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Metal Slug X Recomp (TechnicallyComputers)
PORTSNATIVE

Metal Slug X Recomp (TechnicallyComputers)

PORT NATIVOACCIÓN / AVENTURAWINDOWSALPHA

Metal Slug X Recomp (TechnicallyComputers)

Metal Slug X

OrigenPlayStation

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows

Ver proyecto oficial

Sobre el proyecto

Metal Slug X es un videojuego que forma parte de la saga Metal Slug. Fue estrenado para la consola Neo-Geo el 27 de mayo de 1999, y para PlayStation el 25 de enero de 2001. También forma parte del Metal Slug Anthology para la Wii, PlayStation 2 y PlayStation Portable. Metal Slug X es un spin-off de la versión Metal Slug 2 con nuevas características y remasterizado, logrando un éxito mayor.

2 versiones de Metal Slug X

Estás viendo: Metal Slug X Recomp (TechnicallyComputers)

Metal Slug X Recomp (TechnicallyComputers)github.com/TechnicallyComputers/Metal-Slug-X-Recomp
Windows
Actual
Metal Slug X Recompiledgithub.com/alexbeavs-ps1-ports/metal-slug-x-recomp
Windows
Linux
macOS
›

Información oficial del proyecto

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

Metal Slug X Recompiled

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

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="Metal Slug X box art" width="280"> </p> <!-- /retcomm-readme-boxart -->

Static recompilation of Metal Slug X built on psxrecomp and recomp-ui.

Metal Slug X is a run and gun video game in the Metal Slug series. The PlayStation version was released in North America and PAL regions by Agetec and features the same "Combat School" mode featured in the console versions of the first two games.

Players2
RegionUSA
PublisherAgetek, SNK
Year2001

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

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

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.

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

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: msx.

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 -->
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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 1

Windows
Ver en GitHub
Publicidad