: the ROM is stored, so the next start goes straight to the game.
What works: the logos, the language menu and the intro story, from the pirate ship to the prison hold; a new game into the Woods of Light; every level of the game's table, each loaded and drawn; the pause menu with its Save, Load and Options pages, and the world map's save prompt. Sound (the game's own audio code, recompiled), the game's Controller Pak saves kept across restarts, and keyboard and gamepad input.
Enhancements, each an option on the settings menu's Graphics tab with an Original value that plays as the console does:
- High resolution at the window's size, with anti-aliasing
- Smooth motion at the display's refresh rate, blended between the game's frames
- Widescreen: in a window wider than 4:3 the world reaches the window's edges, and the menus stay in the middle 4:3
- Keyboard and gamepad controls, rebindable
Not checked yet: a whole playthrough from start to end (every level has been loaded, but not played through to its exit, so expect the odd thing drawn wrong or a spot that hangs; reports are welcome on the issues page), long play sessions, and the Linux build on a GPU (it has been booted on Mesa's software Vulkan only).
The README has how to build it yourself.