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 »
Mega Man X4 (USA, SLUS-00561) statically recompiled to a native PC executable with PSXRecomp — the same framework behind TombaRecomp, MegaManX5Recomp and MegaManX6Recomp.
This repository contains the game-specific configuration, seeds, tools, and build glue for running Mega Man X4 on the PSXRecomp framework. The game's MIPS code is machine-translated ("recompiled") ahead of time into native C, then compiled into a native Windows or Linux 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 Mega Man X4 disc image, the PS1 BIOS, generated game code, or any decompiled game C. Those are produced locally from your own legally obtained assets.
Important files:
game.toml: runtime / recompiler / video / controller config.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.tools/build_overlay_shards.sh: rebuilds native Linux overlay shards.tools/package_appimage.sh: builds the reproducible Linux AppImage.tools/test_appimage_layout.sh: verifies the AppImage payload and seeding.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.
Early playable preview — v0.0.5-alpha. Mega Man X4 boots and plays: the intro
cinematics (X vs. Zero) decode and play, the title screen and menus respond,
the attract demos run, and you can start a game — with working controller
input and no known crashes on the covered path. It has not been verified
deep into stages or to the end; uncovered code paths halt loudly rather than
misbehave silently (see ISSUES.md #1).
| Area | State |
|---|---|
| PS1 BIOS boot | Works (real recompiled BIOS core, HLE-accelerated boot) |
| Disc-detect / boot | Works (loads the engine and streamed ARC overlays) |
| Intro cinematics / FMV | Plays (X vs. Zero opening decodes) |
| Controller | Works; digital pad (X4 predates the DualShock — see below) |
| Title / menus / attract | Works |
| Stage gameplay | Starts; not yet verified broadly (see ISSUES.md #1) |
| Memory-card save / load | Card probing works; save/load not yet verified end-to-end |
| Renderers | OpenGL (default) and Software, selectable in the launcher |
| Built-in mods | Widescreen, interpolated frames, Fast Loading, and an integer Damage Multiplier |
| Widescreen 16:9 | Experimental default-off mod; true wider 2D field of view |
| Interpolated frames | Default-off mod; presentation only, game timing remains stock |
See ISSUES.md for notes and the remaining follow-ups.
These are the framework features that are already working in this build:
- Two renderers. A GPU-authoritative OpenGL backend (this release's default) and a CPU software rasterizer, both selectable in the launcher.
- Game-owned Mods catalog. The Mods page owns MMX4's experimental widescreen and temporal frame-blending enhancements, unified loading modes, and an integer Damage Multiplier for testing and save-state repair.
- Opt-in true widescreen. The experimental 16:9 mod widens X4's background
tile window plus actor activation, despawn, and draw-cull bounds; authentic
4:3 remains the default. Player health/weapon HUD pieces anchor to the true
wide left edge, while enemy/boss health pieces anchor to the wide right edge.
The generated dispatcher uses optimizer-independent binary lookup, avoiding
the severe
-O0slowdown caused by X4's nearly 60,000 dispatch entries. Release builds additionally compile out developer tracing and telemetry. - Interpolated-frames mod. Select display-refresh or a fixed presentation rate from the Mods panel. It blends completed frames without changing guest VBlank, game logic, timers, or audio speed.
- Fast Loading mod. Disabled by default. One mutually exclusive selector offers host-only 2x/4x/8x/16x/uncapped pacing or experimental 2x/4x/instant guest-visible CD timing. Host pacing is the recommended timing-safe path.
- Digital controller, as the game expects. X4 shipped before the DualShock existed and rejects analog pads outright (with one presented, the title screen ignores Start entirely). The runtime therefore presents a plain digital pad and the launcher offers no pad-mode selector — there is exactly one mode the game supports. Keyboard and SDL gamepads both work.
- Supersampling + anti-aliasing. Internal-resolution SSAA (1×–4×) with optional linear present filtering for clean edges.
- Self-contained Windows overlay toolchain. As you explore new areas the runtime converts the game's streamed ARC overlay code to native code in the background. That needs no developer tools installed — the Windows release bundles a fully self-contained toolchain (embedded Python + TinyCC), so newly visited areas are accelerated without a developer install. The Linux AppImage ships the native Linux shards available at release time; uncovered overlays fall back safely to the interpreter and are captured for a later shard build.
- Graphical launcher. Pick your BIOS, disc, and memory cards; verify the disc; configure renderer / supersampling / controller, with live settings persistence — then press Launch.
On Linux, download MegaManX4Recomp-v*-linux-x86_64.AppImage, make it
executable, and run it:
chmod +x MegaManX4Recomp-v*-linux-x86_64.AppImage
./MegaManX4Recomp-v*-linux-x86_64.AppImageThe AppImage stores writable data under
~/.local/share/MegaManX4Recomp (override with MMX4_RECOMP_DATA_DIR).
On Windows:
- Download
MegaManX4Recomp-v*-windows-x64.zipfrom Releases and extract it. - Run
MegaManX4Recomp.exe. A launcher window opens. - Set your PlayStation BIOS: select your legally obtained
SCPH1001.BIN(a 512 KB file dumped from your own console). - Set the game disc: select your legally obtained Mega Man X4 (USA, SLUS-00561) disc image. The launcher verifies the ISO9660 header, region, and serial.
- Optionally adjust renderer, supersampling, screen look, and controller settings, then press Launch. Your choices are remembered.
Accepted disc formats: .cue + .bin (preferred — pick the .cue) and .bin.
Do not convert the disc to a 2048-byte "cooked" .iso — that discards the
Mode-2 Form-2 XA sectors X4 streams its FMV/audio from. If the header or game
ID does not match SLUS-00561, the launcher warns and tries to run it anyway.
Selected paths persist next to the executable on Windows and under the
AppImage's writable data directory on Linux. Delete settings.toml there to
reset launcher choices.
Windows builds use MSYS2/MinGW. Native Linux and WSL builds use GCC or Clang, CMake, Ninja, SDL development files, OpenGL development files, ImageMagick, and curl.
Requirements:
- A C/C++ toolchain (MSYS2
mingw-w64-x86_64) and CMake 3.20+. - Mega Man X4 (USA, SLUS-00561) disc image (
.cue+.binor.bin). Not included. Verify it againstDISC.mdbefore reporting regressions. - Sony SCPH1001 BIOS ROM (
SCPH1001.BIN). Not included. - The
psxrecompframework available at the sibling path../psxrecomp(linked in as thepsxrecomp-v4junction at thepsxrecomp-v4.pinSHA), plus a recompiled BIOS inpsxrecomp/generated/(see the framework README).
The recompiler needs the game's PS-X EXE extracted from the disc. A helper is included:
python3 ../psxrecomp/tools/extract_psx_exe.py "mmx4/Mega Man X4.bin" SLUS_005.61 mmx4/SLUS_005.61Generate the recompiled C, then build and run:
# Regenerate generated/SLUS_005.61_{full_*,dispatch}.c from the disc/EXE.
# Windows: pwsh tools/regen.ps1
# (or invoke the recompiler directly:
# ../psxrecomp/recompiler/build/psxrecomp-game.exe --config game.toml)
cmake -S . -B build -G "Unix Makefiles"
cmake --build build -j16
./build/MegaManX4Recomp.exeThe current recompiler emits X4 as parallel-compilable full_*.c shards.
To build the redistributable Windows release (regens, builds with the launcher,
bundles assets + toolchain, and zips it): pwsh tools/package_release.ps1.
To cut the Linux release from WSL or native Linux:
# Private capture input -> tagged gcc/linux-x64 .so shards.
bash tools/build_overlay_shards.sh --captures build-master/overlay_captures.json
# Builds all 141 static units, requires matching Linux shards, and packages.
bash tools/package_appimage.sh
# Read-only payload, writable-state, shard ABI, and path-portability checks.
bash tools/test_appimage_layout.sh \
release-linux/MegaManX4Recomp-v0.0.5-alpha-linux-x86_64.AppImageThe packager accepts Windows output paths under WSL, stages its AppDir on the
native Linux filesystem, verifies pinned tooling by SHA-256, normalizes staged
timestamps, and refuses to ship a Windows .dll cache or a mismatched shard
tag. Set SOURCE_DATE_EPOCH explicitly to reproduce a historical cut.
Most options are exposed in the launcher and persist to settings.toml. The
underlying defaults live in game.toml:
[video]—renderer(software/opengl),supersampling(1–4),antialiasing,texture_filtering, andauto_skip_fmv.[controller]—default_mode(digital, locked — X4 supports exactly one pad type),deadzone.[runtime]— authenticdisc_speed/turbo_loadsbaselines,bios_hle,overlay_cache.
Widescreen and temporal frame blending are game-owned features on the Mods page rather than duplicate generic Settings controls. The same page contains Fast Loading and Damage Multiplier. Loading and display mods default off; damage enforcement defaults to integer value 1 so save states cannot preserve stale cheat code.
| PSX button | Keyboard |
|---|---|
| D-Pad Up / Down / Left / Right | Arrow keys |
| Cross | X |
| Square | Z |
| Circle | S |
| Triangle | A |
| L1 / R1 | Q / W |
| L2 / R2 | E / R |
| Start | Enter |
| Select | Right Shift |
| Turbo | Tab (hold) |
| Fullscreen | Alt+Enter |
A game controller (Xbox, PlayStation, or any SDL-recognized pad) is supported via SDL when connected. X4 is a digital-pad game; sticks map onto the D-pad.
| PSX button | Xbox controller |
|---|---|
| D-Pad Up / Down / Left / Right | D-pad or left stick |
| Cross | A |
| Circle | B |
| Square | X |
| Triangle | Y |
| L1 / R1 | LB / RB |
| L2 / R2 | LT / RT |
| Start | Menu |
| Select | View / Back |
Release builds include input.ini in their writable data directory (beside
the executable on Windows; under ~/.local/share/MegaManX4Recomp for the
AppImage). Edit it to change controller device index, deadzone, or button
mapping. Keyboard bindings are configurable in keybinds.ini and
live-rebindable in the launcher's Controls page.
The runtime uses standard PS1 memory-card images (.mcd / .mcr) compatible
with DuckStation, PCSX-Redux, Mednafen, ePSXe, and similar emulators. Cards are
stored in the saves directory and managed in the launcher's memory-card UI.
X4's in-game save/load has not yet been verified end-to-end in this build (see
ISSUES.md #3). Runtime memory-card files are local artifacts and must not be
committed.
Why isn't the game already at full speed everywhere? Most of X4's code is
converted ("recompiled") into a fast native program ahead of time. But
PlayStation games don't keep all of their code in memory at once — they stream
extra chunks of code off the disc as you reach new areas (these chunks are
called overlays; X4 streams stage and engine code from its ARC/*.ARC
archives). We can't convert a chunk we've never seen, and the only way to see
it is for someone to actually visit that area. Until then, that area's code
runs in a slower compatibility mode.
Your cache grows as you play. While you play, the runtime records newly
visited areas into overlay_captures.json and converts them with the bundled
toolchain; your own cache folder grows automatically and those areas run at
full speed from then on.
Please do not post overlay_captures.json publicly. It contains verbatim
snapshots of the game's code read from your disc, which is copyrighted material —
keep it on your own machine, alongside your disc image.
Developers can return to the Jungle location used to verify the widescreen background-ring fix without manually navigating the menus and stage. The checked-in route uses the current local memory-card save, selects the Jungle stage, walks X to the captured location, and then releases all controls:
python tools/replay_input_route.py tools/routes/mmx4_jungle_widescreen.json `
--exe build-mods/MegaManX4Recomp.exe `
--disc "F:\path\to\Mega Man X4.cue"The replay is consumed once per guest VBlank, so the default turbo-loading
setting may remain enabled. To record a replacement route, launch with a debug
port, note its starting and ending frame numbers, then run
tools/capture_input_route.py --start START --end END --output ROUTE.json.
- 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.
Mega Man X4 is copyright Capcom. This repository contains none of the game's
original binaries or assets. Release packages contain no game assets, no disc
data, and no BIOS image — those are always read from files you supply. The
release executable and the bundled cache folder do contain statically
recompiled (machine-translated) builds of the game's code, the same distribution
model used by other static recompilation projects such as N64: Recompiled.
R.A.I.D. — Retro AI Development · a Discord for AI-assisted retro reverse-engineering, decomp & recomp
