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Parasite Eve Recompiled
PORTSNATIVE

Parasite Eve Recompiled

NATIVE PORTSTRATEGY / RTSWINDOWSLINUXMACOSALPHA

Parasite Eve Recompiled

Parasite Eve

OriginPlayStation

TechnologyStatic recompilation (native C/C++)

Available forWindows, Linux, macOS

View official project

About the project

Parasite Eve es un videojuego de terror de estrategia y acción, con algunos toques de videojuego de rol. Fue desarrollado por la empresa Squaresoft basándose en el libro homónimo de Hideaki Sena. Su banda sonora está compuesta por Yōko Shimomura.

3 versions of Parasite Eve

You're viewing: Parasite Eve Recompiled

Parasite Eve Recompiledgithub.com/alexbeavs-ps1-ports/parasite-eve-recomp
Windows
Linux
macOS
Current
Parasite Evegithub.com/khasinski/parasite-eve-decomp
Windows
›
Recompiled (Alexbeav)github.com/Alexbeav/parasite-eve-recomp
Windows
Linux
macOS
›

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>

Parasite Eve Recompiled

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

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Static recompilation of Parasite Eve built on psxrecomp and recomp-ui.

A native recompilation setup host for the two-disc USA release of Parasite Eve.

Players1
RegionUSA
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 both supported disc images. Disc images under disc/ are ignored by Git and must never be committed. The package contains no retail BIOS. Supply a supported USA-region SCPH BIOS from hardware that you own. The included OpenBIOS image supports setup only.

Default app icon: assets/psxrecomp.ico (and .png / .svg) — RetComM-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: Parasite-Eve-Recompiled.

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 0.3.3 supports Windows x64. Linux and macOS remain in the workflow, but their release jobs are deferred under the Wave 2 Windows-first exception.

Multi-disc status

Both supported discs contain the same executable. The setup host validates and remembers both images. Each disc passed an independent startup test. A natural in-game disc change still needs a connected manual gameplay test.

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. Every release must pass its recorded build, package, and gameplay gates. AI writes most of the code, but I always test it myself before pushing. Bug reports are welcome.

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.

Read official guide
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PROJECT FILE

Project type
NATIVE PORT
Genre
Strategy / RTS
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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