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 X5 (USA, SLUS-01334) statically recompiled to a native PC executable with PSXRecomp — the same framework behind TombaRecomp and MegaManX6Recomp.
This repository contains the game-specific configuration, seeds, tools, and build glue for running Mega Man X5 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 Mega Man X5 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.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 — v0.0.2-alpha. Mega Man
X5 boots from the PS1 BIOS and plays — through the opening (including the
intro cutscenes, which now decode and play), into stages, with working
controller input and memory-card save/load, 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 |
|---|---|
| PS1 BIOS boot | Works (real recompiled BIOS) |
| Disc-detect / boot | Works (loads the engine and streamed overlays) |
| Intro cutscenes / FMV | Plays (movies now decode); auto-skip available |
| Controller | Works; DualShock/analog presented by default (required by MMX5) |
| Stage gameplay | Works (not yet verified all the way to the end) |
| Memory-card save / load | Works (standard PS1 .mcd, emulator-compatible) |
| Renderers | Software, OpenGL, and Vulkan; OpenGL is the validated default |
| Mods | Widescreen 16:9 and frame interpolation; both default-disabled |
See ISSUES.md for notes and the remaining enhancement follow-ups.
These are the framework features that are already working in this build:
- Modern renderers. CPU software, OpenGL, and Vulkan backends are available. OpenGL is the validated default for this release.
- Fast loading (turbo loads). While a load is in progress the whole machine fast-forwards at your PC's full speed, then drops back to normal the instant it finishes — so disc loads complete far faster while all of the game's internal timing (and audio) stays correct. Authentic 1× disc timing is kept; the speed comes from the load fast-forward, not from speeding up the emulated CD (which would break timing). On by default; toggleable in the launcher.
- Intro cutscenes / FMV. The opening movies (
CAPLOGO.STR/X5OP.STR, withBGM.XAaudio) decode and play. Full-motion videos can also be skipped the instant they start — off by default so you see the intro, toggleable in the launcher (Settings → "Skip FMVs"). - DualShock controller by default. MMX5 will not poll buttons until it detects an analog-capable pad, so the runtime presents a DualShock by default. Adjustable stick deadzone; per-player override in the launcher.
- Supersampling + anti-aliasing. Internal-resolution SSAA (1×–4×) with optional linear present filtering for clean edges.
- Mods view. Two reviewed, game-owned enhancements are available: default-disabled 16:9 widescreen and presentation-only frame interpolation. Widescreen expands the Capcom 2D background tile window and widens enemy activation and primitive culling; interpolation preserves the game's stock logic, audio, and VBlank cadence.
- Graphical launcher. Pick your BIOS, disc, and memory cards; verify the disc; configure renderer / supersampling / controller, with live settings persistence — then press Launch.
- Download
MegaManX5Recomp-v*-windows-x64.zipfrom Releases and extract it. - Run
MegaManX5Recomp.exe. A launcher window opens. - OpenBIOS is included and selected automatically. You may optionally choose a legally obtained retail PlayStation BIOS.
- Set the game disc: select your legally obtained Mega Man X5 (USA, SLUS-01334) 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 MMX5 streams its FMV/audio from. If the header or game
ID does not match SLUS-01334, the launcher warns and tries to run it anyway.
Selected paths and settings persist next to the executable. Clearing the BIOS row returns to OpenBIOS.
Builds on Windows (MSYS2/MinGW).
Requirements:
- A C/C++ toolchain (MSYS2
mingw-w64-x86_64) and CMake 3.20+. - Mega Man X5 (USA, SLUS-01334) disc image (
.cue+.binor.bin). Not included. Verify it againstDISC.mdbefore reporting regressions. - A retail Sony BIOS is optional; redistributable OpenBIOS is 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 "mmx5/Mega Man X5 (USA).bin" SLUS_013.34 mmx5/SLUS_013.34Generate the recompiled C, then build and run:
# Regenerate generated/SLUS_013.34_{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/mmx5-runtime.exeTo build the redistributable Windows release (regens, builds with the launcher,
bundles assets + cache, and zips it): pwsh tools/package_release.ps1.
Most options are exposed in the launcher and persist to settings.toml. The
underlying defaults live in game.toml:
[video]—renderer,supersampling(1–4),antialiasing,texture_filtering, andauto_skip_fmv. Widescreen and frame interpolation are owned by the two packages in the Mods view.[controller]—default_analog(DualShock on by default),deadzone.[runtime]—disc_speed(kept at1x),turbo_loads,bios_hle,overlay_cache.
| 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 | F11 / Alt+Enter |
A game controller (Xbox, PlayStation, or any SDL-recognized pad) is supported via SDL when connected. MMX5 expects an analog pad, so a DualShock/analog controller is presented by default.
| 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 next to MegaManX5Recomp.exe. Edit it to
change controller device index, deadzone, or button mapping.
Save and load work. 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. Runtime memory-card files are local artifacts and must
not be committed.
Why isn't the game already at full speed everywhere? Most of MMX5'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; MMX5 streams most of its game logic from ROCK_X5.DAT /
ROCK_X5.BIN). 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.
Releases ship a head start. The cache folder next to the executable
contains pre-converted native code for areas covered so far, and that work is
reused across launches. While you play, the runtime records newly visited areas
into overlay_captures.json and your own cache grows automatically.
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.
- 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 X5 is copyright Capcom. This repository contains none of the game's
original binaries or assets. Release packages contain no game assets or disc
data. They include the MIT-licensed OpenBIOS; a retail BIOS is never included.
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
