Battletoads in Battlemaniacs Recomp
Battletoads in Battlemaniacs Recomp is a native PC port of Battletoads in Battlemaniacs for SNES with support for ScaleFX and NNEDI3 upscalers.
- Type: PC port
- Game: Battletoads in Battlemaniacs
- Runs on Windows
- By mpolizel
- Latest release v0.1.4, 2026-11-03
- Source: https://github.com/mpolizel/BTTSNESRecomp
README
Battletoads in Battlemaniacs Recomp
A native recompilation of Battletoads in Battlemaniacs (USA), built on snesrecomp.
Battletoads in Battlemaniacs is a beat 'em up platform game developed by Rare for the Super Nintendo Entertainment System. Part of the Battletoads series, the game was released in North America by Tradewest in June 1993, in Europe by Nintendo in October 1993 and in Japan by Masaya on January 7, 1994.
Description from Wikipedia, CC BY-SA 4.0.
You must legally own a copy of the game. No ROM data is distributed with this project, in the repository or in any release. The recompiled C is generated locally from your own copy and is never committed.
☕ Keep the ports coming
This project is free and always will be. Every port in this series, Battletoads in Battlemaniacs included, is built with many hours of AI-assisted reverse engineering, and that AI time is paid. If you enjoy playing it, a coffee at buymeacoffee.com/mpolizel keeps the AI running so more SNES games can be ported to native Recomp. Any amount helps, and thank you!
Download (ready-to-run Windows build)
Get the latest battletoads-<version>-windows-x64.zip from the
Releases page.
The zip is a setup pack: it contains the launcher, the recompiler and this source tree (with the framework patches already applied), but no game data. On first run:
- Unzip anywhere and start
BattletoadsInBattlemaniacsSNESRecomp.exe. - Let it download the portable build tools (one time per machine), or point
it at a
cmake-clang-v1zip you already have. - Pick your own
Battletoads in Battlemaniacs (USA).sfc(CRC32617ac925). - Press Generate & rebuild. The playable game is built into
build/and started; run it from there afterwards.
In the launcher, Settings → Shader lists the scanline, CRT and upscaler
presets; choosing one switches the renderer to OpenGL automatically. A fresh
install starts with no shader (the plain picture), the lightest option for
any graphics card; pick a CRT or upscaler preset there if yours has room.
Your choice is saved in config.ini and kept. The upscalers include
ScaleFX and the neural NNEDI3 presets.
During play, Ctrl+L (or Select+L3 on a controller) reopens the
launcher: shader, window scale, volume and controls apply when you press
Resume, without restarting the game. I cycles the audio interpolation
between Gaussian (the console's own, the default), Cubic (crisper
highs) and Sinc; it only changes what you hear, never the game, and the
choice is saved in audio_interpolation.txt.
On laptops with two graphics cards (NVIDIA Optimus, AMD switchable graphics) the game asks the driver for the dedicated one. If it still runs slowly, set the game's executable to High performance in Windows Settings → System → Display → Graphics.
Updates
With Check for updates on start ticked (the default; on the launcher's main
screen, next to Skip launcher on boot), the game asks GitHub for the latest
release when it starts and offers to install a newer one. Accepting closes the
game, downloads the new setup pack, copies it over the install folder and
reopens the setup window: press Generate & rebuild. Nothing is deleted;
build\ (the rebuilt game, save states, config.ini, keybinds.ini) and
rom.cfg are kept. Untick the box to turn the check off (saved in update.ini).
Your saves are never lost or broken by an update. Save states made by
any earlier release keep working in every later one. Before installing, the
updater copies build\saves\ to save-backups\<date>_before_<version>\ and
never deletes those copies; save files are left out of the copy, and if they
changed anyway the backup is put back. Every release is checked against the
one before it with tools/check_update_compat.ps1, which builds the previous
release, makes a save state with it, installs the new pack with the previous
release's own updater and rebuilds; it fails unless every save file is
byte-identical and the new build continues the old save state.
See CHANGELOG.md for what changed in each release.
Status
Boots through the Tradewest and Rare logos, the title screen and the waving copyright flag into player select, the intro cutscene and the first level (Ragnarok's Canyon). Most code still runs through the snesrecomp interpreter; later levels and two-player play are not yet verified. See Porting from here.
Framework patches
patches/ holds changes to the snesrecomp and recomp-ui submodules.
Reapply them after updating the submodules:
git -C snesrecomp apply ../patches/snesrecomp-nmi-idle-loop-wai.patch
git -C snesrecomp apply ../patches/snesrecomp-nmi-wai-in-handler.patch
git -C snesrecomp apply ../patches/snesrecomp-opt-bg3-row.patch
git -C snesrecomp apply ../patches/snesrecomp-raster-oam-and-hdma.patch
git -C snesrecomp apply ../patches/snesrecomp-audio-interpolation.patch
git -C snesrecomp apply ../patches/snesrecomp-glsl-passprev-and-vao.patch
git -C snesrecomp apply ../patches/snesrecomp-shader-forces-opengl.patch
git -C recomp-ui apply ../patches/recomp-ui-host-toggle.patch
snesrecomp-nmi-idle-loop-wai.patch is required for this game, as for the
Donkey Kong Country ports (the same Rare engine pattern): the NMI handler
resets the stack, runs the game and falls into a WAI / BRA idle loop
($80:86C2) instead of returning with RTI. Without the patch that loop ran to
the interpreter's step cap and the game froze on the player-select screen.
The handler is then the game's main program, so raster IRQs interrupt it as
they would the main loop: the HUD split (IRQ at line 33) used to wait for the
game logic to finish, and in busy scenes drew a band of HUD tiles over the
level.
snesrecomp-nmi-wai-in-handler.patch makes any WAI inside an interrupt
handler halt until the next interrupt, as on hardware. Here a scene change
ends in WAI / BRA at $80:8DF5 while still inside NMI; the interpreter
skipped the WAI and spun to its step cap, costing that frame. In Donkey Kong
Country (same Rare engine) the same case after saving left the screen black.
snesrecomp-opt-bg3-row.patch fixes offset-per-tile (BG mode 2). The PPU read
the BG3 offset map one line above BG3VOFS, which at VOFS 0 is the last row of
the map: the waving copyright flag after the title screen came out cut into
seams, with the right edge wrapped onto the left.
snesrecomp-raster-oam-and-hdma.patch is the renderer fix shared with the
Super Mario Kart and Donkey Kong Country ports: per-line sprite tables, HDMA
set up in vblank, and vblank writes kept in their own field. It also counts HDMA's first transfer, made in V=0's
H-blank, as a table line, as the hardware does. Every HDMA split landed one
line late without it (on Donkey Kong Country 2's island map the late layer
split drew a bright line across the screen).
snesrecomp-audio-interpolation.patch adds the Cubic and Sinc audio
interpolation (I key). They resample the dry output only; the echo buffer,
OUTX, pitch modulation and save states stay those of the console's Gaussian
filter, so the game runs identically in every mode.
snesrecomp-glsl-passprev-and-vao.patch fixes two shader bugs: a pass that
reads PassPrev<n> back to the game frame got nothing (ScaleFX drew black),
and switching to no shader mid-game drew a black screen because the shader
path left the plain path's vertex attributes disabled.
recomp-ui-host-toggle.patch lets a title add one checkbox of its own beside
"Skip launcher on boot"; this project uses it for the update check.
ROM identity
| File | Battletoads in Battlemaniacs (USA).sfc |
| Publisher | Tradewest |
| Developer | Rare |
| Year | 1993 |
| Mapping | lorom |
| Region | USA (North America) |
| Coprocessor | none |
| CRC32 | 617ac925 |
| SHA-256 | b0dbd4d7e5689c32234e80b0c5362ef67c425ab72d6ddb49d1cb1133ef630ef7 |
tools/regen.sh refuses to run against anything else, so a mismatched
revision fails immediately instead of producing subtly wrong output.
Build
git submodule update --init --recursive
bash tools/regen.sh --rom "/path/to/Battletoads in Battlemaniacs (USA).sfc"
cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
cmake --build build -j
The ROM does not have to live in the repository — keeping it on your own
drive is the better habit, and SNESRECOMP_ROM sets the path once for a
shell. Without either, tools/regen.sh finds the ROM at the repo root, then
the path the setup wizard recorded in rom.cfg; .gitignore blocks both from
ever being committed.
tools/regen.sh verifies the ROM, generates src/gen/*.c, and re-syncs
recomp/funcs.h. Re-run it whenever you change anything under recomp/.
The Windows build is a window app: diagnostics go to
BattletoadsInBattlemaniacsSNESRecomp.log beside the executable.
-DBT_CONSOLE=ON brings the console back for debugging.
Run
./build/BattletoadsInBattlemaniacsSNESRecomp # launcher picks the ROM
./build/BattletoadsInBattlemaniacsSNESRecomp "/path/to/Battletoads in Battlemaniacs (USA).sfc"
With no ROM on the command line the build opens the recomp-ui launcher: a ROM
picker with a verification badge, plus display / audio / input settings. Your
choice is cached in rom.cfg beside the executable, so the next launch opens
on it and "Skip launcher on boot" makes it immediate.
Either way the ROM is checked against the digests above before anything boots — a dump that could not have produced this build is refused at the door rather than mis-executing ten frames in.
Layout
| Path | What lives there |
|---|---|
recomp/ | Analysis input: bank*.cfg, symbols.toml, generated funcs.h |
rom_identity.txt | ROM digests — read by the build, tools/regen.sh and CI |
src/ | Host code you own: main.c, game_rtl.c, bt_update.c |
src/gen/ | Generated C. Never committed — regenerate locally |
assets/shaders/ | Scanline, CRT and upscaler presets for the launcher |
patches/ | Changes to the framework submodules (see above) |
snesrecomp/ | Framework submodule (owns lib/recomp-net, lib/retcomm-rbengine) |
tools/ | regen.sh — the ROM → C pipeline; import_libretro_shaders.py |
scripts/ | package_release.sh — player-facing zip |
framework_pins.txt | Exact framework commits this project was scaffolded against |
Porting from here
The scaffold stops where the game-specific work starts. In rough order:
- Make it boot.
src/game_rtl.cholds the frame driver. It starts on the framework's beam-aligned driver (snesrecomp/runner/src/beam_frame_driver.h): one frame per PPU field, interrupts taken where the beam latches them, the field rasterized from the raster journal. - Name things. Add entries to
recomp/symbols.tomlas you identify routines, then re-runtools/regen.sh. Setemit = trueto promote one into ahead-of-time analysis; leave it false to keep it interpreted. Seerecomp/README.md. - Resolve dispatch misses. After every run, deal with unresolved indirect targets before anything else — they are the reason a port diverges, and they are cheap to fix early.
- Never synthesise a result to get past uncovered code, and never edit
src/gen/by hand. Fix the config or the framework and regenerate.
Multiplayer
Two players, one controller per port (1 Player, 2 Players A and B modes).
License
This project's own source is under the MIT license in LICENSE. The
framework carries its own terms (PolyForm Noncommercial 1.0.0) — see
snesrecomp/LICENSE and snesrecomp/THIRD_PARTY_ATTRIBUTION.md; the changes
in patches/ apply to that framework and fall under its terms. The shaders
under assets/shaders/_libretro/ come from libretro/glsl-shaders and keep each
author's license in their file headers. None of these cover the game data,
which is not distributed here.
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