
Parasite Eve
Port nativo de Parasite Eve para PC.
Parasite Eve
Port nativo basado en su ficha de origen.
README del repositorio
Parasite Eve Recompiled
Static recompilation of Parasite Eve built on psxrecomp and recomp-ui.
A native recompilation setup host for the two-disc USA release of Parasite Eve.
| Players | 1 |
| Region | USA |
| Publisher | - |
| Year | - |
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, uses the same platform build tools as 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 game and provide both supported disc images. Disc
images under disc/ are ignored by Git and must never be committed. The
package contains no retail BIOS. Supply a supported USA-region SCPH BIOS from
hardware that you own. The included OpenBIOS image supports setup only.
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
cmake -S . -B build-release -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build-release --target psx-runtime
Zip prefix for CI artifacts: Parasite-Eve-Recompiled.
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.
Platform support
Release 0.3.3 supports Windows x64. Linux and macOS remain in the workflow, but their release jobs are deferred under the Wave 2 Windows-first exception.
Multi-disc status
Both supported discs contain the same executable. The setup host validates and remembers both images. Each disc passed an independent startup test. A natural in-game disc change still needs a connected manual gameplay test.
License boundary
Portfolio-owned source, scripts, configuration, and documentation use
GPL-3.0-only. The LICENSE file contains the complete terms.
PSXRecomp keeps PolyForm Noncommercial 1.0.0. Recomp-UI keeps MIT. The GPL does not cover retail content, generated retail code, artwork, trademarks, or these separately licensed dependencies.
About this project
These ports are developed by a hobbyist (a DevSecOps engineer, not a game programmer) with substantial AI assistance. Every release must pass its recorded build, package, and gameplay gates. AI writes most of the code, but I always test it myself before pushing. Bug reports are welcome.
v0.3.5 three-platform candidate
The next release targets Windows x64, Linux x64, macOS Apple Silicon ARM64, and macOS Intel x64. These packages remain candidates until the exact archives pass the required native setup, startup, responsiveness, and clean-exit gates.
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