Road Rash Trilogy Recomp

Road Rash Trilogy Recomp is a native Windows port of Road Rash, Road Rash II and Road Rash 3 from the Sega Genesis Mega Drive with remappable controls and an installer.

README

Road Rash Trilogy Recomp

A native Windows x64 fan project for Road Rash, Road Rash II and Road Rash 3 from the Mega Drive / Genesis. Version 0.50 adds an English launcher, remappable controls and an installer that builds the games from your own ROMs.

Road Rash Trilogy Recomp

Install and play

Download version 0.50 (initial public test, Windows x64):

  1. Extract the complete RoadRashTrilogyRecomp-0.50-Windows-x64.zip package.
  2. Open RoadRashTrilogyRecomp.exe and choose Install games.
  3. Select your ROM folder(s) and an empty installation folder.
  4. Let the installer verify your files and compile the supplied games locally.
  5. Open the installed launcher, choose a ready title and press Play.

You must provide compatible original dumps. BIN, MD, GEN and ZIP are accepted. Only these verified revisions are supported: Road Rash (USA/Europe), Road Rash II (USA/Europe, RR206), and Road Rash 3 (USA/Europe). Japanese ROMs, other regions or revisions, modified images and interleaved SMD dumps are not supported. Files are identified by SHA-256, not by filename; renaming an unsupported ROM will not make it compatible. See the exact hashes in games/supported-roms.json. One folder may contain all three games; only supplied games are installed. The package contains no ROMs or generated game code. No game files are downloaded. Microsoft C++ tools are required; the installer prepares them if missing, through Windows administrator consent. The offline package includes verified SDK caches but requires Microsoft C++ tools to be installed already for fully offline use.

See installation and supported revisions, controls and building from source.

Original Mega Drive vs continuous zoom (0.50)

Each GIF shows the same replay and the same captured frames side by side: original Mega Drive rendering on the left, version 0.50 continuous zoom on the right. Both views use 4:3, matching inputs and normal game speed. The original view uses the native raster renderer in this project's runtime.

Road Rash

Road Rash: synchronized original Mega Drive rendering and version 0.50 continuous zoom

Road Rash II

Road Rash II: synchronized original Mega Drive rendering and version 0.50 continuous zoom

Road Rash 3

Road Rash 3: synchronized original Mega Drive rendering and version 0.50 continuous zoom

Captured with the published 0.50 binaries. Each pair preserves guest RAM/VRAM and the HUD. The 4-second GIFs sample the 59.94 Hz capture at 50 fps, retaining the original pixels and elapsed time. Capture details and hashes.

Features

  • Classic trilogy covers, a sober dark launcher and native Windows navigation.
  • Remappable keyboard/controller inputs for two original player ports, including button/axis capture, controller assignment, deadzone and 3-/6-button pad options.
  • Continuous scenery and vehicle zoom, road/marking smoothing and short visual prediction in recognized single-player races, preserving original game speed.
  • Wide sprite margin recovery and continuous vehicle depth across animation changes; implementation and high-curve / near-camera corrections.
  • Vehicles follow the current hill profile and keep their authored proportions beside the player; vehicle depth and validation.
  • Curve-relative vehicle lanes, live far-cutoff recovery and separate forward / mirror poses stabilize fast steering and braking; latest corrections.
  • Continued near-camera growth and complete sprite exits during overtakes; current correction and arcade / 3DO / PS1 / Saturn references.
  • Bounded rival lane correction, native attack-overlay order and safe transitions between riding and separate rider/bike poses; latest validation.
  • Native vehicle anchors preserved at the starting grid and close pose changes, with depth-consistent height corrections; current follow-up.
  • Optional experimental 16:9 expansion, resolution selection and CRT filters through librashader / koko-aio.
  • Original sound and optional local remake music, independent volume settings, and local achievements with an in-game F6 panel.

The games execute translated 68000 code with fallback for remaining paths. Complete static coverage and full campaign validation are not claimed. Menus, pause and original split screen retain their original raster presentation. Network multiplayer is not implemented. Windows release installers include 18 Dean Harris remake tracks, installed locally with no separate music download. The original soundtrack remains selectable. See music and 0.50 scope and validation.

Source repository

The repository follows the local-build distribution model of BTr-RJ/RedBaron_Recomp: integration source, patches, documentation and installer tools are public; user-owned game inputs and generated game code remain local. Source navigation, reproducible build/test commands and development history are in AGENTS.md.

DirectoryPurpose
src/launcherNative English launcher, controls and installer UI
src/gamePer-game adapters and scene capture
src/presentationSprite zoom, terrain, road markings and GPU/CRT output
src/music, src/achievementsAudio enhancements and local progress
gamesExact revision hashes and public configuration metadata
tools, scriptsVerified bootstrap, local build, validation and packaging
patchesReviewable pinned-runtime integration changes
docs, .githubGuides, technical history, notices and source checks

Bugs and contributions

Report the launcher version, game revision/SHA-256, reproduction steps, Windows version, GPU/controller and relevant log excerpt. Do not upload ROMs, generated game code, saves or account credentials. Review private paths before sharing logs. Read CONTRIBUTING.md before submitting a change.

Credits and notices

This independent fan project is not an official Electronic Arts or Sega product. Original games and artwork belong to their respective rights holders. See credits and third-party terms. GenesisRecomp runtime terms are PolyForm Noncommercial 1.0.0; other components retain their own licenses. Public visibility does not imply commercial-use rights.