This recompilation is a byproduct of developing psxrecomp — the games are the proving ground, the framework is the goal. These are in-development previews, not finished ports — expect rough edges, and depth will keep landing over months, not days. My time for any one title is limited, so I ask for your patience. Contributions are welcome — testing, issues, and PRs to the game or framework all help and will accelerate this game's polish. More on the why at: Recomp + AI: 5 Months Later »
Ape Escape (USA, SCUS-94423) statically recompiled to a native PC executable with PSXRecomp — the same framework behind TombaRecomp and MegaManX6Recomp.
Known issues live in ISSUES.md.
This repository contains the game-specific configuration, seeds, tools, and build glue for running Ape Escape on the PSXRecomp framework. The game's MIPS code is machine-translated ("recompiled") ahead of time into native C, then compiled into a real Windows program that runs the game's own logic on a faithful simulation of the PS1 hardware (GPU, SPU, GTE, memory cards) plus the real, recompiled PS1 BIOS — no high-level emulation shims.
It does not contain the Ape Escape disc image, a retail PS1 BIOS, generated game code, or any decompiled game C. Release builds include the MIT-licensed OpenBIOS from PCSX-Redux; game data and an optional retail BIOS come from your own legally obtained assets.
Important files:
game.toml: runtime / recompiler / video / controller / widescreen config.mods/preloaded/: built-in, default-off mod packages shown by the launcher.seeds/: Ghidra-derived function starts and game-specific seed data.tools/regen.ps1: regenerates the recompiled C output.tools/package_release.ps1: builds the redistributable release zip.psxrecomp-v4.pin: framework commit this project is known-good against.ISSUES.md: game-specific issue log.DISC.md: source-disc identity and verification hashes.
Playable preview — v0.1.1. Ape Escape boots from the PS1 BIOS and
plays — through the intro, the title, and into gameplay, with dual-analog
controller input including L3/R3 stick clicks (added in v0.0.3), a
controls fix so the analog stick no longer spins the camera (v0.0.5),
working memory-card save/load (fixed in v0.0.2), and no known crashes. It has not yet been verified all the way to the end,
so treat it as a very playable preview rather than a certified full playthrough.
| Area | State |
|---|---|
| Boot (real PS1 BIOS) | ✅ Boots to intro / title / gameplay |
| Rendering | ✅ OpenGL (default) and Software backends |
| Controller | ✅ DualShock analog (auto-bound; the net/movement scheme is dual-stick) |
| Memory cards | ✅ Standard PS1 .mcd save/load |
| FMV / audio | ✅ MDEC video + XA/SPU audio (auto-skip FMV optional) |
| Mods | ✅ Built-in catalog with widescreen and temporal-blending experiments |
| Widescreen 16:9 / 21:9 / Adaptive | |
| Temporal frame blending | |
| Full playthrough |
The launcher's Mods page includes three default-off enhancements:
- Ape Escape Widescreen moves the existing game-specific enhancement out of generic Video settings. Its picker offers 16:9, 21:9, and Adaptive (live window aspect from 4:3 through 21:9).
- Ape Escape Frame Rate leaves the game's executable and stock simulation cadence untouched, then blends completed frames at the display refresh (recommended) or a fixed 60, 120, 144, or 165 presentation rate. Clarity mode suppresses blending on large pixel changes to reduce double-image trails. This is temporal blending, not motion-vector frame generation, so it cannot reconstruct true in-between object positions.
- Skip FMVs ends movies through the game's normal completion path.
The widescreen mod uses Ape Escape's stable GTE projection-and-stretch path
for a wider 3D field of view. HUD/UI proportion correction is enabled for its
front ordering-table layer; remaining draw-distance and scene-culling limits
are tracked in ISSUES.md. With the mod disabled, 4:3
presentation is unchanged.
The launcher's Video page exposes Supersampling (1x-4x), Antialiasing, and Texture filtering. On OpenGL, supersampling is true ordered-grid SSAA: geometry and shading are rasterized at a higher internal resolution and resolved to the window, while native PSX VRAM remains the authoritative game-visible buffer. Antialiasing controls the linear SSAA resolve and final presentation filtering; it is not RT64-style MSAA. Try 2x first on a discrete GPU, keep texture filtering at Nearest for the authored PSX look, and return to 1x if a demanding scene misses full speed.
- Run
ApeEscapeRecomp.exe. A launcher window opens. - OpenBIOS is selected automatically. Optionally select your legally obtained
SCPH1001.BINin the BIOS row. - Set the game disc (a legally obtained Ape Escape (USA, SCUS-94423) image —
.cue+.bin, pick the.cue). Do not convert to a 2048-byte "cooked".iso; that discards the XA sectors used for FMV/audio. - Adjust display options and select any experiments on the Mods page, then press Launch.
Ape Escape is a dual-analog title — the right stick swings the catch net — so an analog controller is strongly recommended. Any plugged pad is auto-bound and presented to the game as a DualShock; a keyboard folds onto the analog stick. The disc path, optional retail BIOS choice, and options are saved next to the exe. Clear the BIOS row to return to OpenBIOS.
- Use the real recompiled BIOS and real hardware simulation in PSXRecomp.
- No HLE BIOS shims, no stubs, no fake events, no hand-edited generated files.
- Framework changes go in
mstan/psxrecomp, not here. - Game binaries, generated code, memory cards, Ghidra databases, and build outputs stay local.
- See
CLAUDE.mdfor project-specific rules.
PolyForm Noncommercial 1.0.0. See LICENSE.
Ape Escape is copyright Sony Computer Entertainment / SIE. This repository
contains none of the game's original binaries or assets. Release packages
include PCSX-Redux OpenBIOS under the MIT notice in
bios/OpenBIOS.LICENSE; they contain no retail BIOS, game assets, or disc data.
The release executable contains a statically recompiled (machine-translated)
build of the game's code.
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