RECVX Enhanced Port

RECVX is a enhanced PC port of Resident Evil - Code: Veronica X for Windows and Linux.

README

[!IMPORTANT] AI-assisted project. Most of the code, tools and documentation in this repository were written by AI coding agents (Anthropic's Claude models, plus OpenAI Codex for parts of the map tooling), directed and reviewed by hand by the maintainer, who also tested the results in-game. Treat it like any other early-stage community project: expect bugs, read the code before relying on it, and report problems via issues. The underlying decompilation (AshfordFamily/recvx-decomp) is a separate, human-led project. Our changes to it live in a fork and are disclosed as AI-assisted, as that project asks. No game data is included. You need your own legally obtained copy of Resident Evil Code: Veronica X (PS2, NTSC-U, SLUS-20184).

Community Discordserver, thanks cristinathegamer056 for setting it up! https://discord.gg/ZpDn46yv2

recvx-enhanced-port

build

A native PC port of Resident Evil Code: Veronica X (PS2) for Linux and Windows, built from the community decompilation recvx-decomp. The original game code and its PS2 platform layer are compiled for the PC; the PS2 hardware underneath (GS, VU, DMA, sound driver, disc, memory card, pad) is emulated at its boundaries, and native paths replace the expensive parts. The game reads your own disc image in place.

Resident Evil Code: Veronica X (PS2) | PC recompilation with online co-op and Third-Person

Click the image to watch the video on YouTube.

Features

  • Enhanced renderer: native 3D and textures on the GPU, widescreen (hor+, up to ultrawide), internal resolution up to 8x, in-between frames up to the display's refresh rate while the game logic stays at its original 30 FPS, a frame rate limit, optional PS2 motion trail.
  • Online co-op for two players: direct, automatic or server-relayed connections, a lobby in the title menu, join codes and passwords, trading with item requests, shared or individual loot, saved partner inventories, rejoin after a crash. Includes a small C rendezvous/relay server.
  • Third-person mode (optional): over-the-shoulder camera with mouse/keyboard controls, free aim and two camera styles.
  • Modern controls (optional) for the fixed cameras: the stick walks where it points on screen, as in the RE HD remasters, and keeps its direction through camera cuts.
  • Model swaps: play as other characters and creatures, with matching voices and cutscene doubles.
  • Enemy options: extra enemies, rearranged placements, a seeded randomizer, and an enemy spawner.
  • Save files: every save its own file, as many as you like, in the game's own save screens without the memory card screens (the emulated memory card stays available).
  • Enhanced settings in the game's own OPTION menu and an F1 overlay; full rebinding of keyboard, mouse and gamepad; per-window input source for local co-op on one PC.
  • Cheats and debug tools (F2), co-op window (F3).
  • HD texture packs: PCSX2 HD texture packs for the game load as they come, from mods/textures/ (see HD texture packs).
  • Mods: replacement room files and archive entries from a mods/ folder, plus tools to build new rooms.
  • Tooling for determinism checks, rendering comparisons and profiling.

Requirements

  • Your own disc image of Resident Evil Code: Veronica X, PS2 NTSC-U, SLUS-20184 (.iso).
  • Linux: an x86 PC; the game is a 32-bit (i686) program and needs glibc 2.34 or newer plus the 32-bit (multilib) OpenGL, X11/Wayland and audio libraries.
  • Windows: Windows 10 or later (32-bit executable, runs on 64-bit Windows).
  • A GPU with OpenGL 3.3.

Download

Prebuilt Linux and Windows builds and the co-op server are on the Releases page (no game data included). Unpack and run recvx.exe (Windows) or ./recvx (Linux); see docs/USER_GUIDE.md.

HD texture packs

HD texture packs made for the PCSX2 emulator (for SLUS-20184, the US release) work without conversion. None are included; use a pack you have.

  1. Create a textures folder inside the mods folder, which sits next to the game (beside recvx.exe / recvx and the save folder): mods/textures/.
  2. Put the pack in there as it comes. Any of these layouts works:
    • mods/textures/SLUS-20184/replacements/... (the folder from PCSX2's textures directory)
    • mods/textures/replacements/...
    • mods/textures/<pack name>/..., or the .dds files themselves
  3. Start the game. The log says hd textures: N replacements in <folder>.

Several packs and load order: put each pack in its own folder and number the folders, for example mods/textures/1_addon/ and mods/textures/2_base/. When two packs replace the same texture, the one in the folder that comes first by name wins, so 1_... overrides 2_....

Settings (F1 or ENHANCED SETTINGS, DISPLAY): HD textures turns packs on or off, HD textures: UI also uses redesigned menus, title and inventory (on), HD textures: font uses the pack's font (off). A pack in another folder: hd_textures_dir = <path> in recvx.ini or --hd-textures <path>. Details: docs/USER_GUIDE.md.

Building from source

git clone --recursive https://github.com/aikatore/recvx-enhanced-port.git
cd recvx-enhanced-port
cmake -B build -G Ninja -DCMAKE_TOOLCHAIN_FILE=cmake/linux-i686.cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build build
./build/pc/recvx

--recursive fetches the decompilation and its header submodules; the decomp's large compiler submodule is skipped by design (the PC build does not use it). On the first start a file selector asks for the disc image; the choice is remembered. The Windows build is cross-compiled with mingw-w64: see docs/BUILDING.md.

Documentation

DocumentFor
docs/USER_GUIDE.mdplayers: first start, settings, controls, cheats, saves, troubleshooting
docs/COOP.mdplayers and developers: online and local co-op, protocol reference
docs/SERVER.mdrunning the co-op rendezvous/relay server
docs/BUILDING.mdbuilding on Linux and for Windows, CMake options, tests
docs/ARCHITECTURE.mddevelopers: how the port works, renderer, determinism, test aids
docs/THIRDPERSON.mdthird-person mode internals
docs/ACTORS.mdmodels, skeletons, animation, model swaps
docs/ENEMIES.mdenemy data, spawner, enemy options
docs/HD_PACK.mdhow PCSX2 HD texture packs are matched and loaded
docs/modding/room format and building custom rooms
CHANGELOG.mdfeature history
CONTRIBUTING.mdhow to contribute

Credits

License

The code in this repository is released under the MIT License. The decompilation in decomp/ is MIT-licensed by its authors; third-party components keep their own licenses (see THIRD_PARTY_NOTICES.md).

Legal

This is an unofficial fan project, not affiliated with or endorsed by Capcom, Sony Interactive Entertainment, Sega or CRI Middleware. Resident Evil and Code: Veronica are trademarks of Capcom; PlayStation is a trademark of Sony Interactive Entertainment. No game assets are distributed: you must supply your own legally obtained copy of the game. Files you generate from your copy (for example modded rooms) contain game-derived data and must not be shared.