Recomp / Games / PlayStation

Vagrant Story Native

Windows x64 C++ source port of the US release that moves game logic from the rood-reverse decompilation into native systems instead of emulating the PlayStation. Alpha tester builds read the player's own checksum-verified SLUS-01040 BIN, CUE or CHD; no BIOS is needed.

Source port AI-assisted released

0.0.11 released 3 days ago. Get new releases by RSS

More like this: Rood Reverse · rood-boi · Vagrant Story native/dynarec port

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Latest release0.0.11Nov 1, 2026
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Facts

Original
Vagrant Story (2000)
Platform
PlayStation
Method
Source port
Provenance
AI-assisted · Tree has .github/copilot-instructions.md and an AGENTS.md in the vendored decomp (github.com/JEschete/VS-NativePort). what this means
Status
released
Licence
CC0-1.0
Team
JEschete
Started
2026-07
First release
2026-10
Runs on
Windows
Needs the original
Yes: you supply your own legally obtained copy

How to get it legally

This project ships code only. Build or download it from the official repository, then supply data from a copy of Vagrant Story you own. Recomp never links to ROMs, discs or game data.

This project was rebuilt by JEschete. Facts last checked 2026-11-04. Suggest a correction

Sources

Something wrong or out of date? Send a correction.

+2 ★ this week

PlayStation · 2000 · ★ 191

Rood Reverse

Vagrant Story

Byte-matching decompilation of Vagrant Story for PlayStation, aiming at modern-hardware interoperability and bug fixes. No original files included.

96%
Matching decomp Not stated
+3 ★ this week

PlayStation · 2000 · ★ 30

rood-boi

Vagrant Story

Native PC build of Vagrant Story on top of the rood-reverse decompilation, with a Vulkan renderer offering ray-traced and path-traced lighting plus a live editor; the player supplies their own disc image.

Source port AI-assisted

PlayStation · 2000

Vagrant Story native/dynarec port

Vagrant Story

Hybrid port built on the author's psxport framework: original code runs through a Lightrec dynarec while CD, saves, input, timing and rendering are handled natively, using the rood-reverse decomp as a reference. It boots the player's own disc through the title and into the opening battle with 16:9 margins, but is not playable end to end and has no release.

Emulation-hosted AI-assisted
+10 ★ this week

PlayStation · 1999 · ★ 41

Ace Combat 3: Electrosphere, recompiled

Ace Combat 3: Electrosphere

Native Windows build of the PlayStation Ace Combat 3, with MIPS code translated to C and linked against rewritten Psy-Q libraries. Ships a software renderer and an enhanced Vulkan renderer.

Static recomp Not stated
+1 ★ this week

PlayStation · 1997 · ★ 9

Armored Core Decompilation

Armored Core

Matching decompilation of the US PlayStation release of FromSoftware's Armored Core, covering the main executable plus program and mission overlays.

11%
Matching decomp Not stated
+2 ★ this week

PlayStation · 1995 · ★ 17

Battle Arena Toshinden Recompiled

Battle Arena Toshinden

Static recompilation of the US PlayStation release of Battle Arena Toshinden using psxrecomp, adding optional widescreen, extra-roster mods and two-player rollback netplay.

Static recomp Not stated