
Tom and Jerry in House Trap
Port nativo de Tom and Jerry in House Trap para PC.
Tom and Jerry in House Trap
Port nativo basado en su ficha de origen.
README del repositorio
TomJerry Recompiled
Static recompilation of Tom and Jerry in House Trap (PlayStation, PAL SLES-03181) built on psxrecomp and recomp-ui. The game runs as native code on your PC, compiled from your own disc, with a widescreen mod and quality-of-life fixes on top.
| Players | 2 (split screen, netplay) |
| Region | PAL (Europe) |
| Publisher | Ubi Soft / NewKidCo |
| Year | 2000 |
What this adds
All enhancements live in the bundled Tom & Jerry Widescreen mod package (launcher → Mods) and can be switched off.
Widescreen (16:9, 21:9, 32:9 or fit to window) — a real wider field of view, not a stretched picture:
- the whole room is drawn at the screen edges: props, walls and the full floor, which the original only built for a 4:3 window around the camera;
- the HUD (portraits, health bars, button prompts) is anchored to the corners of the wide screen, in both split-screen views;
- the split-screen separator, the pause menu, LOADING screens and menus are handled cleanly: no leftover images at the sides, menus stay 4:3.
HUD size — 100 / 85 / 75 / 65 % (default 75 %): the low-resolution HUD art is drawn smaller so it looks sharper next to the high-resolution game.
Frame rate — 30 fps on NTSC timing (default), the speed the game was designed for; the PAL release runs at 25 fps and never compensated. Music is unchanged. 25 fps PAL remains available.
VSync on high-refresh monitors — no tearing on 120/144/165 Hz screens without G-SYNC or driver tweaks, game speed unchanged.
Fixes
- LOADING screens are centred (no black band, no cut-off bottom).
- Italian text fix: "SI" in the pause and options menus was an orange block (the font has no accented I); it now reads correctly.
- Netplay disc check fixed for the standard Redump dump.
Plus everything psxrecomp provides: high internal resolution, texture filtering, save states, netplay with rollback, controller rumble.
How to play
- Download the latest zip from Releases and extract it into a new folder.
- Run
TomJerry_Recompiled.exe(Python 3 required). - Select your own disc (.cue/.bin) and follow the Generate & rebuild wizard: the game is compiled on your PC.
- Enable Widescreen in the launcher's Mods page.
The download contains no game data and no Sony BIOS; OpenBIOS (MIT-licensed) is used when you do not provide your own.
Legal
You must own the original game. Disc images under disc/ are gitignored and
must never be committed. Retail BIOS dumps are not redistributed; OpenBIOS is
used for Generate unless you supply your own SCPH locally.
App icon: Tom, cropped from the PAL cover (assets/psxrecomp.ico / .png). 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: tomjerry.
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.
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