Metal Slug X Recomp (TechnicallyComputers)
Metal Slug X
OriginPlayStation
TechnologyStatic recompilation (native C/C++)
Available forWindows
View official projectAbout the project
Metal Slug X es un videojuego que forma parte de la saga Metal Slug. Fue estrenado para la consola Neo-Geo el 27 de mayo de 1999, y para PlayStation el 25 de enero de 2001. También forma parte del Metal Slug Anthology para la Wii, PlayStation 2 y PlayStation Portable. Metal Slug X es un spin-off de la versión Metal Slug 2 con nuevas características y remasterizado, logrando un éxito mayor.
2 versions of Metal Slug X
You're viewing: Metal Slug X Recomp (TechnicallyComputers)
Official project information
Metal Slug X Recompiled
<!-- retcomm-readme-metrics --> <!-- /retcomm-readme-metrics --> <!-- retcomm-readme-boxart --> <p align="center"> <img src="launcher_assets/img/boxart.png" alt="Metal Slug X box art" width="280"> </p> <!-- /retcomm-readme-boxart -->Static recompilation of Metal Slug X built on psxrecomp and recomp-ui.
Metal Slug X is a run and gun video game in the Metal Slug series. The PlayStation version was released in North America and PAL regions by Agetec and features the same "Combat School" mode featured in the console versions of the first two games.
| Players | 2 |
| Region | USA |
| Publisher | Agetek, SNK |
| Year | 2001 |
Scaffolded with the New Project Layout. See
psxrecomp/docs/GAME_PROJECT_SETUP.md for the full flow.
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.
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: msx.
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.
<p align="center"> <sub><b>R.A.I.D. — Retro AI Development</b> · a Discord for AI-assisted retro reverse-engineering, decomp & 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 -->
