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Tony Hawk's Pro Skater 4 Recompiled
PORTSNATIVE

Tony Hawk's Pro Skater 4 Recompiled

PORT NATIVODEPORTESWINDOWSLINUXMACOSALPHA

Tony Hawk's Pro Skater 4 Recompiled

Tony Hawk's Pro Skater 4

OrigenPlayStation

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows, Linux, macOS

Ver proyecto oficial

Sobre el proyecto

Tony Hawk's Pro Skater 4, también conocido como THPS4, es la cuarta entrega de la saga de videojuegos Tony Hawk's. Fue desarrollado por Neversoft y distribuido por Activision, fue lanzado en 2002 para PlayStation, Xbox, GameCube, PlayStation 2, Game Boy Advance y en 2003 para teléfonos móviles, Mac OS X, Microsoft Windows y en 2004 para Zodiac. Este es el último juego de la saga Tony Hawk's en ser lanzado para PlayStation 1.

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>

Tony Hawk's Pro Skater 4 Recompiled

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

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Static recompilation of Tony Hawk's Pro Skater 4 built on psxrecomp and recomp-ui.

Tony Hawk's Pro Skater 4 recompiled for modern systems using psxrecomp.

Players2
RegionUSA
PublisherActivision
Year2002

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

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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.

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Legal

You must own the original game. Disc images under disc/ are gitignored and must never be committed. Retail BIOS dumps are not redistributed. This title requires a legal SCPH-1001 BIOS dump. OpenBIOS is not a qualified route.

Project-owned files use GPL-3.0-only. This license does not cover psxrecomp, recomp-ui, game data, generated retail code, artwork, names, or trademarks. See THIRD_PARTY_NOTICES.md for the separate dependency licenses.

Default app icon: assets/psxrecomp.ico (and .png / .svg) — RetComM-themed controller mark from psxrecomp/assets/. Windows builds embed it via APP_ICON.

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: tony-hawk-s-pro-skater-4-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.

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

<!-- 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 -->

v0.1.1 three-platform candidate

This candidate targets Windows x64, Linux x64, macOS ARM64, and macOS x64. These setup packages require your legally owned game disc and a supported regional retail BIOS. They remain unpublished until their exact package tests and release authorization pass.

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FICHA DEL PROYECTO

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

Plataformas de destino 3

Windows
Linux
macOS
Ver en GitHub
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