Super Monaco DUO-REMIX Recomp

Super Monaco DUO-REMIX Recomp is a fan recompilation of Super Monaco GP and Ayrton Senna's Super Monaco GP II for Windows with offline achievements.

README

Super Monaco Duo-Remix Recomp

A native Windows x64 fan project for Super Monaco GP (Mega Drive / Genesis, 1990) and Ayrton Senna's Super Monaco GP II (1992). Version 0.60.1 (Public Test) brings continuous zoom with arcade version sound effects and art, team colours, analog steering, a victory theme in GP II and, new in this version, offline RetroAchievements-set achievements inside both games. The English installer builds both games locally from your own ROMs.

Get it on RecompLauncher

Super Monaco Duo-Remix Recomp launcher

Support the project

Support BTr-RJ on Ko-fi

All support will go entirely towards AI credits (Codex, Claude Code) to accelerate the release of current and future projects.

Install and play

Download version 0.60.1 (Public Test, Windows x64):

  1. Extract the complete SuperMonacoDuoRecomp-0.60.1-Windows-x64.zip package.
  2. Open SuperMonacoDuoRecomp.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 both games locally.
  5. Open the installed launcher, choose a game and press Play.

You must provide compatible original dumps. BIN, MD, GEN and ZIP are accepted. Only these verified revisions are supported: Super Monaco GP (World) and Ayrton Senna's Super Monaco GP II (USA). Files are identified by SHA-256, not by filename; renaming another revision will not make it compatible. The USA release of the first game is not supported. See the exact hashes in games/supported-roms.json. The package contains no ROMs and no generated game code. Microsoft C++ tools (Visual Studio 2022 Build Tools) are required; the installer offers the official signed Microsoft installer if they are missing, with administrator consent.

RecompLauncher: releases from 0.60 on include a recomplauncher.json, so the games can be set up and started from RecompLauncher too (it asks for the folder with your ROMs and builds both games locally; the Microsoft C++ tools must already be installed).

See installation and updates, controls and building from source.

Original Mega Drive vs Duo-Remix (captured with 0.50)

Each GIF shows the same replay and the same captured frames side by side: original Mega Drive rendering on the left, this version on the right. Both use 4:3, identical controller input and game speed. The original view uses the native raster renderer of this project's runtime (SMGP_ORIGINAL=1).

Super Monaco GP

Super Monaco GP: original Mega Drive rendering vs Duo-Remix 0.50

Ayrton Senna's Super Monaco GP II

Ayrton Senna's Super Monaco GP II: original Mega Drive rendering vs Duo-Remix 0.50

Captured from a QA replay of controller input on the first track of each game, not a played campaign. The GIFs are 5 seconds at 50 fps (the fastest rate browsers play reliably; the source is 59.94 Hz) with 128-colour palettes, so some edge colours are approximated. Capture details and hashes.

What's new in 0.60.1

  • Achievement toast and F6 panel now draw on top of races. In 0.60 the road, HUD and sprites composed on the GPU covered them during a race. They are now drawn after the composition.
  • Launcher "What's new" lists the 0.60 features.
  • Screenshots for catalogues in docs/media/0.60.

What was in 0.60

  • Offline achievements, from the RetroAchievements sets. Both games carry the official core achievement sets from RetroAchievements.org (Super Monaco GP: 29 achievements, 320 points; Ayrton Senna's Super Monaco GP II: 53 achievements, 585 points) with their original trigger logic, evaluated by the open-source rcheevos library on the game's RAM. A toast appears when one unlocks and F6 opens the list (Up/Down, PgUp/PgDn to browse). Progress is saved in .local/achievements on your PC. There is no account, no network access and nothing is reported to retroachievements.org, so these unlocks do not count on the site. Leaderboards and rich presence are not included.
  • Game Over and Retire hand-off. The continuous zoom now takes over exactly where the cartridge's own letter animation ends: it starts at the native letter size and position and grows from there, instead of restarting small.
  • RecompLauncher support. The package includes recomplauncher.json, so the games can be set up and started from RecompLauncher.

What was in 0.50

  • Continuous zoom with arcade version sound effects and art. Cars, signs, tyres, trees, arches and tunnel structures grow smoothly instead of switching sprite sizes. Engines, continuous tyre skids, impacts and sparks use the original arcade sound program and PCM bank, driven by what happens in the cartridge race.
  • Arcade-version art, with more elements on the tracks. Cockpit, front wheels and hands, rival rear views, tyre stacks, chevron signs, trees, the flagman, sparks, Game Over and Retire come from the arcade game, scaled and placed to match the cartridge track. Collisions with the new trackside objects and trees are included. Original art stays available (turn off continuous zoom).
  • Team colours. In GP II the formation screen and rivals use each team's livery; in Super Monaco GP small coloured cars identify the teams beside the lap times. The 16 Championship teams are painted from the original tables, and your car follows your current team.
  • Analog control. Proportional steering from the stick in both games, with a dead zone, the native turning rate and a choice of axis. Optional pulse pedals: R2 accelerates, L2 brakes, and the right stick up/down does the same, proportional to how far the trigger is pressed. Full key, button and axis remapping in Controls.
  • GP II victory theme. The winner's podium plays Tema da Vitória (Sega Genesis remake) by Edu Moonwalker (first 7 seconds of silence removed). Menus and other music stay native.
  • Smoother approach, tunnels and arches. Many rounds of fixes for scenery and car approach, curves, tunnel entrance/exit (both games), arches and portals, the 16:9 side margins and the lateral camera of GP II. Details in the 0.50 release notes and 0.60 and 0.60.1 release notes.
  • Widescreen. 4:3, 16:9, 21:9 and 32:9 add side scenery in races; output from 960×540 to 3840×2160, windowed or fullscreen.
  • CRT presets. Pixel-perfect, linear, koko-aio (Balanced, Ambilight, Classic), light CRT, Trinitron and Composite, through librashader, at the authors' own parameters.
  • Installer and automatic updates. The launcher checks GitHub for newer releases in the background; an update is downloaded with SHA-256 verification, built separately and applied with rollback protection. Your controls, settings and saves are kept.
  • Kerbs, flagman and more. Wheels rise on the kerb in GP II, a flagman waves the finish, sparks appear when the car scrapes, and Game Over and Retire keep a continuous zoom.

Known limitations (honest list)

This is a Public Test. Only parts of the games were checked, and several visual issues are known:

  • Some scenery still shows residual lateral steps in curves (GP II lateral camera steps are native; the host smooths them with a ~50 ms presentation delay).
  • Blue signs can be drawn above cars that were just passed; distant cars near the end of the road may look like they float.
  • Tunnel lights in GP II can alternate between wide yellow bands and small dots; tunnel and facade growth stay at the cartridge's 20 Hz step.
  • The zoom curves match the arcade's perspective law but are not calibrated to the arcade's exact object sizes. Object positions differ from the arcade.
  • Only the first track of each game was used for arcade art checks. Other tracks may use sign and tyre objects that still show the cartridge art.
  • Pulse pedals and right-stick pedals were verified with QA inputs only; they have not been tested with every physical controller yet.
  • Achievements: the trigger logic is the official RetroAchievements one, but it was verified with scripted RAM tests (a trigger fired, saved and reloaded), not by playing every achievement. Some sets rely on exact emulator behaviour and may need more testing.
  • Game Over and Retire were checked on QA fixtures; the full in-game Retire flow has not been recorded frame by frame.

The games run as a hybrid recompilation (translated 68000 code with an interpreter fallback, Z80 interpreted). It is not a complete static recompilation, not the arcade game, and it does not claim constant 60 FPS. Network play is not implemented.

Source repository

Source code, installer tools, tests and documentation are public. User-owned game inputs, generated game code and the arcade-derived art/sound packs are not in this repository; the installer package carries the packs (see below).

DirectoryPurpose
src/launcherNative English launcher, controls editor, installer and updater UI
src/gamePer-game adapters, input and controls
src/achievementsOffline achievement engine (rcheevos) and F6 panel
src/third_partyrcheevos runtime (MIT)
src/presentationZoom, scene capture, tunnels, team colours and GPU/CRT output
src/audioArcade sound board, effects and victory theme
gamesExact revision hashes and public metadata
tools, scriptsLocal build, ROM preparation, installer, updater and packaging
testsInstaller and updater tests, native probes, replay fixtures
docs, .githubGuides, licenses, media and source checks

Release packages also include assets/arcade-smgp (arcade art) and assets/audio18 (arcade sound bank and the victory theme). They are derived from Sega's arcade game and from a fan recording; see THIRD_PARTY_NOTICES.md. They come only in the release ZIP and carry no ROMs.

Bugs and contributions

Report the launcher version, game revision/SHA-256, reproduction steps, Windows version, GPU/controller, the video time of the problem if you have a recording, and the relevant log excerpt (.local/logs). Do not upload ROMs, generated code, saves or credentials. Read CONTRIBUTING.md before sending a change.

Credits and notices

This independent fan project is not an official Sega product. The original games and artwork belong to Sega and their respective rights holders. See credits and third-party terms. The GenesisRecomp runtime is PolyForm Noncommercial 1.0.0; other components retain their own licenses. Achievement titles, descriptions and logic come from RetroAchievements.org and belong to their authors; this project is not affiliated with RetroAchievements. Public visibility does not imply commercial-use rights.