Dragon Valor Recompiled

Dragon Valor Recompiled is a PC port of Dragon Valor for Windows, macOS, and Linux that includes cheats and widescreen support.

README

Dragon Valor Recompiled

GitHub downloads (all assets, all releases) GitHub downloads (latest release) GitHub release

Static recompilation of Dragon Valor (USA) built on psxrecomp and recomp-ui.

Action RPG by Namco; two-disc NTSC-U release.

Unofficial fan project. Not affiliated with, endorsed or sponsored by Bandai Namco Entertainment or Sony Interactive Entertainment. Dragon Valor, its characters, art and music belong to Bandai Namco Entertainment (originally Namco); PlayStation is a trademark of Sony Interactive Entertainment. Free and non-commercial. Apart from the game's program, recompiled, and the launcher's cover art, the download holds nothing of the game and does not run on its own: graphics, audio, video and levels are read from your own discs (DISC.md).

Players1
RegionUSA
PublisherNamco
Year2000

Supported discs: SLUS-01092 (disc 1) and SLUS-01164 (disc 2), USA. Both boot the same executable; the launcher lets you pick the disc. This is the native 60 Hz version; the PAL bring-up that preceded it is recorded in docs/HISTORY.md.

State, open issues and pitfalls: docs/STATUS.md. Build / debug workflow: docs/DEVELOPMENT.md. Ahead-of-time overlays: docs/AOT.md. Controls: CONTROLS.md. Testing the game and reporting: docs/PLAYTESTING.md.

Playing

  1. Unpack a release and run DragonValorRecompiled (Windows: the .exe; it opens no console window). From a build tree, DragonValor.bat does the same for build-release.
  2. The launcher opens. On the first run browse to your own Dragon Valor (USA) (Disc 1).cue (see DISC.md for the dumps that work); it checks the serial, region and ISO header and remembers the location. The same screen has the Disc 1 / Disc 2 choice, controller and its mode (Analog / D-Pad), memory cards, video and audio settings and mods.
  3. Play. Press Start during the intro movie to skip it.
  4. Escape (or Select+Start on the pad) opens the in-game menu: pause, cheats (infinite HP/MP, a gem or scroll every N kills, Val, stats, spell levels, items), texture filtering, scanlines, fullscreen, volume, save/load state, disc change, back to the launcher. Arrows / D-pad move, Enter / Cross selects, Escape / Circle goes back; the mouse works too (hover, click, wheel, right button = back). Every row is remembered between runs (video rows in settings.toml, mods in mods/state.toml, volume and the menu's own look in dragonvalor_settings.toml, all next to the exe).

Xbox / PlayStation / Switch pads work out of the box; the game reads the analog stick. Memory cards live in saves/.

The launcher's Mods page lists the bundled features, off by default except PGXP (on) and the Cheats holder (on, with every option off): the framework's enhancements (HD texture packs, PGXP, CD speed, 8 MB RAM, bezel) and this project's packages: Dragon Valor Cheats (Infinite HP, Infinite MP, a gem or scroll every N kills; also switchable in-game, where Val, stats, spells and items can be edited too) and Dragon Valor Skip Intro (presses Start for you as soon as the intro movie starts) and Dragon Valor Widescreen (experimental: the stages render at 16:9 or wider with real scenery at the sides; title, menus and movies stay 4:3). Tick a feature, set its options, Play. See docs/DEVELOPMENT.md.

PlayStationKeyboardPlayStationKeyboard
D-padArrow keysL1 / R1Q / W
CrossXL2 / R2E / R
CircleSL3 / R3T / Y
SquareZStartEnter
TriangleASelectRight Shift
KeyAction
FFPS readout
F7Save-state slot picker: Left / Right pick the slot, S saves, L loads, F7 / Esc close
F8Rewind (hold; only when Rewind is on in the launcher)
F6Scanlines
Numpad + / -Volume
Tab (hold) / F9Turbo
Alt+Enter, Ctrl+FFullscreen

Retro Launcher

You can run this title standalone (download the release zip, point it at your disc, play), or manage installs, updates, and disc/BIOS wiring with Retro Launcher — the Retro Compilation Manager hub for self-compiling recomps.

Downloads · Full README & features

Retro hub with a background build, next to a title’s recomp-ui launcher

Background cmake build with titles queued

Retro checks for updates, installs the prebuilt release zips, and automates BIOS/ROM/save plumbing so you are not stuck repeating each game’s first run by hand.

Legal

An unofficial fan project (notice at the top). You must own the original game. Disc images under disc/ are gitignored and must never be committed. Retail BIOS dumps are not redistributed and no C derived from one may be committed; releases run on the bundled MIT OpenBIOS.

generated/ (the recompiled game C) is committed: releases ship the compiled game, built by CI from that tree. Regenerate and commit it whenever seeds or the framework pin change.

App icon: assets/psxrecomp.ico (and .png / .svg), our own pixel art, a sword on a crimson field with a cyan glint, after the idea of the game's memory-card save icon (no pixel of it is used); tools/make_app_icon.py draws all three. Windows builds embed the .ico via APP_ICON; the .png beside the exe is the window, taskbar and launcher icon.

Optional box art under launcher_assets/img/ may come from libretro-thumbnails (Named_Boxarts); see BOXART_SOURCE.txt when present.

Licensing

Our own files (tools/, scripts/, tests/, docs/, assets/ (the app icon), mods/, patches/, aot/, seeds/, codegen_setup.c, the CMake and config files) are MIT, see LICENSE. The committed generated/ tree is machine output derived from the game's code and carries no licence grant from us. The framework (psxrecomp/) is PolyForm Noncommercial 1.0.0 and the launcher (recomp-ui/) is MIT, so a built executable inherits the framework's noncommercial terms. Apart from that code and the launcher's cover art (launcher_assets/img/, see BOXART_SOURCE.txt), nothing of the game is included: its graphics, audio, video and levels come from the player's discs. THIRD_PARTY_NOTICES.md lists every component that ships and its licence.

Quick start (dev)

The full recipe (toolchain on PATH, generate, rebuild of both build dirs, --disc) is in docs/DEVELOPMENT.md. In short, from Git Bash with C:\retcomm-toolchain\bin first on PATH and PSXRECOMP_TOOLCHAIN_DIR set:

git submodule update --init --recursive
bash psxrecomp/tools/ci/build_emitters.sh
python psxrecomp/psxrecomp_cli.py rebuild --config game.toml --project-root . --build-dir build-release --no-pgo

generated/ is committed, so a fresh clone needs no disc to build.

Releases: tag vX.Y.Z or run the Release builds workflow (.github/workflows/release.yml, generated from the framework template). CI builds the committed generated/ C on Linux, Windows and macOS and attaches DragonValorRecompiled-<version>-<platform>.zip, the compiled game. 0.x versions publish as GitHub pre-releases. A dispatch with publish unticked is a rehearsal: the zips land as run artifacts, with no tag and no release. Locally: scripts/package_release.sh build-release windows-x64.

Symbols

Progressive map: symbols.toml → python3 tools/sync_symbols.py → psx_symbols.h (PSX_FN_*). See psxrecomp/docs/SYMBOLS.md.

Framework pins

Submodule gitlinks (psxrecomp, optional recomp-ui, nested recomp-net) are authoritative. framework_pins.txt is an optional scaffold snapshot; release CI logs SHAs with record_pins.sh but builds whatever the gitlinks resolve to. Bump submodules deliberately — do not float on main/master in release CI.


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