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GumshoeNESRecomp
PORTSNATIVE

GumshoeNESRecomp

PORT NATIVOSHOOTER / DISPAROSWINDOWSLINUXMACOSBETA

GumshoeNESRecomp

Gumshoe

OrigenNintendo Entertainment System

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows, Linux, macOS

Ver proyecto oficial

Sobre el proyecto

Gumshoe es un videojuego de disparos con pistola de luz desarrollado y publicado por Nintendo para el hardware arcade VS. System y la consola Nintendo Entertainment System. Fue lanzado en 1986 en Norteamérica y en 1988 en Europa. Algo inusual para un juego de Nintendo es que no se lanzó en Japón. El juego fue diseñado por Yoshio Sakamoto.

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

GumshoeNESRecomp

This recompilation is a byproduct of developing nesrecomp — the games are the proving ground, the framework is the goal. These are in-development previews, not finished ports — expect rough edges, and depth will keep landing over months, not days. My time for any one title is limited, so I ask for your patience. Contributions are welcome — testing, issues, and PRs to the game or framework all help and will accelerate this game's polish. More on the why at: Recomp + AI: 5 Months Later »

Static recompilation of Gumshoe (NES) for native PC. Built with the NESRecomp framework.

Status: Playable end-to-end with one known cosmetic bug. As of 2026-05-04 the game boots past the title screen, gameplay (Mr. Stevenson, balloons, scoring, Zapper input) works, but the top-left HUD elements (timer and shot counter) do not render — see ISSUES.md ISSUE-000. Gameplay itself is unaffected. If you find another bug, please open an issue.

About

Gumshoe is a side-scrolling action game for the NES that uses the Zapper light gun. Players shoot obstacles and enemies to help Mr. Stevenson navigate through levels, collecting diamonds along the way.

Special Feature: Mouse-as-Zapper

Gumshoe requires the NES Zapper light gun. This recompilation maps your mouse to the Zapper:

  • Move mouse — aim the Zapper
  • Left click — pull the trigger
  • A crosshair is drawn at the aim point (white normally, red when firing)
  • The OS cursor is hidden while in the game window

Widescreen (experimental)

An opt-in Mods package extends the stage across 16:9, 21:9, 32:9 or a Fit window, from the game's own nametable writes and column builder, and draws objects crossing the screen edges in full. The Zapper still aims at the native picture: the margins are off the console's screen. Enable Widescreen (Experimental) in the launcher's or in-game Mods screen; see docs/WIDESCREEN.md.

What Works

  • Full gameplay with Zapper-as-mouse input
  • Gumshoe jumping, obstacle shooting, enemy hit detection
  • Bottle targets and entity scanning
  • Round progression and scoring
  • Save states (F6/F7)

Quick Start

  1. Download GumshoeNESRecomp-windows-x64.zip from Releases
  2. Extract and run GumshoeRecomp.exe
  3. Select your Gumshoe (USA, Europe).nes ROM when prompted — the path is saved for future launches

Controls

NES ButtonKeyboard
D-PadArrow keys
AZ
BX
StartEnter
SelectTab
ActionInput
Aim ZapperMouse movement
Fire ZapperLeft mouse button
HotkeyAction
F5Toggle turbo (fast-forward)
F6Save state
F7Load state

Building from Source

Requires Visual Studio 2022 and CMake 3.20+.

git clone https://github.com/mstan/GumshoeNESRecomp
cd GumshoeNESRecomp

# Windows
setup.bat

# Linux / macOS
chmod +x setup.sh && ./setup.sh

This initializes the pinned nesrecomp submodule and links the Nestopia oracle core.

Then build:

cmake -S . -B build -G "Visual Studio 17 2022" -A x64
cmake --build build --config Release

Place your Gumshoe (USA, Europe).nes ROM in the build directory or select it at runtime.

Architecture

This is a static recompiler, not an emulator. The original 6502 machine code is translated to C at build time, then compiled to native x64. The NES PPU, APU, and mapper are simulated by the runner library.

  • game.toml — recompiler configuration
  • extras.c — game-specific hooks (Zapper init, debug server)
  • generated/ — auto-generated C code (do not edit manually)
  • nesrecomp/ — framework submodule (recompiler + runner)

Known Limitations

  • Audio is basic (APU register writes are captured but full audio mixing is work-in-progress)

License

PolyForm Noncommercial 1.0.0 — see LICENSE. Third-party components retain their own licenses.


<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>

Cycle backend migration

Default cycle controls: arrows move, Z is A, X is B, Enter is Start and Backslash is Select. Escape opens the menu, Tab fast-forwards, and F8/F9 save/load the cycle state. Use Controls to remap inputs in config.ini. Older keybinds.ini and F5/F6/F7 instructions below apply to the legacy host.

This branch defaults to the cycle CPU backend. The existing legacy build is available with -DNESRECOMP_BACKEND=legacy. Initialize the pinned engine and recomp-ui submodules, then build from your original ROM:

cmake -S . -B build-cycle -DNESRECOMP_ROM="C:/path/to/Gumshoe (USA, Europe).nes"
cmake --build build-cycle --config Release

NESRECOMP_ROOT and NESRECOMP_RECOMP_UI can select other checkouts; NESRECOMP_HOST_COMPILER can select a prebuilt NESRecomp compiler. The supplied cyc_seeds.txt covers the tested title and opening gameplay route. Unseen code continues on the cycle interpreter, so the profile is a speed aid rather than a restriction on play. This build uses NTSC timing for the supplied ROM.

Mouse movement aims the Zapper; left click fires. Aim mapping follows the displayed picture through resizing and treats black bars as offscreen. Mouse aiming and Crosshair are available in the launcher and Escape menu. Their settings are saved in config.ini [Zapper]; existing keybinds.ini choices are imported without changing the legacy file. The crosshair is a presentation overlay and cannot count as light detected by the gun.

F8 saves and F9 loads the cycle slot under saves/*.cycstate. These states include trigger, aim and sensor history. Legacy .state files belong to the legacy backend; retain them for that build.

Validation on this branch: 1,800-frame native/interpreter parity at all four CPU/PPU clock alignments, exact save-state continuation, independent TriCNES comparison with the gun detached, actual aimed-hit and offscreen-miss routes, window/menu/crosshair/letterbox/settings checks, and both backend builds. TriCNES does not implement the Zapper, so gun routes use the cycle interpreter comparison plus real gameplay outcomes. Owner confirmed crosshairs and firing pass in both titles; no merge has been performed.

Cycle Windows builds use tools/build.ps1 -Rom <original-ROM>. Create a ROM-free ZIP with tools/make_release.ps1 -Rom <original-ROM>; -SkipBuild -BuildDir build-cycle packages an existing production cycle build. Legacy C remains available through explicit CMake selection.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Shooter / Disparos
Estado
beta
Plataforma de origen
Nintendo Entertainment System
Tecnología
Recompilación Estática (C/C++ nativo)
Versión
—
Actualización
—

Plataformas de destino 3

Windows
Linux
macOS
Ver en GitHub
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