Rampage Through Time Recompiled
Rampage Through Time Recompiled brings Rampage Through Time to PC.
- Type: PC port
- Game: Rampage Through Time
- Runs on Linux, macOS and Windows
- By TechnicallyComputers
- Latest release v0.1.22, 2026-08-26
- Source: https://github.com/TechnicallyComputers/Rampage---Through-Time-Recomp
README
Rampage - Through Time Recompiled
Static recompilation of Rampage - Through Time built on psxrecomp and recomp-ui.
Rampage is a series of video games released by Midway for various consoles. The basic premise of the series is that the player controls a human transformed into a giant monster by a lab accident. The gameplay revolves around using your monster to destroy cities around the world while attacking or avoiding military forces. Rampage Through Time is the fourth game in the Rampage series. It was released on June 9, 2000. Its predecessor is Rampage 2: Universal Tour and it is followed by Rampage: Total Destruction. In the game, 7 previous Scumlabs monsters, plus a new one, use a time machine to rampage through time. The world is again rebuilding after the events of Universal Tour. To clean up the mess quicker, Scumlabs invent a time machine to send people back in time to fix the mess without having to do it in the present. Unfortunately, the monsters, who have somehow made it back to Earth, appear and run into the machine. They begin terrorizing the past, present, and future, messing up the time stream.
| Players | 3 |
| Region | USA |
| Publisher | Midway |
| Year | 2000 |
Scaffolded with the New Project Layout. See
psxrecomp/docs/GAME_PROJECT_SETUP.md for the full flow.
Retro Launcher
You can run this title standalone (release zip + the built-in recomp-ui Generate & Build flow), or manage installs, updates, ROM/BIOS wiring, and queued builds more intuitively with Retro Launcher — the Retro Compilation Manager hub for self-compiling recomps.
Downloads · Full README & features
Retro checks for updates, rebuilds with existing build data when possible, shares the portable toolchain used by per-title launchers, and automates BIOS/ROM/save plumbing so you are not stuck repeating each game’s wizard by hand.
Legal
You must own the original game. Disc images under disc/ are gitignored and
must never be committed. Retail BIOS dumps are not redistributed; OpenBIOS is
used for Generate unless you supply your own SCPH locally.
Optional box art under launcher_assets/img/ may come from
libretro-thumbnails
(Named_Boxarts); see BOXART_SOURCE.txt when present.
Quick start (dev)
git submodule update --init --recursive
./psxrecomp/tools/ci/build_emitters.sh
python3 psxrecomp/psxrecomp_cli.py generate \
--config game.toml --project-root . --disc disc/<your>.cue
cmake -S . -B build-release -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build-release --target psx-runtime
Zip prefix for CI artifacts: rtt.
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.
R.A.I.D. — Retro AI Development · a Discord for AI-assisted retro reverse-engineering, decomp & recomp
