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RE-Visited (Resident Evil 3)
PORTSNATIVE

RE-Visited (Resident Evil 3)

PORT NATIVOACCIÓN / AVENTURAWINDOWSESTABLE

RE-Visited (Resident Evil 3)

Resident Evil 3: Nemesis

OrigenPlayStation

TecnologíaPort Nativo C/C++ (Reimplementación de Motor)

Disponible paraWindows

Ver proyecto oficial

Sobre el proyecto

Resident Evil 3: Nemesis —cuyo título original es Biohazard 3: Last Escape es un videojuego de acción-aventura de terror y supervivencia desarrollado y distribuido por Capcom originalmente para PlayStation. Es el tercer juego de la serie Resident Evil y tiene lugar casi al mismo tiempo que los eventos de Resident Evil 2. El jugador debe controlar a la exagente de élite Jill Valentine mientras escapa de Raccoon City, que ha sido invadida por zombies. El juego utiliza el mismo motor que sus predecesores y presenta modelos 3D sobre fondos prerenderizados con ángulos de cámara fijos.

2 versiones de Resident Evil 3: Nemesis

Estás viendo: RE-Visited (Resident Evil 3)

RE-Visited (Resident Evil 3)github.com/BrazilianHobbyist/Project-RE-Visited-RE3
Windows
Actual
Resident Evil 3: Nemesis Recompiledgithub.com/alexbeavs-ps1-ports/resident-evil-3-recomp
Windows
Linux
macOS
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗
<p align="center"> <img src="assets/banner.jpg" alt="Project RE: Visited - Resident Evil 3" width="100%"> </p>

Project RE: Visited - Resident Evil 3

Languages / Idiomas: English | Português (Brasil) | Español


Experimental Windows port of Resident Evil 3: Nemesis (PS1, SLUS-00923), built on the PSXRecomp static recompilation framework.

Status: work in progress / experimental. Expect bugs. Earlier release notes and this README overstated what works; this version describes the project as it actually is.


How it actually works

PartHow it runs
Main executable (SLUS_009.23, 3,328 functions)Statically recompiled MIPS → C → x86-64. Runs as native code.
Overlays (code the game loads from the CD for menus and enemies)Recompiled with the same recompiler into native shards (cache/). Since v1.7.0 the cache is built from the original disc, not from play sessions: all 17 menu overlays and all 21 enemy code modules, 59 images in total (aot/README.md). Anything still missing runs on a small interpreter the first time and is compiled in the background by the bundled toolchain (overlay_toolchain/: embedded Python + TinyCC).
GPU, GTE, SPU, CD-ROM, MDEC, timersEmulated in software by the PSXRecomp runtime (rendered with OpenGL/SDL3), as in other static recompilation projects.
BIOSOpenBIOS (MIT, from PCSX-Redux), bundled. The boot animation is skipped.

Measured, not assumed: each run writes how much code was interpreted to psx_last_run_report.json (interp_hist).

  • With the v1.6.1 cache, about 20 minutes of play across four sessions (new game, the RPD, doors, stairs, combat, inventory, item box, saving) peaked at 0.03%–0.15% of the emulated CPU's work.
  • With the disc-built cache, a session in the RPD with zombies and doors measured 0.0061%, and 17 instructions in the enemy code. What remains is BIOS code in RAM.

Earlier releases (up to v1.6.0) shipped without the overlay cache and toolchain, so the room code ran interpreted on players' machines. v1.6.1 fixed that with a cache from the maintainer's play sessions. v1.7.0 replaces it with one built from the disc.

This is not a decompilation: the game code is machine-translated, not rewritten, and the hardware is emulated. The GTE's fixed-point math is reproduced faithfully, so the PS1's polygon wobble is there underneath; the PGXP geometry correction (on by default since v2.2.2) draws the models from exact values on top of it, without changing the game's own calculations.

Legal note

The release executable and the overlay shards in cache/ contain the game's machine code translated to x86-64. You must own Resident Evil 3: Nemesis (SLUS-00923) and supply your own disc image. No disc images, audio, video, textures or Sony BIOS are distributed. This is a non-commercial fan project; PSXRecomp is licensed under PolyForm Noncommercial 1.0.0. Resident Evil and related names are trademarks of Capcom; PlayStation is a trademark of Sony Interactive Entertainment.


Features

Status key: Works = confirmed working · Needs testing = implemented, not yet re-verified after recent changes · Known issues = reported broken or partial.

FeatureStatus
Launcher setup wizard (extracts SLUS_009.23 from your .cue/.bin)Works
Classic (tank) controlsWorks (default)
Modern screen-relative stick (modern_controls)Works in the maintainer's play sessions. The stick follows each camera's fixed screen axes, like RE HD Remaster's alternate controls. Through a camera cut the current heading continues until you release the stick or turn it more than 30° (60° after a cut to a nearly opposite camera), then glides to the new camera (~0.2 s). Turning eases in and out (a half turn in ~0.25 s), and aiming turns ~1.8x faster at full sideways tilt. Fixed in v2.2.0: after the inventory had been opened, the stick fell back to tank controls until the next room. The D-pad always drives the tank controls. Off by default
Fast doors (fast_doors)Works. Skips the door animation, and the next room loads at full host speed behind the black screen (the save-room door went from ~3.8 s to ~1 s). Gameplay speed is unchanged
Skipping in-engine cutscenes with Select (Esc/Tab on keyboard)Works (uses the game's own skip)
FMV skipWorks; some FMVs can only be skipped after a certain point, as in the original game
Fast startup (BIOS animation skipped, disc fingerprint cached)Works
Memory card saves (saves/*.mcd, standard PS1 format)Works
AudioWorks; the experimental mix (spu_hq) can sound clipped and is off by default
Cheats (launcher toggles + F6/F7/F8)Works in the maintainer's earlier tests; not re-tested since v1.6.0
Internal resolution / supersampling, 16:9 stretch or 4:3Needs testing
16:9 Zoomed (ws_layers, launcher Picture option)Works in the maintainer's play sessions. New in v2.0.0: the 3D scene fills 16:9 without distortion. A smooth vertical pan follows Jill: it holds still while she stays in the middle band, eases in and out, and starts already framed on each camera cut. Text, prompts and the pause overlay stay at their original size. Full 2D screens (inventory, map, files, menus), FMV and LIVE SELECTION stay 4:3. Some rooms lose a little of the ceiling or floor. Off by default
RumbleNeeds testing
Perspective-correct texturingNeeds testing
Sharp font (launcher option)Works. New in v2.0.0: the first session with the option on extracts the font from your own game, and the launcher then upscales it 4x (EPX). Nothing from the game is shipped
PGXP geometry correctionWorks in the maintainer's play sessions. Stops wobble. New in v2.1.0: the model joints (face, neck, armpit) stay closed: PGXP follows the weld the game itself makes between model parts, depth included, and PSXRecomp's seam expansion covers the parts that share no vertex. New in v2.2.2: character skeletons are computed in full precision (the game rounds every bone's rotation and its composition with the parent, which made limbs shimmer at high resolution; about 27% less frame-to-frame tremor measured on Jill), and the game's face culling uses the exact winding, so thin faces no longer vanish or flicker. Skinned joints and held weapons are exact too (about 70% less tremor on the M4). On by default since v2.2.2
Intro/story text speedReported fixed by the maintainer for v2.0.0; needs testing
Smooth motion (in-between frames, launcher advanced option)Works in the maintainer's play sessions. Experimental. Since v2.2.0 it interpolates from the finished pictures, like frame generation tools do: the game's 30 frames per second become as many as the monitor shows (60 at 60 Hz, about 140 at 144 Hz), each in-between frame made by moving the previous and next pictures halfway along the motion estimated between them on the GPU (about 2 ms per frame on an RTX 2070). Nothing is redrawn, so models cannot tear; where the estimate fails, the picture blurs slightly. Camera cuts show the new shot directly. Frames reach the screen up to one game frame later (about 17 ms at 60 Hz, 27 ms at 144 Hz). Game logic and speed do not change. The v2.1.0 method (redrawing the scene) distorted zombies and was replaced. Off by default

Old DirectInput-only controllers: enable "Old generic controllers (DirectInput)" in the launcher. It is off by default because on some PCs it delays startup by several seconds; Xbox, PlayStation, Switch and most other pads work without it.

Bug reports are welcome. Please include psx_last_run_report.json from the game folder and the steps to reproduce.


Quick start

  1. Download the latest zip from Releases and extract it.
  2. Run Resident_Evil_3_Launcher.exe.
  3. Click Install Game... and select your RE3 USA disc image (.cue/.bin, raw 2352-byte sectors). 2048-byte .iso files are rejected: they lack the game's audio and video.
  4. Pick your settings (they save on their own; technical ones are under Advanced options...), then click PLAY.

Controls

Gamepad: Left stick / D-Pad = movement (tank by default; screen-relative stick in modern mode) · A = action · X = run · Y = inventory · LB/RB = aim/fire · Back = map · Start = pause Keyboard: Arrows = move · X = action · Z = run · A = inventory · Enter = start · Alt+Enter or Ctrl+F = fullscreen · F6/F7/F8 = cheats


Building from source

Requirements: Windows 10/11 x64, Clang (or MinGW-w64 GCC 12+), CMake 3.20+, Ninja, Python 3.11+, and your own disc image (.cue + .bin).

git config --global core.longpaths true   # or clone into a short folder: the submodule has deep paths
git clone --recurse-submodules https://github.com/BrazilianHobbyist/Project-RE-Visited-RE3.git
cd Project-RE-Visited-RE3
.\build.ps1 -Regen -DiscPath "C:\path\to\Resident Evil 3 - Nemesis (USA, Canada).cue"   # game
.\launcher\build.ps1    # launcher

What the build does:

  • Applies patches/runtime/*.patch (the RE3 changes, in order) on top of the pinned PSXRecomp commit.
  • -Regen recompiles the game's C from your disc into generated/. Game code is never in this repository.
  • Applies the two patches/re3_door_*.patch to the generated C.
  • Builds with CMake and Ninja.

Later builds can drop -Regen.

The build is reproducible. The same commit built with the same compiler produces a byte-identical executable and launcher. This was verified with a fresh clone against the development build, using Clang 22.1.8. SOURCE_DATE_EPOCH is set to the commit time, and no link timestamp is written.

The native overlay cache can also be rebuilt from your disc alone. See aot/README.md.


Credits

See CREDITS.md.

  • PSXRecomp / RetroPortingToolkit: static recompilation framework and runtime, by Matthew Stanley ("mstan") and contributors. Almost all of the engine work here is theirs.
  • PCSX-Redux / OpenBIOS: open-source BIOS.
  • PGXP: iCatButler, simias, Pete Bernert.
  • Capcom: Resident Evil 3: Nemesis (1999).
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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Acción / Aventura
Estado
Estable
Plataforma de origen
PlayStation
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
20 oct 2026

Plataformas de destino 1

Windows
Ver en GitHub
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