Docs
58 documentation pages: the concepts, guides and reference behind Retro Porting Toolkit.
- What is static recompilation?
- How is a port made?
- Is this emulation?
- What do I need to get started?
- Developer quickstart: psxrecomp
- How do I recomp my own game?
- Start here
- What are the recompiler and runtime?
- How does a project tell code from data?
- What are HLE and LLE?
- What about code you cannot see ahead of time?
- How do we compare a port to the original?
- What does correct enough mean?
- When should timing be changed?
- Why does determinism matter?
- What is the game file contract?
- What do these terms mean?
- Recompile the original game, then let mods do the rest
- Concepts
- PlayStation
- NES
- SNES
- Game Boy Advance
- Sega Genesis
- Master System and Game Gear
- Nintendo DS
- Virtual Boy
- CD-i
- Platforms
- Build a toolchain
- Port a game
- Write a mod
- Translate a game
- Add widescreen
- Debug a divergence
- Set up co-simulation
- Release a port
- Guides
- What to tell an AI agent before it touches a recomp project
- Rules to give an AI agent
- How to check AI work
- How AI breaks recomp projects
- Debug surfaces agents can use
- Making AI contributions reviewable
- When an agent cannot run the game
- Working with AI agents
- Command line reference
- TCP debug protocol
- Configuration
- Catalog schema
- Status vocabulary
- Site tools
- Reference
- Every repository
- Lineage and credit
- Licenses
- Provenance
- The fleet