
Mortal Kombat 4
Port nativo de Mortal Kombat 4 para PC.
Mortal Kombat 4
Port nativo basado en su ficha de origen.
README del repositorio
Mortal Kombat 4
Static recompilation of Mortal Kombat 4 built on psxrecomp and recomp-ui.
Mortal Kombat 4 recompiled for modern systems using psxrecomp.
| Players | 2 |
| Region | USA |
| Publisher | Midway |
| Year | 1998 |
Scaffolded with the New Project Layout. See
psxrecomp/docs/GAME_PROJECT_SETUP.md for the full flow.
RetComM Launcher
You can run this title standalone (release zip + the built-in recomp-ui Generate & Build flow), or manage installs, updates, ROM/BIOS wiring, and queued builds more intuitively with RetComM Launcher — the Retro Compilation Manager hub for self-compiling recomps.
Downloads · Full README & features
RetComM checks for updates, rebuilds with existing build data when possible, shares the portable toolchain used by per-title launchers, and automates BIOS/ROM/save plumbing so you are not stuck repeating each game’s wizard by hand.
Legal
You must own the original USA SLUS-00605 game. The current package accepts
the exact single-track CUE/BIN identity listed in catalog_identity.json.
Disc images under disc/ are gitignored and must never be committed.
This title requires a legal SCPH-1001 BIOS dump. OpenBIOS is not supported by this package. Retail BIOS dumps are not redistributed.
License
Project-owned source, scripts, configuration, and documentation use
GPL-3.0-only. See LICENSE.
This license does not cover Mortal Kombat 4 content, generated retail code,
artwork, names, or trademarks. PSXRecomp remains under PolyForm Noncommercial
1.0.0. recomp-ui remains under MIT. See THIRD_PARTY_NOTICES.md and the
license files in each submodule.
Default app icon: assets/psxrecomp.ico (and .png / .svg) — RetComM-themed controller mark from psxrecomp/assets/. Windows builds embed it via APP_ICON.
Optional box art under launcher_assets/img/ may come from
libretro-thumbnails
(Named_Boxarts); see BOXART_SOURCE.txt when present.
Quick start (dev)
git submodule update --init --recursive
./psxrecomp/tools/ci/build_emitters.sh
python3 psxrecomp/psxrecomp_cli.py generate \
--config game.toml --project-root . --disc disc/<your>.cue \
--bios /path/to/SCPH1001.BIN
cmake -S . -B build-release -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build-release --target psx-runtime
Zip prefix for CI artifacts: mortal-kombat-4-recomp.
Validation
The source repository keeps the release evidence in docs/VALIDATION.md.
No build is a public release until its exact package passes every listed gate.
Boot evidence does not replace a full gameplay test.
Symbols
Progressive map: symbols.toml → python3 tools/sync_symbols.py →
psx_symbols.h (PSX_FN_*). See psxrecomp/docs/SYMBOLS.md.
Framework pins
Submodule gitlinks (psxrecomp, optional recomp-ui, nested recomp-net)
are authoritative. framework_pins.txt is an optional scaffold snapshot;
release CI logs SHAs with record_pins.sh but builds whatever the gitlinks
resolve to. Bump submodules deliberately — do not float on main/master
in release CI.
About this project
These ports are developed by a hobbyist (a DevSecOps engineer, not a game programmer) with substantial AI assistance. Every change is validated before it ships. Validation includes boot gates, hardware-oracle comparisons, deterministic probes, and a shared findings registry. AI writes most of the code. The evidence decides what survives. Bug reports are welcome and receive the same evidence-based review.
In short: AI writes the code, but I always test it before I push it.
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