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Ridge Racer Revolution PS1 Recomp
PORTSNATIVE

Ridge Racer Revolution PS1 Recomp

NATIVE PORTRACING / DRIVINGWINDOWSLINUXMACOSALPHA

Ridge Racer Revolution PS1 Recomp

Ridge Racer Revolution

OriginPlayStation

TechnologyStatic recompilation (native C/C++)

Available forWindows, Linux, macOS

View official project

About the project

Ridge Racer Revolution es un videojuego de carreras de arcade desarrollado y publicado por Namco para la PlayStation en 1995. Es la secuela de PlayStation de Ridge Racer. Al igual que el Ridge Racer original, el jugador corre autos controlados por computadora con el objetivo de ganar una serie de carreras, y es compatible con el controlador NeGcon de Namco. Ridge Racer Revolution agrega dos autos ocultos y soporte para dos jugadores a través del PlayStation Link Cable, y tomó aproximadamente el mismo tiempo para desarrollarse que el primero.

Official project information

Author's original READMEOpen on GitHub ↗

Ridge Racer Revolution PS1 Recomp

An unofficial Ridge Racer Revolution (PlayStation, USA / SLUS-00214) recompilation and enhanced-renderer preview for Apple Silicon macOS. Build locally with your own copy of the game.

PSXRecomp translates the original boot and racing executables into native code. The original game remains responsible for physics, timing, race logic, audio and replay. The optional enhanced renderer adds higher resolutions, selectable rendering FPS, 4:3/16:9 output, perspective-correct textures, interpolated camera and model poses, expanded scenery and opponent visibility, and a rear-view mirror. Higher rendering FPS does not change the physics tick rate.

Development was carried out using OpenAI Codex, directed and playtested by Rob Green. Supporting projects remain the work of their own contributors.

Status

The original Mac renderer has been playtested. Enhanced rendering remains a preview: lighting/material parity, tunnel-motion perception, mirror/HUD coverage and scene transitions need further gameplay validation. Read the comparison with Ridge Racer for shared fixes already present, changes applied here and game-specific work still requiring verification.

Windows is not currently supported by this project. The Swift launcher and POSIX shared-memory bridge require a Windows port; Ridge Racer's Windows workflow cannot simply be copied. See Windows porting scope.

Game content

No copyrighted Ridge Racer Revolution game files are included. Disc BIN/CUE files, the original executable, textures, models, music, extracted assets, generated game code and playable builds remain local and ignored. Supply your own USA disc dump. Other regions/revisions are unsupported. No Sony BIOS is supplied; the framework uses separately licensed OpenBIOS.

Project code and licensed dependencies retain their own copyrights; this is not a claim that source code is copyright-free. The game and its trademarks belong to their respective owners. This project is not affiliated with or endorsed by them.

Build and play on Mac

Requirements: Apple Silicon Mac, Apple's command-line tools, Homebrew and a compatible SwiftUI/macOS SDK. The current build is tested on macOS 26; earlier macOS releases are not verified. Follow the complete build guide.

brew install cmake ninja python@3.13 pkg-config sdl3 freetype
git clone --recurse-submodules https://github.com/RobGreenUK/Ridge-Racer-Revolution-PS1-Recomp.git
cd Ridge-Racer-Revolution-PS1-Recomp

Place your CUE and its 20 referenced BIN tracks in disc-images/:

disc-images/
  Ridge Racer Revolution (USA).cue
  Ridge Racer Revolution (USA) (Track 01).bin
  ...
  Ridge Racer Revolution (USA) (Track 20).bin

Then build and launch:

sh scripts/build-macos.sh
sh scripts/run-macos.sh

Select Original or Enhanced — native rendering in the service menu’s Motion tab. Enhanced mode shows Galaga, menus and racing in one game window. The music test, course-selection preview and car-selection preview also use enhanced 3D; their original menu controls are retained. See controls and settings. Initial builds need Internet access for dependencies. Game code and assets are derived from your disc, not downloaded.

Technical documentation

Start with the technical overview. The documentation explains the boot/racing-executable pipeline, scene transport, interpolation, renderer design and testing for both human contributors and AI agents. It also records why some Ridge Racer fixes transfer and others need Revolution-specific investigation. Public documentation shares implementation knowledge without publishing private development conversations, issue logs or diagnostic captures.

Source and local files

Source, launchers, tools, tests, patches and public guides are tracked. Disc images, disc/, generated/, build-*/, dist/, diagnostics/, saves/ and local/ are ignored. Never upload game-derived files or playable folders to GitHub, Releases, Actions artifacts or Git LFS. Preserve saves and preferences when rebuilding.

Acknowledgements

Thank you to the authors, maintainers and contributors of:

  • PSXRecomp, for the recompilation framework, generation tools and runtime.
  • recomp-ui, for runtime interface components.
  • PCSX-Redux / OpenBIOS and uC-sdk, for the replacement BIOS work.
  • SDL, and fmt, toml11, ELFIO, rabbitizer, libchdr and their supporting libraries.
  • Python, Swift, Clang, CMake, Ninja, Homebrew and the wider toolchain community.

Licence

Original contributions use MIT, including warranty and liability disclaimers. PSXRecomp's noncommercial licence remains applicable to the framework and relevant derived work. This is not an unrestricted MIT-only project. See third-party notices. No rights to game content are granted.

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PROJECT FILE

Project type
NATIVE PORT
Genre
Racing / Driving
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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