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Cabecera de Die Hard Trilogy 2: Viva Las Vegas
Port nativo

Die Hard Trilogy 2: Viva Las Vegas

Port nativo de Die Hard Trilogy 2: Viva Las Vegas para PC.

Die Hard Trilogy 2: Viva Las Vegas

Port nativo basado en su ficha de origen.

README del repositorio

PSX Trilogy Recomp

A PSX Recomp Trilogy of Three Trilogy Games

A trilogy of trilogies: Die Hard Trilogy brings three film-based modes, Die Hard Trilogy 2 blends action, rail shooting and driving, and Alien Trilogy takes its inspiration from the first three Alien films. Three trilogy games, each available in USA and Europe/PAL editions.

An experimental Windows x64 and Linux x86_64 collection built with PSXRecomp: Die Hard Trilogy, Die Hard Trilogy 2: Viva Las Vegas, and Alien Trilogy, each with separate USA and Europe/PAL recompilations. Download version 0.2.0 for Windows or Linux. Read the release notes and Linux instructions for platform differences and remaining verification limits.

The launcher provides a themed library, per-edition settings, disc importing, keyboard/mouse controls, and documentation in your default browser. Read verification and known limits before treating an edition as fully playable.

Supported editions

GameUSAEurope / PALProject directories
Die Hard TrilogySLUS-00119SLES-00445games/dht, games/dht-pal
Die Hard Trilogy 2SLUS-01015SLES-02746games/dht2, games/dht2-pal
Alien TrilogySLUS-00007SLES-00101games/alien, games/alien-pal

Each edition has separate code guards, controls, memory cards and logs. Standalone French/German/Italian DHT2 discs, German Alien Trilogy and Japanese editions are not included. PAL Alien's original language selector loads English, French, Italian or Spanish game code.

Play

  1. Extract the Windows release ZIP to a writable folder.
  2. Put supported images in discs and run Play.cmd. Use DISCS to import again.
  3. Select an edition with the mouse, arrows or 1–6. Click PLAY or press Enter.
  4. OPTIONS provides display, audio, assists, keyboard, gamepad, mouse, shortcuts and system settings. Save and relaunch to apply changes.

Missing discs are greyed out and cannot launch. A CUE without every referenced BIN track is missing too. Restore the image and press REFRESH or F5. Missing editions remain selectable for their documentation and import instructions.

DOCS opens the edition guide in your default browser. WIKI opens the collection research wiki in that browser. Pages work offline; original-source links need internet access. No web server is started.

GIVE FEEDBACK opens a prefilled issue in our GitHub repository. Review and submit it in your browser using your GitHub account. Only the release version and selected game/edition/serial are filled in; the launcher does not upload files or collect personal information.

Disc importing

Accepted: CUE/BIN, CHD, ISO, IMG, bare BIN, CAR and unencrypted single-disc PS1 PBP. ZIP/7z archives placed in discs are extracted there. CUE sheets are synthesized for recognised split-track sets in the Redump layout, where each audio track file carries its own two-second pregap; an original CUE is still used when the archive has one.

The importer verifies the reference disc CRC or boot-executable SHA-256. A matching boot executable does not verify every overlay, asset or audio track; different rips are labelled accordingly. Unknown executable revisions are refused. PBP extraction is verified in a temporary directory before registration, preserving existing images. Other images are used in place.

Full CUE/BIN or CHD sets retain CD audio. Cooked 2048-byte images and data-only rips can lack music. To replace a registration, remove games/<id>/disc.ini and import again. Moving a registered image requires re-importing it.

Controls

Both regions use the same intended bindings with independently derived PAL code guards:

Game / sectionMouse behaviour
DHT: Die HarderAbsolute aim; left fire; right reload; wheel up rockets, down grenades
DHT: Die Hard / With a VengeanceKeyboard direction; mouse fire/grenade or accelerate/brake; wheel changes the mode's secondary action
DHT2Absolute aim in rail sections; left Cross/fire, right R1/reload, wheel up R2/primary cycle, down L2/secondary cycle; keyboard direction elsewhere
Alien TrilogyRelative look; left fire, right use, both wheel directions next weapon; click to capture, Escape to release

See all control defaults and DOCS. Direct aim/look writes are guarded by game code and state; menus use normal keyboard/controller input. Physical mouse feel and full playthroughs remain unverified. Some overlay regions still rely on the framework fallback when strict native compilation rejects them.

Building

framework_pins.json pins PSXRecomp to 15822694c65463e78477774bd2d5783fdd24cfac. Region support is based on that pin. See toolchain setup and source bootstrap/release preparation.

. ./toolchain/Use-Toolchain.ps1
./scripts/build.ps1 -Game alien-pal -Jobs 2
python scripts/configure_controls.py
python scripts/build_docs.py all
python scripts/build_wiki.py
./launcher/build.ps1

Valid IDs are the six names above, plus all. -Generate regenerates game C. Large DHT source/overlay builds are expensive; regenerate only when needed. Game data and generated C are prepared locally and excluded from source exports.

scripts/stage_compiler_dependencies.ps1 copies the development recompiler's GCC DLL closure beside its executables. Both tools are checked with a Windows-only PATH. This resolves missing libstdc++-6.dll, libgcc_s_seh-1.dll and libwinpthread-1.dll without changing global PATH.

Release and documentation

./scripts/package_release.ps1 -Version 0.1.0

The release contains the launcher, regional runtimes, OpenBIOS/notices, mod catalogs, overlay caches, embedded compiler tools, clean defaults, game guides and exported wiki. It excludes images, extracted executables, generated C, saves, logs, raw research copies and developer settings. See release notes.

Documentation sources are the root Markdown and games/<id>/docs/content.md. Research lives in .wiki/wiki; scripts/build_wiki.py exports compiled articles and bibliography metadata without .wiki/raw copies.

This is an unofficial project. Original titles, artwork and assets belong to their respective owners. Supply your own images and preserve bundled third-party notices.

License

Original collection code is MIT licensed. PSXRecomp retains its PolyForm Noncommercial license; other bundled components retain their own terms. See licensing and attribution.

Linux port status

Native Linux x86_64 support is in progress. Six earlier builds have headless boot evidence. Version 0.2.0 rebuilds all six runtimes and includes the native frontend, which passes CLI, six-edition CUE import and Wayland UI checks. See the release verification report for package checks; gameplay/input/audio validation remains incomplete. Start with Linux build instructions and the current implementation review. Windows launch and release entry points remain available.

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