Case study

MediEvil Recomp: a PlayStation static recompilation to C#

Statically recompiles the North American PlayStation release of MediEvil into C# with the RecompOne recompiler and runtime. The runtime stands in for BIOS, GPU, CD-ROM and other hardware services, and project patches change rendering, widescreen and terrain behavior. README stresses that this is a recompilation, not a decompilation, and labels it an open beta.

Requirements and limitations

  • The reviewed tree targets the North American PlayStation release (SCUS-942.27); config/MediEvil.json lists the main executable and its overlays for RecompOne to translate. README calls this an open beta in which things will break, with stable 1.0 unreleased. The v0.2b changelog replaces the PGXP renderer with a native floating-point rendering patch and adds widescreen fixes and an automatic updater.
  • Requires a legally owned North American MediEvil disc in bin/cue or CHD form; README and disc/README.md name the two track .bin files and the .cue expected in disc/. The project does not supply game files. RecompOne states that its runtime needs no BIOS or other Sony files, only the game files.
  • Building needs Git with the pinned RecompOne and ShaderMod submodules and the .NET 10 SDK. Windows batch scripts or a manual RecompOne run against config/MediEvil.json generate the game code, which is then compiled as a .NET 10 application. Running needs the .NET 10 runtime, OpenAL and an OpenGL 2.1 GPU; v0.2b release packages cover Windows x64/arm64, macOS x64/arm64 and Linux x64.
  • The build workflow recompiles and compiles the project using disc inputs from a separate access-restricted repository, then uploads the build; it does not run the game or compare behavior with the original. README credits references from an unnamed decompilation for function names and patches. This collection did not build or run the project.
  • MediEvilRecomp has no license file in the reviewed tree, so its reuse terms are unstated; the RecompOne submodule declares MIT. Original game content, including the executable code the recompiler translates, retains separate rights. Both READMEs state that no AI was used to write the code and that AI-generated contributions are rejected; this is not an REA-assisted case.

About this entry

Type
Case study
Category
Independent reconstruction cases
Relationship
Independent reconstruction project
Targets
Game

Sources reviewed

The description was reviewed against primary sources. This does not establish runtime testing, security auditing or verified compatibility.

Primary sources

  1. README.md GitHub · BlackLabelHQ/MediEvilRecomp · Revision b9e46db
  2. disc/README.md GitHub · BlackLabelHQ/MediEvilRecomp · Revision b9e46db
  3. config/MediEvil.json GitHub · BlackLabelHQ/MediEvilRecomp · Revision b9e46db
  4. changelog.md GitHub · BlackLabelHQ/MediEvilRecomp · Revision b9e46db
  5. .gitmodules GitHub · BlackLabelHQ/MediEvilRecomp · Revision b9e46db
  6. RecompOne.MediEvil.csproj GitHub · BlackLabelHQ/MediEvilRecomp · Revision b9e46db
  7. .github/workflows/build.yml GitHub · BlackLabelHQ/MediEvilRecomp · Revision b9e46db
  8. https://github.com/BlackLabelHQ/MediEvilRecomp/releases/tag/v0.2b
  9. README.md GitHub · BlackLabelHQ/RecompOne · Revision 1272fb8
  10. LICENSE GitHub · BlackLabelHQ/RecompOne · Revision 1272fb8