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Rampage: Through Time Recompiled
PORTSNATIVE

Rampage: Through Time Recompiled

NATIVE PORTACTION / ADVENTUREWINDOWSBETA

Rampage: Through Time Recompiled

Rampage: Through Time

OriginPlayStation

TechnologyStatic recompilation (native C/C++)

Available forWindows

View official project

About the project

Rampage Through Time es un juego de acción de 2000 desarrollado por Avalanche Software y publicado por Midway Games. Es el cuarto juego de la serie Rampage y una secuela de Rampage 2: Universal Tour de 1999. En el juego, siete monstruos de Scumlabs anteriores y uno nuevo usan una máquina del tiempo para arrasar en el tiempo.

Official project information

Author's original READMEOpen on GitHub ↗

Rampage - Through Time Recompiled

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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="Rampage - Through Time box art" width="280"> </p> <!-- /retcomm-readme-boxart -->

Static recompilation of Rampage - Through Time built on psxrecomp and recomp-ui.

Rampage is a series of video games released by Midway for various consoles. The basic premise of the series is that the player controls a human transformed into a giant monster by a lab accident. The gameplay revolves around using your monster to destroy cities around the world while attacking or avoiding military forces. Rampage Through Time is the fourth game in the Rampage series. It was released on June 9, 2000. Its predecessor is Rampage 2: Universal Tour and it is followed by Rampage: Total Destruction. In the game, 7 previous Scumlabs monsters, plus a new one, use a time machine to rampage through time. The world is again rebuilding after the events of Universal Tour. To clean up the mess quicker, Scumlabs invent a time machine to send people back in time to fix the mess without having to do it in the present. Unfortunately, the monsters, who have somehow made it back to Earth, appear and run into the machine. They begin terrorizing the past, present, and future, messing up the time stream.

Players3
RegionUSA
PublisherMidway
Year2000

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.

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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: rtt.

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
Action / Adventure
Status
beta
Original platform
PlayStation
Technology
Static recompilation (native C/C++)
Version
—
Updated
—

Target platforms 1

Windows
View on GitHub
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