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Battle Arena Toshinden Recompiled
PORTSNATIVE

Battle Arena Toshinden Recompiled

NATIVE PORTFIGHTING / COMBATWINDOWSBETA

Battle Arena Toshinden Recompiled

Battle Arena Toshinden

OriginPlayStation

TechnologyStatic recompilation (native C/C++)

Available forWindows

View official project

About the project

Battle Arena Toshinden es un videojuego de lucha con armas creado y publicado en 1995 por Takara. Fue uno de los primeros juegos de lucha poligonales en 3D y apareció en PlayStation. Fue fuertemente promocionado por Sony como uno de los primeros juegos punteros de la consola. También aparecieron versiones para Sega Saturn, PC e incluso Game Boy.

2 versions of Battle Arena Toshinden

You're viewing: Battle Arena Toshinden Recompiled

Battle Arena Toshinden Recompiledgithub.com/mstan/BattleArenaToshindenRecomp
Windows
Current
Battle Arena Toshindengithub.com/omegakatana92/Battle-Arena-Toshinden-GB-Recomp
Windows
Linux
›

Official project information

Author's original READMEOpen on GitHub ↗

Battle Arena Toshinden Recompiled

Static recompilation of Battle Arena Toshinden (USA), PlayStation serial SCUS-94200, to native code using psxrecomp and recomp-ui.

<p align="center"> <img src=".github/screenshots/title.png" alt="Original Battle Arena Toshinden title screen in 4:3" width="640"> </p>

The original title screen, presented at its native 4:3 aspect ratio.

Status

0.1.4 adopts the shared optimized release pipeline and current launcher. The game remains an early release. Bug reports are welcome; see validation notes for the tested build and scope.

The game boots through its introduction and character selection into combat. The launcher includes disc setup, settings, and a Mods page.

Enhancements

Battle Arena Toshinden Widescreen offers fixed 16:9 and Adaptive. Adaptive follows the current window or fullscreen aspect from 4:3 through 32:9, the framework's current limit. Wider gameplay views reveal more of the stage; health gauges extend to the perimeter while labels, icons, timer, and pause UI retain their authored proportions. True 2D screens retain their 4:3 presentation.

Gaia versus Sho in 21:9 adaptive ultrawide, with gauges extended to the edges

21:9 gameplay with adaptive widescreen enabled. The stage view expands while characters, text, and icons retain their proportions.

Battle Arena Toshinden Frame Blending presents completed game frames at the display's measured refresh rate or a selected 60, 90, 120, 144, 165, or 240 Hz target. Motion-adaptive blending reduces trails on large image changes. Game simulation, inputs, timers, and audio retain their original cadence. This is temporal image blending, not motion-vector frame generation.

Battle Arena Toshinden Extra Roster adds Gaia and Sho as optional selectable fighters. The normal eight-character roster stays in place as the bottom row; Sho is the middle extra row and Gaia is the top extra row. Up cycles roster to Sho to Gaia to roster, Down cycles roster to Gaia to Sho to roster, and Left/Right only moves through the regular roster. The normal confirm button starts the match through the game's selection path. Press Select for an alternate costume and matching portrait, including new poses for Gaia and Sho. Each player can choose independently. The package uses new generated portrait art; source details are documented in portrait sources and generation prompts.

Gaia and Sho selectable above the original eight fighters

Gaia and Sho in the extra selection rows, with original-game-inspired mod portraits. Up/Down moves between rows; Left/Right moves within the regular roster only.

Battle Arena Toshinden Desperation at Any Health lets players perform each character's normal desperation command at any health. It does not add a one-button shortcut and does not change health, damage, KO handling, max HP, or HUD gauges.

The shared framework also supplies standard enhancement packages, including PGXP. Each package's description and options are available on the Mods page. All title enhancements are optional and disabled by default.

Fresh profiles enable the shared Internal Resolution mod at 4x, with 1x through 32x choices subject to GPU texture and memory limits. Existing mod selections are preserved; disabling this mod selects native resolution. CD Speed and Fast Loading packages are excluded from public releases.

Playing

Download the current Windows ZIP from Releases. Extract the package before running it; it contains the compiled game runtime. The earlier v0.1.3 Linux AppImage remains available separately and requires glibc 2.38 or newer. The current source retains its Linux AppImage build route; this Windows release does not claim a newly built or qualified Linux artifact.

Select your legally obtained USA BIN/CUE disc image in the launcher, use Generate & Build when prompted, and launch the game. Keep all 14 tracks beside the CUE file so the game can play its CD audio.

The public build supplies MIT-licensed OpenBIOS and an OpenBIOS-only backend. Older validation using SCPH1001 remains historical evidence. Disc images and retail BIOS files are not included in this repository or public package.

Enable enhancements on the launcher's Mods page. The title's widescreen, frame blending, and optional gameplay packages are disabled by default. Saves and mod selections are local to the installation.

Controllers use digital D-pad mode automatically. Select your connected controller in the launcher; press Select on the character screen to choose an alternate costume.

Layout

  • iso/ - local disc image and audio tracks, ignored by Git.
  • disc/ - extracted SCUS_942.00 boot executable and disc files, ignored by Git.
  • seeds/ - function entry points used by the recompiler.
  • generated/ - generated native C, rebuilt locally and ignored by Git.
  • src/mods/ - title-specific native mod plugins.
  • mods/preloaded/ - bundled mod manifests and documentation.
  • psxrecomp/ and recomp-ui/ - pinned framework and launcher submodules.
  • game.toml - disc identity, compilation, and runtime configuration.

Build

Initialize the pinned submodules, then use the framework's setup commands from this directory with Python 3 and the supported RetComM toolchain:

git submodule update --init --recursive
python psxrecomp/psxrecomp_cli.py generate --config game.toml --project-root . --disc "iso/Battle Arena Toshinden (USA).cue"
python psxrecomp/psxrecomp_cli.py rebuild --config game.toml --project-root . --build-dir build-release --no-pgo

The Windows executable is build-release/BattleArenaToshinden_Recompiled.exe. The launcher also exposes the same Generate & Build workflow. See the framework setup guide for prerequisites and other platforms. SDL3 is the default host backend; SDL2 is an explicit compatibility build option.

Official optimized game releases use the shared builder from the title root:

& psxrecomp/tools/package_title_release.ps1 --channel public --platform windows --jobs 2

The original boot executable must be present at disc/SCUS_942.00, and the original fourteen-track CUE/BIN set must match game.toml. The builder regenerates source, performs fresh selective PGO on supported GNU/Ninja builds, requires normal profiling close, and verifies the final public archive. Profiling does not establish gameplay coverage or a per-title speedup.

tools/package_release.ps1 and tools/package_appimage.sh delegate to this builder and take its options. Linux builds additionally require the supported Linux dependencies described in the shared releasing guide. The explicitly dispatched setup-host CI workflow remains a no-disc host build; it does not qualify a compiled optimized game release. See RELEASE_NOTES.md for current scope.

Netplay

Two-player rollback netplay is enabled, using the shared recomp-net lobby and transport. Open NETPLAY in the launcher to host or join an online room, or use LAN / Direct IP. Each player configures their local controller under PLAYER 1 / NETPLAY. Choose VS HUMAN in the game, or have P2 press Start to join. Two standard digital controller ports are used; Multitap is disabled.

Both players need the same game build and the verified USA 14-track disc image. Online rooms support the bundled Extra Roster mod: the host selects it with the room's Mods button, and the guest can inspect the required selection with View Mods. Both players can choose Gaia and Sho. The host's mod plan applies to the session automatically; the guest's saved offline selection is preserved. Required package versions and the resolved mod plan must match before launch. Automatic mod downloads and resource-backed mods are not supported in this build. LAN / Direct IP sessions retain the vanilla mod policy.

Validation covered a password-protected online room through the public relay, host-to-guest mod selection, and Gaia versus Sho combat. This is a functional online check, not exhaustive testing of different networks or adverse connection conditions. See the netplay guide for connection options and the validation notes for the tested scope and known limits. Those observations used earlier pinned builds. The 0.1.4 package/profile checks do not repeat or broaden that netplay qualification.

License

PolyForm Noncommercial 1.0.0. See LICENSE.

No game disc data or retail PlayStation BIOS is redistributed here. OpenBIOS is provided under its MIT license; see the framework's OpenBIOS license notice. Launcher box art attribution is recorded in BOXART_SOURCE.txt.

<!-- retcomm-readme-raid -->
<p align="center"> <sub><b>R.A.I.D. - Retro AI Development</b> / a Discord for AI-assisted retro reverse-engineering, decomp &amp; recomp</sub> </p> <p align="center"> <a href="https://discord.gg/Ad9BwSzctP"><img src=".github/raid-discord.png" alt="Join the Retro AI Development (R.A.I.D.) Discord" width="200"></a> </p> <!-- /retcomm-readme-raid -->
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PROJECT FILE

Project type
NATIVE PORT
Genre
Fighting / Combat
Status
beta
Original platform
PlayStation
Technology
Static recompilation (native C/C++)
Version
—
Updated
—

Target platforms 1

Windows
View on GitHub
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