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MegaManX3SNESRecomp

Static recompilation of Mega Man X3 (USA) built on snesrecomp, sharing the recomp-ui pre-boot launcher with the other SNES recomp ports.

You must supply your own legally-obtained ROM. Nothing ROM-derived is committed here.

ROM identity

file mmx3.sfc at the repo root
size headerless, verified against the digest below
CRC32 0xFA0FE671
SHA-256 65b03268afac296330e8ff8d60dd0825879e13ed658b37713c034a3bd074f1d7

A 512-byte SMC copier header is stripped automatically by both the recompiler and the launcher, so headered dumps verify against the same digest.

Status

Boots and runs live gameplay. The opening story scenes and save-slot 0 gameplay have been verified through the debug surface. The native coverage manifest emits 5,964 exact variants; unsupported control-flow boundaries fall back to the interpreter.

16:9 widescreen is implemented as a default-disabled built-in Mod. It includes anchored HUD elements, exact BG1/BG2 gutter tiles from X3's retained level maps, and widened enemy activation/visibility/draw windows. Enable it from the launcher's Mods page; see docs/WIDESCREEN.md for addresses and validation.

Still open: broad stage-by-stage gameplay/oracle coverage and audio verification.

This project was stood up from the MegamanXRecomp host layer; every Mega Man X 1 specific finding (the fiber task scheduler, the BG2 widescreen shadow, the MMX1 WRAM stage gates) was deliberately not carried over, because none of it is known to hold for Mega Man X3.

What that means concretely:

  • Execution is LLE-first. src/x3_rtl.c boots the real RESET vector through the interpreter bridge, injects NMI only once the game arms NMITIMEN, and services IRQs as they latch. AOT coverage from recomp/*.cfg is layered on as an optimization; anything not covered runs the real ROM bytes.
  • recomp/bank00.cfg remains the hand-written seed (auto_vectors + tier_down_stubs), augmented by profile-manifest roots and explicit interpreter-only boundaries.
  • The interrupt handlers live in WRAM. The ROM's native NMI/IRQ vectors point at $00:1FEF / $00:1FF3 (the low WRAM mirror), where boot installs JML trampolines into a driver block copied out of ROM bank $08. That is the same class as SMW's $7F8000 RAM routine, so the engine's ram_routine guarded-AOT mechanism is the eventual path to compiling it; today it runs interpreted.
  • An IRQ is delivered only when P.I is clear. g_snes->inIrq is the hardware IRQ line, which stays asserted until $4211 is read; the 65816 only takes it while interrupts are enabled. Mega Man X3 plants NOP / BRA self at its WRAM IRQ entry as the un-armed state and patches it when it actually wants the raster IRQ — so delivering an IRQ without checking P.I parks the guest in that spin loop for the rest of the host frame. Symptom: interpreter step-cap bails every frame and master_cycles running tens of frames ahead of the deadline, with the screen stuck in forced blank.

Cx4 — no firmware dump required

Mega Man X3 carries Capcom's Cx4 (a Hitachi HG51B S169 DSP; internal header chipset $F3, $FFBF sub-type $10). The engine emulates it at the instruction level (snesrecomp/runner/src/snes/cx4.c, from ares, ISC) -- the faithful LLE floor. Without it the game spins forever on the Cx4 status register at $7F5E and never lifts forced blank.

The chip's internal 1024-entry data ROM is synthesized from six closed-form mathematical tables and has been verified bit-exact against a real dump. No firmware file is needed. An optional 3072-byte cx4.rom, supplied beside the executable or through $SNESRECOMP_CX4_ROM, only cross-checks the synthesis; the file wins if a platform ever produces a mismatch.

Read docs/CX4.md before debugging anything Cx4-shaped.

Debugging

The trace build carries a TCP debug server on port 4384 plus the always-on observability rings. Probes QUERY the rings; they never arm a recorder and then run a workload.

python tools/dbgprobe.py ppu        # live PPU state
python tools/dbgprobe.py offrails   # out-of-range cart access ring
python tools/dbgprobe.py cx4        # Cx4 command ring + unknown-command count
python tools/dbgprobe.py shot x.bmp # screenshot through the debug surface

Build

git submodule update --init --recursive
cp /path/to/your/dump mmx3.sfc
bash tools/regen.sh --no-tests      # emit src/gen/*.c + recomp/funcs.h
cmake -S . -B build -G Ninja -DSNESRECOMP_ENABLE_TRACE=ON
cmake --build build

-DSNESRECOMP_ENABLE_TRACE=ON builds the TCP debug server and the always-on observability rings — the bring-up configuration. Omit it for a release build.

This title opts into snesrecomp's package loader. The build preloads a default-disabled Mega Man X3 Widescreen feature under mods/packages; users may also install data-only .snesmod archives from the launcher's Mods page.

License

PolyForm Noncommercial 1.0.0. See LICENSE. Code in this repo is original; vendored dependencies under third_party/ retain their own licenses.

The game ROM and any data extracted from it are not in this repo and are not licensed for redistribution.

Save-state and rewind controls, compatibility and focused verification: SAVE_STATES.md.

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Static recompilation of Mega Man X3 (SNES) via snesrecomp

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