Azure Dreams HD Recompilation
Azure Dreams HD Recompilation is a native Windows PC port of Azure Dreams for PlayStation that offers widescreen, HD rendering, and fast loading.
- Type: PC port
- Game: Azure Dreams
- Runs on Windows
- By PotionDweller
- Latest release v0.9.0, 2026-10-19
- Source: https://github.com/PotionDweller/Azure-Dreams-HD-Recompilation
README
Azure Dreams HD Recompilation
A native Windows PC port of Azure Dreams (PlayStation, USA, SLUS-00614), made by statically recompiling the original game code to C with psxrecomp, with the recomp-ui launcher.
This repository does not contain the game. You need your own legal copy of the disc. No game data, BIOS, or recompiled game code is distributed here.
Features
All are toggles in the launcher (Settings / Mods). Defaults are the HD Widescreen setup; turn everything off for the original experience.
| Feature | Default | Notes |
|---|---|---|
| 16:9 widescreen | on | Wider town and tower view at the original proportions; HUD panel and dungeon minimap moved to the wide edges. Movies and menus stay 4:3. |
| HD rendering | 4x | Internal resolution up to 4x. |
| PGXP precision | on | No polygon wobble; perspective-correct textures (separate checkbox). |
| Fast loading | on (uncapped) | Includes in-game saves and loads: about 2–3 s instead of 17–22 s. |
| Movie filter | bicubic | Smoother upscaling of movies and the title art. |
| Borderless fullscreen | on* | Alt+Enter toggles a maximised window; Alt+F4 quits. |
* Set by the portable package; a fresh source build starts windowed.
Controllers: any SDL gamepad or the keyboard, in the original digital-pad mode (the game predates the DualShock and ignores analog-mode pads).
Building (Windows)
Tested from a fresh clone on Windows 10 with only Git and Python installed (the framework fetched its own toolchain). Please open an issue if a step fails for you.
Requirements: Git, Python 3, and your own Azure Dreams (USA).cue/.bin
(the cue/bin SHA-1s are listed in game.toml under [prepare_disc]).
The C toolchain (clang, CMake, Ninja, SDL3) is downloaded by psxrecomp; you do
not need CMake installed.
Clone into a short folder such as C:\src. The framework has deeply nested
files, and a long path fails on Windows with "Filename too long". Alternatively
run git config --global core.longpaths true first.
cd C:\src
git clone --recursive https://github.com/PotionDweller/Azure-Dreams-HD-Recompilation.git AzureDreamsRecomp
cd AzureDreamsRecomp
# 1. Apply this project's framework fixes (see patches/README.md).
powershell -ExecutionPolicy Bypass -File scripts\apply-psxrecomp-patch.ps1
# 2. Download the toolchain and generate the game C from YOUR disc.
python psxrecomp\psxrecomp_cli.py ensure-toolchain
python psxrecomp\psxrecomp_cli.py generate --config game.toml --project-root . --disc "C:\path\to\Azure Dreams (USA).cue"
# 3. Build (uses the framework's own toolchain).
python psxrecomp\psxrecomp_cli.py rebuild --config game.toml --project-root . --build-dir build-release --target psx-runtime --no-pgo
Then run build-release\AzureDreams_Recompiled.exe. The launcher opens; pick
your disc with Browse For Disc the first time, then press PLAY.
Overlays (optional, for speed)
Azure Dreams loads extra code ("overlays") at runtime. Out of the box those run
in the framework's interpreter, which works but is slower. To compile them:
set overlay_cache = true (already on in game.toml), play through the areas
you care about, close the game normally, then run
psxrecomp\tools\compile_overlays.py --static and rebuild. Captures contain
game code and are gitignored; each player makes their own.
Original or HD
presets/ holds two ready-made setups, picked with --preset:
--preset hd: widescreen, 4x resolution, perspective-correct textures, smoothed movies, Fast Loading and 150% CPU (no slowdown).--preset original: plays like the PlayStation: 4:3, native resolution, original loading and speed.
Each keeps its own settings and mod choices in presets/<name>/ next to the
exe; the disc choice, controls and memory cards are shared. Add
--no-launcher to skip the launcher.
Release package
scripts\package-release.ps1 -Zip turns a Release build into
dist\AzureDreams-HD-Recompiled-<VERSION>.zip: the exe, OpenBIOS, mods, both
presets with a .bat launcher each, and a player README. It contains no game
data (the script refuses to package disc images, saves, captures or box art);
players pick their own disc image on first launch.
Findings
Everything discovered while making this port is written up in
docs/FINDINGS.md, and you are welcome to use it for
your own experiments, mods or ports: the memory addresses and original values
behind the widescreen view, the HUD and minimap positions, the screen-edge
checks and the loading speed-ups, plus the debug commands used to find them.
Repository layout
| Path | What |
|---|---|
game.toml | Game config: identity, video defaults, widescreen cull sites, controller |
src/mod_widescreen.c | Widescreen mod plugin (view rectangle, HUD, minimap) |
mods/preloaded/packages/ | Mod packages shown in the launcher (widescreen; default-on overrides of Fast Loading and PGXP) |
presets/ | The Original and HD setups (--preset original / --preset hd) |
scripts/package-release.ps1 | Builds the release zip (no game data) |
patches/ | Fixes applied to the pinned psxrecomp framework |
docs/FINDINGS.md | What does what: addresses and values behind widescreen, the HUD/minimap moves and the speed-ups, and how they were found |
psxrecomp/, recomp-ui/ | Framework and launcher submodules (pinned) |
Credits
- psxrecomp and recomp-ui — the static recompilation framework and launcher this port is built on.
- OpenBIOS — the bundled open-source PlayStation BIOS.
- libretro-thumbnails — optional launcher box art.
This port was made with the assistance of Claude (Anthropic's AI assistant, via Claude Code). Claude helped with:
- Debugging — tracking down framework issues such as the black screen before the intro movie, controller input, fullscreen hotkeys and Fast Loading behaviour, using the framework's debug server and logs.
- Reverse engineering — tracing the game's code and memory while it runs to find what the enhancements needed: the camera view rectangle that decides which terrain is drawn, the HUD position table, the dungeon minimap's drawing routine and clip window, and the screen-edge culling checks.
- Writing code — the widescreen mod, the framework patches in
patches/, and the build and packaging scripts.
All changes were tested in-game by the project owner.
If you take issue with AI-assisted recompilations, that's fine: you're free to use something else or make your own.
Legal
You must own the original game. Disc images, BIOS dumps, saves, overlay captures and generated C are gitignored and must never be committed. The bundled OpenBIOS is used by default. Azure Dreams is © Konami; this project is not affiliated with or endorsed by Konami.
Optional box art (launcher_assets/img/, not included) can be fetched from
libretro-thumbnails
with psxrecomp\tools\new_project_layout\fetch_boxart.py; see BOXART_SOURCE.txt.
Symbols
Progressive map: symbols.toml → python tools/sync_symbols.py →
psx_symbols.h (PSX_FN_*). See psxrecomp/docs/SYMBOLS.md.