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Destruction Derby 2 Recompiled
PORTSNATIVE

Destruction Derby 2 Recompiled

NATIVE PORTRACING / DRIVINGWINDOWSLINUXMACOSALPHA

Destruction Derby 2 Recompiled

Destruction Derby 2

OriginPlayStation

TechnologyStatic recompilation (native C/C++)

Available forWindows, Linux, macOS

View official project

About the project

Destruction Derby 2 es un videojuego de carreras de combate vehicular desarrollado por Reflections Interactive y publicado en 1996 por Psygnosis para Microsoft Windows y PlayStation. La versión para Sega Saturn fue cancelada después de que Perfect Entertainment's y THQ dejasen de dar soporte a la consola por su bajo rendimiento comercial.

Official project information

Author's original READMEOpen on GitHub ↗
<p align="center"><a href="https://alexbeavs-ps1-ports.github.io/psxrecomp-ports/"><img src="https://raw.githubusercontent.com/alexbeavs-ps1-ports/psxrecomp-ports/main/docs/assets/alexbeav-ps1-recomps-banner.png" alt="Alexbeav's PS1 Recomps" width="100%"></a></p>

Destruction Derby 2 Recompiled

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GitHub downloads (all assets, all releases) GitHub downloads (latest release) GitHub release

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Static recompilation of Destruction Derby 2 built on psxrecomp and recomp-ui.

A native recompilation setup host for Destruction Derby 2.

Players1
RegionUSA
Publisher—
Year—

Scaffolded with the New Project Layout. See psxrecomp/docs/GAME_PROJECT_SETUP.md for the full flow.

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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

<p align="center"> <img src="https://raw.githubusercontent.com/TechnicallyComputers/RetComM-Launcher/main/docs/screenshots/hub-and-game-launcher.png" alt="RetComM hub with a background build, next to a title’s recomp-ui launcher" width="720"> </p> <p align="center"> <img src="https://raw.githubusercontent.com/TechnicallyComputers/RetComM-Launcher/main/docs/screenshots/queue-and-background-build.png" alt="Background cmake build with titles queued" width="720"> </p>

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.

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Legal

You must own the original game and provide your own supported disc image. Disc images under disc/ are ignored by Git and must never be committed. Retail BIOS files are not redistributed. The Windows setup host collects the required local inputs and builds the game on the user's computer.

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: Destruction-Derby-2-Recomp.

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.

<!-- 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 -->

Platform support

Release 0.3.0 supports Windows x64. Linux and macOS remain in the workflow, but their release jobs are deferred under the Wave 2 Windows-first exception.

Corrected setup relaunch

Public v0.3.0 can request the wrong executable after the first local build. The v0.3.4 source uses Destruction_Derby_2_Recompiled in CMake, the setup relaunch, and the packager. It accepts the canonical multi-BIN Track 01 identity and the supported merged-BIN compatibility identity. The source parity gate passes. Exact-ZIP automatic relaunch remains a release gate.

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. What keeps that honest: every change is validated before it ships - boot gates, hardware-oracle A/B comparisons (Beetle/DuckStation), deterministic replay probes, and a shared findings registry that documents failures as carefully as successes. AI writes most of the code; the evidence discipline decides what survives. Bug reports welcome - expect them to be investigated the same way.

tl;dr AI writes the code, but I always test it myself before pushing

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.

Read official guide
CALIFICACIÓN
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PROJECT FILE

Project type
NATIVE PORT
Genre
Racing / Driving
Status
alpha
Original platform
PlayStation
Technology
Static recompilation (native C/C++)
Version
—
Updated
—

Target platforms 3

Windows
Linux
macOS
View on GitHub
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