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Toy Story 2: Buzz Lightyear to the Rescue
PORTSNATIVE

Toy Story 2: Buzz Lightyear to the Rescue

NATIVE PORTPLATFORMERWINDOWSALPHA

Toy Story 2: Buzz Lightyear to the Rescue

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows

View official project

About the project

Toy Story 2: ¡Buzz Lightyear al rescate! es un videojuego de plataformas desarrollado por Traveller's Tales y publicado por Activision y Disney Interactive. Basado en la película animada por computadora Toy Story 2 de Disney/Pixar, salió a la venta para Nintendo 64, PlayStation, Microsoft Windows y Macintosh a finales de 1999, mientras que la versión de Dreamcast lo hizo en el año 2000. Las adaptaciones para computadora se lanzaron bajo el título Disney/Pixar's Action Game, Toy Story 2.

2 versions of Toy Story 2: Buzz Lightyear to the Rescue

You're viewing: Toy Story 2: Buzz Lightyear to the Rescue

Toy Story 2: Buzz Lightyear to the Rescuegithub.com/Capridog/SpaceRanger
Windows
Current
Toy Story 2 Recompiledgithub.com/PeriBluGaming/ToyStory2Recomp
Windows
Linux
macOS
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Official project information

Author's original READMEOpen on GitHub ↗

SpaceRanger

SpaceRanger is a project that uses N64: Recompiled to statically recompile Toy Story 2: Buzz Lightyear to the Rescue (Nintendo 64) into a native Windows port, rendered with RT64.

Check out the latest release here.

This repository and its releases do not contain game assets. The original game is required to build or run this project.

Status: early pre-release (v0.1.0). The game is playable from start to finish, but still has work ahead of it, so expect rough edges. See Known Issues.

Table of Contents

  • System Requirements
  • Features
  • Planned Features
  • FAQ
  • Known Issues
  • Building
  • Contributing
  • Libraries Used and Projects Referenced
  • How This Was Made
  • License

System Requirements

  • Windows 10 or 11, 64-bit.
  • A GPU supporting Direct3D 12.0 (Shader Model 6) or Vulkan 1.2.

If the game crashes on startup, make sure your graphics drivers are fully up to date.

Features

Plug and Play

Run SpaceRanger.exe, choose Load ROM on the title screen and select your copy of the North American (USA) version of the game, then start playing. There is no separate extraction step: assets are loaded from your copy of the game. .z64, .n64 and .v64 dumps all work. You can also place the ROM next to SpaceRanger.exe before the first launch and it will be found automatically.

High Framerate Support

The game logic still runs at its original rate, and RT64 generates in-between frames up to your monitor's refresh rate.

Widescreen

The view expands to fill widescreen displays.

Full Draw Distance

The original game's distance culling is removed, so objects and enemies are drawn across the whole level.

Easy-to-Use Menus

An animated title screen, plus in-game menus for graphics, controls and sound: resolution scaling, MSAA, refresh rate, window mode, and controller and keyboard bindings.

Planned Features

  • Interpolation for the remaining effects (particles, projectiles, HUD slides)
  • Testing and fixes across every level
  • Linux support
  • Cheat codes
  • Randomizer

FAQ

What is static recompilation?

Static recompilation is the process of automatically translating an application from one platform to another. For more details, check out N64: Recompiled.

Is this an emulator?

No. The game's code was translated to native code ahead of time. It is not an emulator, and it cannot run any arbitrary ROM.

Where is the savefile stored?

In the spaceranger-config folder next to SpaceRanger.exe, along with your settings and the validated copy of your ROM. The game always runs portably from its own folder.

How do I choose a different ROM?

You don't. This project only supports the US version of the N64 release of Toy Story 2: Buzz Lightyear to the Rescue. ROMs in byteswapped formats are converted automatically if they're the correct version. To start over with a fresh ROM, delete the spaceranger-config folder.

Known Issues

  • Buzz can show a thin dark band around his waist.
  • Some particles, projectiles and HUD slides still move at the original frame rate instead of being interpolated.
  • Frame pacing has mostly been tested on one PC. If you see stutter, please open an issue with your GPU and refresh rate.
  • Overlays such as MSI Afterburner can cause performance issues.
  • Sound effects can sometimes go away.

Building

Building is not required to play this project; prebuilt binaries, which do not contain game assets, are on the Releases page. To build it yourself, see docs/BUILDING.md. You'll need your own ROM, since the recompiled game code is generated locally from it and is never committed.

Contributing

Pull requests and bug reports are welcome; see CONTRIBUTING.md.

Libraries Used and Projects Referenced

  • N64: Recompiled for the static recompiler
  • N64ModernRuntime for the runtime that runs the recompiled code
  • RecompFrontend for the menus, input and launcher framework
  • RT64 for the project's rendering engine
  • RmlUi for building the menus
  • FreeType for font rendering, used by RmlUi
  • SDL2 for windowing, input and audio
  • Fredoka and Bungee fonts for the title screen
  • Zelda64Recomp and BanjoRecomp as reference projects

How This Was Made

SpaceRanger was built with heavy help from AI coding assistants: Anthropic's Claude (recompilation setup, renderer and frame-interpolation work, testing tools, the title screen and its art, packaging), along with OpenAI's ChatGPT/Codex. All of it was directed and play-tested by the project's author.

License

This project's own code and title-screen art are released under the GPL-3.0 license, the same as Zelda64Recomp and BanjoRecomp. Dependencies and fonts keep their own licenses (see THIRD-PARTY-NOTICES).

SpaceRanger is an unofficial fan project. It is not affiliated with or endorsed by Disney, Pixar, Activision, Traveller's Tales or Nintendo. Toy Story and all related names are trademarks of their respective owners.

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PROJECT FILE

Project type
NATIVE PORT
Genre
Platformer
Status
alpha
Original platform
—
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
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Target platforms 1

Windows
View on GitHub
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