Saltar al contenido
PORTSNATIVE.
InicioCatálogo
Juegos WebEmuladoresHerramientasNovedades
PORTSNATIVE.

Un catálogo para descubrir ports y proyectos relacionados. Enlazamos a las fuentes oficiales y no alojamos archivos de los juegos originales.

ExplorarCatálogoMi lista
InformaciónNosotrosProponer un portSoporteApoyo y donacionesAviso legal
© 2026 PortsNative
Volver al catálogo
Mega Man Legends Recompiled
PORTSNATIVE

Mega Man Legends Recompiled

PORT NATIVOPLATAFORMASWINDOWSLINUXMACOSALPHA

Mega Man Legends Recompiled

Mega Man Legends

OrigenPlayStation

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows, Linux, macOS

Ver proyecto oficial

Sobre el proyecto

Mega Man Legends, también conocido como Rockman DASH en Japón, es un videojuego de rol de acción puesto a la venta en 1997 por Capcom. Es el primer título de la exitosa franquicia de videojuegos Mega Man en tener gráficos completamente en 3D. Además la historia y el modo de juego cambian mucho con respecto a las demás sagas, ya que aquí Mega Man es un excavador que busca un tesoro de proporciones gigantescas conocido como la Mother Load.

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>

Mega Man Legends Recompiled

<!-- retcomm-readme-metrics -->

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

<!-- /retcomm-readme-metrics -->

Static recompilation of Mega Man Legends built on psxrecomp and recomp-ui.

This repository provides a source-only Windows setup-host release.

Players1
RegionEurope
Publisher—
Year—

Scaffolded with the New Project Layout. See psxrecomp/docs/GAME_PROJECT_SETUP.md for the full flow.

<!-- retcomm-readme-launcher -->

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.

<!-- /retcomm-readme-launcher -->

Legal

You must own the original game and provide your own supported disc image. Disc images under disc/ are ignored by Git and must never be committed. Retail BIOS files are not redistributed. The Windows setup host collects the required local inputs and builds the game on the user's computer.

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: Mega-Man-Legends-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.

<!-- 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 0.3.0 supports Windows x64. Linux and macOS remain in the workflow, but their release jobs are deferred under the Wave 2 Windows-first exception.

Corrected setup relaunch

Public v0.3.0 can request the wrong executable after the first local build. The v0.3.4 source uses Mega_Man_Legends_Recompiled in CMake, the setup relaunch, and the packager.

Release v0.3.4 accepts the canonical two-file Redump layout. It verifies the first data track instead of the old merged whole-disc BIN. The old merged dump identity remains accepted for compatibility. The source parity gate passes. Exact-ZIP automatic relaunch remains a release gate.

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. What keeps that honest: every change is validated before it ships - boot gates, hardware-oracle A/B comparisons (Beetle/DuckStation), deterministic replay probes, and a shared findings registry that documents failures as carefully as successes. AI writes most of the code; the evidence discipline decides what survives. Bug reports welcome - expect them to be investigated the same way.

tl;dr AI writes the code, but I always test it myself before pushing

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.

Development history

Older source and separate candidates are preserved as fixed tags. See the archive and recovery instructions.

Leer guía oficial
CALIFICACIÓN
—
Cargando votos…
Publicidad

FICHA DEL PROYECTO

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

Plataformas de destino 3

Windows
Linux
macOS
Ver en GitHub
Publicidad