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Ridge Racer
PORTSNATIVE

Ridge Racer

NATIVE PORTRACING / DRIVINGWINDOWSALPHA

Ridge Racer

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows

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About the project

Ridge Racer es un videojuego de carreras desarrollado y publicado por Namco de 1993. Se lanzó inicialmente en la placa de sistema arcade Namco System 22 y se transfirió a la consola PlayStation en 1994. Es el primer título de la serie Ridge Racer lanzada para arcades y consolas domésticas. El objetivo es terminar en primer lugar en una serie de carreras. La versión de PlayStation es compatible con el controlador NeGcon de Namco.

3 versions of Ridge Racer

You're viewing: Ridge Racer

Ridge Racergithub.com/kazuyette/rr-pc-port
Windows
Current
Ridge Racer Decompilationgithub.com/kazuyette/rr-decomp
Windows
Linux
›
Ridge Racer PS1 Recompgithub.com/RobGreenUK/Ridge-Racer-PS1-Recomp
Windows
Linux
macOS
›

Official project information

Author's original READMEOpen on GitHub ↗

rr-pc-port

A from-scratch PC port scaffold derived from rr-decomp, a byte-matched reconstruction of Ridge Racer (1994, Namco, PS1) whose source-level decompilation is still in progress (63 of 949 functions in real C so far -- the rest are verbatim __asm__ transcriptions; see that repo's Status section for the precise terminology). This repo does not contain the reconstruction itself -- it's a separate effort to re-derive portable real C for the game's logic, verified against the original behavior (and, for functions landed back into rr-decomp, byte-verified with objdiff).

Status: playable race slice (phases 1-7, rounds 1-60). The port now runs a full race on the real course: the authentic BAM12 fixed-point player physics (drift model, gearbox, walls, slope -- ported at instruction level from the decomp), 11 AI opponents driven by the game's own roster/grid/pace tables (extracted at runtime from the user's local PSX.EXE, never committed), the whole world rendered with real textures (recreated PS1 VRAM, per-quad UV/CLUT/TPAGE, cell placement PROVEN against the game's own streamer), the real HUD sprites (chrome digits + tachometer dial) and the actual engine/skid samples decoded from the VAB sound bank, pitch-driven by the authentic rpm. See ROADMAP.md for the complete round-by-round log with its strict CONFIRMED-vs-APPROXIMATED provenance ledger.

What's here

  • src/globals.c, src/stubs.c -- the 24 genuine, hand-written C functions ported verbatim from rr-decomp (state-flag getters/setters and small pure-logic helpers; no hardware dependency).
  • src/psx_compat/ -- compile-time compatibility shims (type aliases, BIOS-call stubs) that future ported code can build against.
  • src/main.c -- minimal vertical slice: calls a few ported functions and prints their results, plus an optional SDL2 window/event loop that gracefully degrades to headless when SDL2 isn't available or there's no display. Also hosts the --track course demo (top-down + drivable 3D views, autopilot, optional texturing) and, since Phase 7, a real-physics driving mode (C key).
  • src/physics.c/physics.h -- portable-C car physics core (gearbox, track-relative off-track test, heading interpolation) reimplementing the CONFIRMED structure of the original PS1 game's live race code -- see ROADMAP.md Phase 7 and the file header comments for exactly what's a faithful port vs. a documented approximation.
  • tools/trackdata/ -- extracts Ridge Racer 1's two built-in course section-geometry tables directly out of the user's own PSX.EXE, same never-commit-the-asset pattern as the sibling tools/mapparse (MAP.RRM / IDX.HED / OBJ.RRO) and tools/texparse (TEX*.TMS) tools -- see ROADMAP.md for the full asset-format writeups.
  • CMakeLists.txt -- host gcc/clang build (not the PS1 cross toolchain).

Building

mkdir build && cd build
cmake ..
make
SDL_VIDEODRIVER=dummy ./rr_pc_port   # dummy driver avoids hangs with no display

SDL2 is optional. If find_package(SDL2) / pkg-config sdl2 can't find it, the build produces a headless binary that still exercises the ported logic functions.

What's NOT here (and never will be)

No copyrighted game assets: no disc image, no PSX.EXE, no textures, audio, or track data. Only original scaffolding/tooling/ported-logic source.

License

Same spirit as rr-decomp: original code here (scaffolding, compat shims, ported logic re-expressed as portable C) is provided as-is for personal/research use. See rr-decomp's LICENSE for context on the underlying reverse-engineering work this builds on.

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PROJECT FILE

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

Windows
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