BrazilianHobbyist / Project-RE-Visited-RE3
git clone https://github.com/BrazilianHobbyist/Project-RE-Visited-RE3.git
v1.6.1 · 1d ago
Static recompilation and native PC port of Resident Evil 3: Nemesis (PS1)
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Star history starts 2026-10-20; the chart appears after the second daily snapshot.
LanguageC++
License—
Created2026-10-12 (8d ago)
Last pushtoday
Watchers2
OwnerUser
Links
- GitHub: github.com/BrazilianHobbyist/Project-RE-Visited-RE3
- Releases · Issues · Hacker News mentions
README excerpt
# Project RE: Visited - Resident Evil 3 **Languages / Idiomas**: **English** | Português (Brasil) | Español --- **Experimental Windows port of Resident Evil 3: Nemesis (PS1, SLUS-00923), built on the PSXRecomp static recompilation framework.** > **Status: work in progress / experimental.** Expect bugs. Earlier release notes and this README overstated what works; this version describes the project as it actually is. --- ## How it actually works | Part | How it runs | |---|---| | Main executable (`SLUS_009.23`, 3,328 functions) | **Statically recompiled** MIPS → C → x86-64. Runs as native code. | | Overlays (code the game loads from the CD for rooms, menus, inventory, etc.) | **Recompiled with the same recompiler** into native shards (`cache/`). The release ships shards for the areas played so far. Code not yet in the cache runs on a small interpreter the first time, is recorded, and is compiled in the background by the bundled toolchain (`overlay_toolchain/`: embedded Python + TinyCC), so it runs natively from the next visit on. | | GPU, GTE, SPU, CD-ROM, MDEC, timers | **Emulated in software** by the PSXRecomp runtime (rendered with OpenGL/SDL2), as in other static recompilation projects. | | BIOS | OpenBIOS (MIT, from PCSX-Redux), bundled. The boot animation is skipped. | **Measured, not assumed:** in about 20 minutes of gameplay across four sessions (new game, the RPD, doors, stairs, combat, inventory, item box, saving), interpreted instructions were at most **0.03%–0.15%** of the emulated CPU's work; the rest ran as native code. Each run writes these numbers to `psx_last_run_report.json` (`interp_hist`). Earlier releases (up to v1.6.0) shipped without the overlay cache and toolchain, so on players' machines the room code ran interpreted. That is fixed in v1.6.1. This is not a decompilation: the game code is machine-translated, not rewritten, and the hardware is emulated. That is also why PS1 traits like polygon wobble remain: the GTE's fixed-point math is reproduced faithfully. ## Legal note The release executable and the overlay shards in `cache/` contain the game's machine code translated to x86-64. You must own Resident Evil 3: Nemesis (SLUS-00923) and supply your own disc image. No disc images, audio, video, textures or Sony BIOS are distributed. This is a non-commercial fan project; PSXRecomp is licensed under PolyForm Noncommercial 1.0.0. Resident Evil and related names are trademarks of Capcom; PlayStation is a trademark of Sony Interactive Entertainment. --- ## Features Status key: **Works** = confirmed working · **Needs testing** = implemented, not yet re-verified after recent changes · **Known issues** = reported broken or partial. | Feature | Status | |---|---| | Launcher setup wizard (extracts `SLUS_009.23` from your `.cue`/`.bin`) | Works | | Internal resolution / supersampling, 16:9 stretch or 4:3 | Needs testing | | Classic (tank) controls | Works (default) | | Modern screen-relative stick (`modern_controls`) | Known issues: wor