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Alien Resurrection Recompiled
PORTSNATIVE

Alien Resurrection Recompiled

PORT NATIVOACCIÓN / AVENTURAWINDOWSLINUXMACOSALPHA

Alien Resurrection Recompiled

Alien Resurrection

OrigenPlayStation

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows, Linux, macOS

Ver proyecto oficial

Sobre el proyecto

El término null, nulo o nil es a menudo utilizado en la computación para hacer referencia a la nada. Su significado y uso varía según el lenguaje de programación.

4 versiones de Alien Resurrection

Estás viendo: Alien Resurrection Recompiled

Alien Resurrection Recompiledgithub.com/alexbeavs-ps1-ports/alien-resurrection-recomp
Windows
Linux
macOS
Actual
AlienResurrection-Recompilationportsdr.com
Windows
Linux
›
Alien Resurrection (AlienReRecomp)github.com/DiegoDeDios/AlienReRecomp
Windows
›
Alien Resurrection Recomp (Heromachine)github.com/Heromachine/AlienResurrection-Recompilation
Windows
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en 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>

Alien Resurrection Recompiled

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

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Static recompilation of Alien Resurrection built on psxrecomp and recomp-ui.

Alien Resurrection recompiled for modern systems using psxrecomp.

Players1
RegionEurope
PublisherAcclaim
Year2000

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. Disc images under disc/ are gitignored and must never be committed. Retail BIOS dumps are not redistributed. This title requires a legal SCPH-5552 BIOS dump. OpenBIOS is not a qualified route.

Project-owned files use GPL-3.0-only. This license does not cover psxrecomp, recomp-ui, game data, generated retail code, artwork, names, or trademarks. See THIRD_PARTY_NOTICES.md for the separate dependency licenses.

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: alien-resurrection-recomp.

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.

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About this project

These ports are developed by a hobbyist (a DevSecOps engineer, not a game programmer) with substantial AI assistance. Every change must pass recorded validation before it ships. AI writes most of the code. Test evidence decides what stays. Bug reports are welcome.


<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 -->

v0.1.1 three-platform candidate

This candidate targets Windows x64, Linux x64, macOS ARM64, and macOS x64. These setup packages require your legally owned game disc and a supported regional retail BIOS. They remain unpublished until their exact package tests and release authorization pass.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Acción / Aventura
Estado
alpha
Plataforma de origen
PlayStation
Tecnología
Recompilación Estática (C/C++ nativo)
Versión
—
Actualización
—

Plataformas de destino 3

Windows
Linux
macOS
Ver en GitHub
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