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Digimon World 2003 Recompiled
PORTSNATIVE

Digimon World 2003 Recompiled

NATIVE PORTACTION / ADVENTUREWINDOWSLINUXMACOSALPHA

Digimon World 2003 Recompiled

Digimon World 2003

OriginPlayStation

TechnologyStatic recompilation (native C/C++)

Available forWindows, Linux, macOS

View official project

About the project

Digimon , término tomado de Digital Monsters literalmente en español Monstruos Digitales, estilizado como DIGIMON, es una franquicia de medios creado por Akiyoshi Hongō que incluye productos como mascotas virtuales, videojuegos, películas, animes, mangas, juguetes y juegos de cartas coleccionables. La saga comenzó en 1997 a partir de una mascota virtual conocida como Digimon Virtual Pet, basado en la franquicia Tamagotchi. Sin embargo, su popularidad aumentó con la emisión en 1999 de una serie de anime y el lanzamiento de un videojuego titulado Digimon World.

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>

Digimon World 2003 Recompiled

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

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Static recompilation of Digimon World 2003 built on psxrecomp and recomp-ui.

A native recompilation setup host for Digimon World 2003.

Players1
RegionEurope
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: Digimon-World-2003-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 v0.3.3 source uses Digimon_World_2003_Recompiled in CMake, the setup relaunch, and the packager. 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.

Development history

Older source and separate candidates are preserved as fixed tags. See the archive and recovery instructions.

Read official guide
CALIFICACIÓN
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PROJECT FILE

Project type
NATIVE PORT
Genre
Action / Adventure
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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