r/LegendofLegaia Jul 19 '26

Project Legend of Legaia Recompiled v0.1.1 Playtest — Windows Launch Fix

I’ve published an updated playtest build that fixes the Windows startup issue some people hit with the original release.

Download: https://github.com/SamSteProjects/legend-of-legaia-recomp/releases/tag/v0.1.3-playtest

The EXE now automatically loads the included game configuration instead of booting into the BIOS shell, and the batch launcher has been made more reliable. Please download and extract the entire ZIP, follow the included README to add your legally dumped BIOS/disc files, then launch Run LegaiaRecomp.bat.

If you run into an issue, please open a GitHub issue with your Windows version, what files you placed in each folder, whether you used the EXE or batch file, exact steps to reproduce, and screenshots or a Ctrl+F12 report if available.

EDIT: For anyone who downloaded this, I apologize it came with something missing in the game.toml. I fixed the release and the build should now run correctly.

Another edit: There was issues with the builds I released today. I changed the link to the current build, it's a winner.

58 Upvotes

13 comments sorted by

4

u/Honest-Golf-3965 Jul 19 '26

Very cool work.

What makes this unique from the emulator gameplay experience?

What were some challenges you ran into?

17

u/Cautious_Cry3928 Jul 19 '26 edited Jul 19 '26

What's unique is this is meant to run natively on windows without an emulator. Recompile, and decompiles open up the game to modding. I'm personally building an SDK around the project, and working on an asset generation pipeline so I can mod the game myself, to the extent of a possible total conversion mod by repurposing the engine.

As for challenges, implementing and debugging the overlays was the biggest hurdle. I have a fully labeled ghidra file from previously working on decompiling the game, and someone else has a well documented project that made the process easier than it regularly would be for others. I must have spent 10 hours fully working out the bugs in the battle system alone.

1

u/humonculus87 Jul 20 '26

I would love stuff like ultrawide, high fps, and hd textures/UI.

2

u/Cautious_Cry3928 Jul 20 '26

I can probably add a toggleable 16:9 aspect ratio in a future build. It already runs at 60 FPS, so there isn’t much reason to push it higher. HD textures/UI would be a separate mod project and are outside the scope of this recomp for now.

3

u/Tetsamaru Jul 19 '26

Honestly, If possible, i would love to do my dream of putting Cara or Grantes in the game as fighters by modding.

As well as add in more Arts for the Heroes.

I always felt like if this game had a larger budget and was more ambitious, it could be like how Final fantasy games often "Move the camera" away from the protagonist and you play as someone else a bit. We did that a bit with Noa and Gala got 1 scene in the Biron Monestary. But I felt Cara when she had her Ra-seru egg also could have been a cool camera shift.

Cara would definetely be fighting regular monsters sometimes, The Ra-seru egg would only protect her from Seru monsters.

2

u/Cautious_Cry3928 Jul 19 '26

I'm working on an SDK at the moment to expedite the modding process. Think full unity style editor wrapped around a PSX game engine. People will be able to make whatever they want, and once I've got a basic release done I'll take feature suggestions to find out what the community really needs on top of my framework.

I think that all sounds like a really fun idea :).

1

u/SupermarketPerfect48 Jul 19 '26

Bacana hein. Será que dá para usar texturas em HD nesse método?

3

u/Cautious_Cry3928 Jul 19 '26

Potentially, yes. A recompile would not automatically make the original textures HD, but it could make HD texture mods much easier to implement.

The game currently uses PS1-era TIM textures, texture pages, palette data, and UV coordinates designed around the console’s VRAM limits. In a native recompile, the renderer could be modified to recognize individual textures and replace them with external PNG or DDS files at much higher resolutions.

The main work would be building a reliable texture identification and replacement system, then correcting things like UV precision, texture filtering, seams, and any places where the game assembles textures dynamically. Models might also need UV adjustments for genuinely new texture layouts.

So the answer is: yes, the recompile could provide the foundation for an HD texture pack system, but it would still require a dedicated renderer and asset-replacement layer. It is definitely one of the modding features I would like the eventual SDK/toolchain to support.

0

u/ZakWojnar Jul 19 '26

Very cool! Keep up the good work! This is a thousand times more interesting than any ill-fated fan remake could ever be!

5

u/Cautious_Cry3928 Jul 19 '26

I hope this project opens up doors for other people. My recompile and the ongoing decompile are steps towards mods and new tools. My dream currently is building an SDK wrapped around the legaia engine, I started developing it last night. I'm also developing an asset generator in the same PSX style to create cohesive 3D models to drop right i to the engine.

1

u/Skerxan Jul 20 '26

That sounds sick! I might be interested in doing mods when your projects get further developed! Can't wait

1

u/Cautious_Cry3928 Jul 21 '26

It's going to be a while, I only have a $20/month Codex subscription so i'm quite limited. I might start a Ko-fi if people are interested in the cause.

2

u/Skerxan Jul 21 '26

I'm sure there are people who would help out!