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Tomba2Recomp
PORTSNATIVE

Tomba2Recomp

PORT NATIVOPLATAFORMASWINDOWSLINUXMACOSBETA

Tomba2Recomp

Tomba! 2: The Evil Swine Return

OrigenPlayStation

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows, Linux, macOS

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Sobre el proyecto

Tombi! 2: Contra los cerdiablos, también conocido en inglés como Tomba! 2: The Evil Swine Return en région NTSC, simplemente Tombi! 2 en la región PAL (europea) o トンバ! ザ・ワイルドアドベンチャー en Japón), es un videojuego de acción y aventuras de plataformas, desarrollado por Whoopee Camp y publicado por Sony Computer Entertainment para la videoconsola PlayStation. Salió a la venta en el año 1999 para Japón y Norteamérica, y en el año 2000 para la región PAL. El juego es una secuela de Tombi!

2 versiones de Tomba! 2: The Evil Swine Return

Estás viendo: Tomba2Recomp

Tomba2Recompgithub.com/mstan/Tomba2Recomp
Windows
Linux
macOS
Actual
Tomba Recomp DS (Dual Screen)github.com/igawa6/Tomba2RecompDS
Android
›

Información oficial del proyecto

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

Tomba2Recomp

This recompilation is a byproduct of developing psxrecomp — 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 Tomba! 2 - The Evil Swine Return (USA) (serial SCUS-94454) to native code, built on the shared psxrecomp framework — the same toolchain that powers TombaRecomp, ApeEscapeRecomp and MegaManX6Recomp.

Status

Windows and Linux preview builds support the US disc (SCUS-94454) and Italian PAL disc (SCES-02686). Both include native code prepared from all 22 original area files, plus shared overlays, before gameplay. The owner accepted performance in water temple and Kujara Ranch. Full native coverage and a full playthrough remain unproven; interpreter and runtime-compilation fallback remain available.

See AOT release preparation for reproduction and validation, and the framework's AOT sharding guide for the reusable workflow. Full game decompilation is not required for these verified overlay layouts.

Playing

Release builds include the MIT-licensed OpenBIOS from PCSX-Redux. No external BIOS is required: select your legally obtained Tomba! 2 disc image in the launcher and press Launch. The optional BIOS row accepts the exact supported retail dump; clear it to return to bundled OpenBIOS.

Tomba 2's mods live on the launcher's Mods page. Seamless Loading is enabled by default for the US disc, replacing the generic CD Speed and Fast Loading options. Adaptive widescreen and 1080p internal rendering are also enabled by default. Interpolation is disabled and hidden; Skip FMVs remains optional. Generic CD Speed and host-paced Fast Loading are excluded from both regional release catalogs.

Layout

  • tomba2/ — disc image (bin/cue), extracted boot EXE SCUS_944.54, SYSTEM.CNF. Local only (gitignored).
  • ghidra/ — headerless dump + import notes (instructions.txt).
  • seeds/ — function-start seeds for the recompiler.
  • generated/ — recompiler output C (regenerated locally, gitignored).
  • psxrecomp-v4 — junction to a psxrecomp worktree (the shared framework).
  • game.toml — game identity, recompiler + runtime config.

Build

# regenerate game C (master-flavor recompiler):
../psxrecomp/recompiler/build/psxrecomp-game.exe --config game.toml
# configure + build the runtime:
cmake -S . -B build-master -G Ninja -DCMAKE_BUILD_TYPE=Release \
  -DCMAKE_C_COMPILER=C:/msys64/mingw64/bin/gcc.exe \
  -DCMAKE_CXX_COMPILER=C:/msys64/mingw64/bin/g++.exe \
  -DPSX_DEBUG_TOOLS=ON
cmake --build build-master --target psx-runtime -j 16

SDL3 is the default host backend. To build the explicit SDL2 compatibility fallback, add -DPSX_SDL_BACKEND=SDL2 to the configure command above. CMake prints the selected backend and never silently changes it.

The boot EXE is a small loader; the bulk of the game streams from disc as code overlays at runtime (same architecture as Tomba! 1).

Built-in mods

Mario's Hat (EXPERIMENTAL 0.0.1, US only) is optional and disabled by default. Select your original Super Smash Bros. 64 US 1.0 ROM in Mods, then equip the costume in game. The verified ROM is required before imported assets can be used, including on later launches with a warm cache. No Nintendo ROM or imported assets are bundled. Mario has double jump, extended punches and native grab/throw moves; full progression and all-stage behavior remain experimental.

Enable Tomba 2 Widescreen on the Mods page and select 16:9, 21:9, or Adaptive. Adaptive follows the live window or fullscreen aspect from 4:3 up to 21:9. Resizing wider reveals more of the world instead of stretching a fixed image; BIOS, FMVs, menus, and other true-2D screens remain pillarboxed at their authored 4:3 aspect.

Interpolation is withheld from the bundled catalog after performance and visual review. The original scene loop retains its authored cadence.

Skip FMVs mutes and rapidly advances streamed XA/MDEC movies plus the silent, RAM-preloaded Whoopee Camp logo. The game still runs its normal movie completion and teardown path.

Seamless Loading prepares immutable resources from the player's disc once, caches them on disk, and keeps them in host memory during play. Verified resource workers complete without the loading-screen loop; gameplay, cutscenes, and audio retain their normal pacing. Disable it to use the original loader. See the spike assessment for tested routes and remaining coverage.

The experimental Debug Menu is withheld from the bundled catalog because its patched render loop lacks native coverage and causes severe slowdown, including with resident loading disabled. Its source is retained under mods/sources and its package under mods/development.

License

PolyForm Noncommercial 1.0.0. See LICENSE.

This repository contains no Tomba! 2 game assets or disc data. Release packages include OpenBIOS under the MIT notice in bios/OpenBIOS.LICENSE; they contain no retail PlayStation BIOS.


<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>
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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Plataformas
Estado
beta
Plataforma de origen
PlayStation
Tecnología
Recompilación Estática (C/C++ nativo)
Versión
—
Actualización
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Plataformas de destino 3

Windows
Linux
macOS
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