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Klonoa: Door to Phantomile Recompiled
PORTSNATIVE

Klonoa: Door to Phantomile Recompiled

NATIVE PORTPLATFORMERWINDOWSBETA

Klonoa: Door to Phantomile Recompiled

Klonoa: Door to Phantomile

OriginPlayStation

TechnologyStatic recompilation (native C/C++)

Available forWindows

View official project

About the project

Klonoa: Door to Phantomile es un videojuego de plataformas desarrollado y distribuido por Namco para PlayStation. Fue lanzado el 11 de diciembre de 1997 en Japón, el 10 de marzo de 1998 en Norteamérica y el 5 de junio de 1998 en Europa. La historia del juego se centra en una criatura antropomórfica y un "espíritu" encapsulado en un anillo. El juego cuenta con una versión para Wii conocida simplemente como Klonoa en Norteamérica y Europa. Fue desarrollada por Paon y lanzada el 4 de diciembre de 2008 en Japón, el 5 de mayo de 2009 en Norteamérica y el 22 de mayo de 2009 en Europa.

Official project information

Author's original READMEOpen on GitHub ↗

Klonoa - Door to Phantomile

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

<!-- /retcomm-readme-metrics --> <!-- retcomm-readme-boxart --> <p align="center"> <img src="launcher_assets/img/boxart.png" alt="Klonoa - Door to Phantomile box art" width="280"> </p> <!-- /retcomm-readme-boxart -->

Static recompilation of Klonoa - Door to Phantomile built on psxrecomp and recomp-ui.

Klonoa: Door to Phantomile is a side-scrolling platform game viewed from a "2.5D" perspective. The player moves the protagonist, Klonoa, along a path in a two-dimensional fashion, but the game is rendered in three dimensions. This allows the path followed to curve and for the player to interact with objects outside of the path.

Players1
RegionUSA
PublisherNamco
Year1997

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

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Retro 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 Retro Launcher — the Retro Compilation Manager hub for self-compiling recomps.

Downloads · Full README & features

<p align="center"> <img src="https://raw.githubusercontent.com/RetroPortingToolKit/Retro-Launcher/main/docs/screenshots/hub-and-game-launcher.png" alt="Retro 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/RetroPortingToolKit/Retro-Launcher/main/docs/screenshots/queue-and-background-build.png" alt="Background cmake build with titles queued" width="720"> </p>

Retro checks for updates, rebuilds with existing build data when possible, shares the portable toolchain used by per-title launchers, and automates BIOS/ROM/save plumbing so you are not stuck repeating each game’s wizard by hand.

<!-- /retcomm-readme-launcher -->

Legal

You must own the original game. Disc images under disc/ are gitignored and must never be committed. Retail BIOS dumps are not redistributed; OpenBIOS is used for Generate unless you supply your own SCPH locally.

Default app icon: assets/psxrecomp.ico (and .png / .svg) — Retro-themed controller mark from psxrecomp/assets/. Windows builds embed it via APP_ICON.

Optional box art under launcher_assets/img/ may come from libretro-thumbnails (Named_Boxarts); see BOXART_SOURCE.txt when present.

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: kdp.

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 -->
Read official guide
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PROJECT FILE

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

Target platforms 1

Windows
View on GitHub
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