DoDonPachi SaiDaiOuJou Recompiled
DoDonPachi SaiDaiOuJou
OriginXbox 360
TechnologyStatic recompilation (native C/C++)
Available forWindows
View official projectAbout the project
DoDonPachi SaiDaiOuJou es un videojuego de disparos publicado por CAVE en 2012.
Official project information
SDOJ-Recomp
Dodonpachi Saidaioujou Recompilation using ReXGlue.
Requirements
- DoDonPachi SaiDaiOuJou Xbox 360 dump
- Title Update 1.01 file
First launch
For the disc release:
- Put the SDOJ iso beside the recomp executable.
- Put the TU_11LK1V7... TU1 file in the same folder.
- Run the executable.
For the Games on Demand release:
- Put a converted GoD iso beside the recomp executable.
- Extract
CA022100.binp,CA022110.binp, anddefault.xexpfrom the matching TU_...0085 file and put them beside the recomp executable. - Run the executable.
The first launch extracts the ISO and installs the TU1 files into game_data. After that, the ISO and TU file can be removed.
Features
Input lag
Input lag is reduced from 3f to 1f with 2 patches:
- The first patch polls the controller again and rebuilds the gameplay input mask right before the game copies it, instead of using the stale mask.
- The second patch runs the game's render callback batch earlier, waits for the buffer swap, and skips the original late calls. This saves another frame.
Both can be turned off in the General screen or F4 (needs a restart).
Slowdown
Slowdown is heavily tweaked compared to Xbox 360. The game is tuned to mostly match what you'd see playing on shmupmame 5.3.1, for both expert and regular modes. Xbox Arrange mode does not have any slowdown, as all the slowdown comes from the 360 lagging itself, thus, the slowdown will not be tuned for this mode.
Training mode
There are more checkpoints for stages to start from. You can also start from any boss phase, or the final attacks of Hibachi/Inbachi. Their intros are skipped in training mode. You can also change the difficulty dip switch in the Training menu.
Settings
VSync, fullscreen and the input/render patches are in the game's General screen settings, and keyboard controls can be remapped in the Keyboard screen. Press F4 in game for the rest of the ReXGlue settings. Everything is saved in saidaioujou_recomp_tu1.toml.
Debug
Launching the game with --debug unlocks the game's original hidden debug menu. It only applies to that launch. Some of its features are:
- Payment (adds coins)
- Cheat open (unlocks everything)
- Muteki (invincibility)
Updates
The game checks GitHub for new releases on launch and lets you know if there's one. You can turn it off with check_for_updates in F4 under SDOJ.
Building
Windows
You need CMake 3.25 or newer, Ninja, LLVM/Clang with C++23 support, and the Visual Studio C++ build tools with a Windows SDK and Visual C++ redist files.
Make sure cmake, ninja, clang and clang++ are in PATH. If VCToolsRedistDir isn't set, pass -DSDOJ_VC_REDIST_DIR=<path>. The first configure needs internet to fetch extract-xiso.
Run:
cmake --preset win-amd64-release
cmake --build --preset win-amd64-release --parallel
Linux
You need CMake 3.25 or newer, Ninja, and Clang with C++23 support.
You'll also need a few system packages for the native UI, input and audio backends. On Debian/Ubuntu:
sudo apt install libgtk-3-dev libx11-xcb-dev libvulkan-dev libasound2-dev libpulse-dev libpipewire-0.3-dev libcurl4-openssl-dev
The first configure needs internet to fetch extract-xiso.
Run:
cmake --preset linux-amd64-release
cmake --build --preset linux-amd64-release --parallel
Release versions
SDOJ_RELEASE_VERSION (currently v1.51.4) should match the GitHub release tag. Pass -DSDOJ_RELEASE_VERSION= for dev builds to skip the update check.
