Important
AI-assisted project. Most of the code, tools and documentation in this repository were written by AI coding agents (Anthropic's Claude models, plus OpenAI Codex for parts of the map tooling), directed and reviewed by hand by the maintainer, who also tested the results in-game. Treat it like any other early-stage community project: expect bugs, read the code before relying on it, and report problems via issues. The underlying decompilation (AshfordFamily/recvx-decomp) is a separate, human-led project. Our changes to it live in a fork and are disclosed as AI-assisted, as that project asks. No game data is included. You need your own legally obtained copy of Resident Evil Code: Veronica X (PS2, NTSC-U, SLUS-20184).
recvx-enhanced-port
A native PC port of Resident Evil Code: Veronica X (PS2) for Linux and Windows, built from the community decompilation recvx-decomp. The original game code and its PS2 platform layer are compiled for the PC; the PS2 hardware underneath (GS, VU, DMA, sound driver, disc, memory card, pad) is emulated at its boundaries, and native paths replace the expensive parts. The game reads your own disc image in place.
Click the image to watch the video on YouTube.
Features
- Enhanced renderer: native 3D and textures on the GPU, widescreen (hor+, up to ultrawide), internal resolution up to 8x, in-between frames up to the display's refresh rate while the game logic stays at its original 30 FPS, a frame rate limit, optional PS2 motion trail.
- Online co-op for two players: direct, automatic or server-relayed connections, a lobby in the title menu, join codes and passwords, trading with item requests, shared or individual loot, saved partner inventories, rejoin after a crash. Includes a small C rendezvous/relay server.
- Third-person mode (optional): over-the-shoulder camera with mouse/keyboard controls, free aim and two camera styles.
- Modern controls (optional) for the fixed cameras: the stick walks where it points on screen, as in the RE HD remasters, and keeps its direction through camera cuts.
- Model swaps: play as other characters and creatures, with matching voices and cutscene doubles.
- Enemy options: extra enemies, rearranged placements, a seeded randomizer, and an enemy spawner.
- Save files: every save its own file, as many as you like, in the game's own save screens without the memory card screens (the emulated memory card stays available).
- Enhanced settings in the game's own OPTION menu and an F1 overlay; full rebinding of keyboard, mouse and gamepad; per-window input source for local co-op on one PC.
- Cheats and debug tools (F2), co-op window (F3).
- Mods: replacement room files and archive entries from a
mods/folder, plus tools to build new rooms. - Tooling for determinism checks, rendering comparisons and profiling.
Requirements
- Your own disc image of Resident Evil Code: Veronica X, PS2 NTSC-U, SLUS-20184 (
.iso). - Linux: an x86 PC; the game is a 32-bit (i686) program and needs glibc 2.34 or newer plus the 32-bit (multilib) OpenGL, X11/Wayland and audio libraries.
- Windows: Windows 10 or later (32-bit executable, runs on 64-bit Windows).
- A GPU with OpenGL 3.3.
Download
Prebuilt Linux and Windows builds and the co-op server are on the
Releases page (no game data
included). Unpack and run recvx.exe (Windows) or ./recvx (Linux); see
docs/USER_GUIDE.md.
Building from source
git clone --recursive https://github.com/aikatore/recvx-enhanced-port.git
cd recvx-enhanced-port
cmake -B build -G Ninja -DCMAKE_TOOLCHAIN_FILE=cmake/linux-i686.cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build build
./build/pc/recvx--recursive fetches the decompilation and its header submodules; the decomp's large compiler
submodule is skipped by design (the PC build does not use it). On the first start a file
selector asks for the disc image; the choice is remembered. The Windows build is cross-compiled
with mingw-w64: see docs/BUILDING.md.
Documentation
| Document | For |
|---|---|
| docs/USER_GUIDE.md | players: first start, settings, controls, cheats, saves, troubleshooting |
| docs/COOP.md | players and developers: online and local co-op, protocol reference |
| docs/SERVER.md | running the co-op rendezvous/relay server |
| docs/BUILDING.md | building on Linux and for Windows, CMake options, tests |
| docs/ARCHITECTURE.md | developers: how the port works, renderer, determinism, test aids |
| docs/THIRDPERSON.md | third-person mode internals |
| docs/ACTORS.md | models, skeletons, animation, model swaps |
| docs/ENEMIES.md | enemy data, spawner, enemy options |
| docs/modding/ | room format and building custom rooms |
| CHANGELOG.md | feature history |
| CONTRIBUTING.md | how to contribute |
Credits
- recvx-decomp by AshfordFamily and its contributors: the decompilation this port is built on (MIT).
- SkeletonPicture for hosting the Katana SDK and CRI Middleware header repositories the decomp uses as submodules.
- Libraries: SDL 3 (zlib), Dear ImGui (MIT), miniupnpc and libnatpmp (BSD-3-Clause), Monocypher (BSD-2-Clause or CC0). Versions and details: THIRD_PARTY_NOTICES.md.
License
The code in this repository is released under the MIT License. The decompilation in
decomp/ is MIT-licensed by its authors; third-party components keep their own licenses (see
THIRD_PARTY_NOTICES.md).
Legal
This is an unofficial fan project, not affiliated with or endorsed by Capcom, Sony Interactive Entertainment, Sega or CRI Middleware. Resident Evil and Code: Veronica are trademarks of Capcom; PlayStation is a trademark of Sony Interactive Entertainment. No game assets are distributed: you must supply your own legally obtained copy of the game. Files you generate from your copy (for example modded rooms) contain game-derived data and must not be shared.