Pre-release. Built from
mainfor early testing and feedback. Expect rough edges —
crashes, audio glitches, and missing native translations are still the rule, not the
exception. Please open issues rather than running off the latest commit silently.
⚠️ You must supply your own ROM
This release contains no game assets or code from the original cartridge. It ships
only the recompiled executable. To play, you must obtain a legal copy of
Automobili Lamborghini (USA).z64 (the North American release is the only one
supported) and place it next to the executable before launching. See BUILDING.md
for the full instructions; in brief:
- Extract the archive for your platform into its own folder.
- Drop
Automobili Lamborghini (USA).z64into that folder. - Launch the binary.
Game saves go alongside the ROM (or under %LOCALAPPDATA%\LamborghiniRecomp on
Windows / ~/.config/LamborghiniRecomp elsewhere — see README.md).
What's working
Game is playable, with upscaled resolution, high FPS, and widescreen (including HUD) support. There's still glitches so please report issues you find.
Closed since the last release:
- #30 / PR #34 — Wheels no longer ghost / jump forward under RT64 frame
interpolation in the face-on replay view. - #35 / PR #37 — Controller Pak save records now actually issues a write
(the wholeosPfsfile-op layer was force-stubbed; eleven functions un-stubbed). - #31 / PR #36 — Controller Pak no longer reports corrupted in-game.
- #2 / PR #39 — Per-element widescreen HUD pinning (via
gEXSetRectAlign). - #41 / PR #43 — Minimap (outline, dots, arrow, P1 marker) pinned to the left
edge in 16:9 instead of being squeezed offscreen. - #32 / PR #44 — Menu cursor ring and left/right selection arrows restored on
the car-select screen. - #4 / PR #38 — Texture LOD NOP instruction landed, removing a stub that
crashed on certain surfaces. - #46 / PR #46 — Build tolerates submodule CRLF and Linux build no longer
attempts to compile the Win32-only path. - #47 / PR #47 — Hardcoded alt-stack size (glibc
SIGSTKSZis non-constant
on some distributions; this keeps the crash handler's stack-overflow recovery
working).
What's not done yet
This is a pre-release — plenty of force_stub.txt still includes real game
primitives rather than no-ops. The tracker is the canonical "what's next" list.
If you find a crash, please open an issue with lamborghini_crash style notes:
- Output window text (or the
crash-*.txtdump if the native handler caught it) - Commit / build provenance (below)
- Approximate in-game location (title screen / car-select / race lap 2 / etc.)
How to run
Linux
unzip lamborghini-recomp-linux-x64.zip -d lamborghini-recomp
cp "Automobili Lamborghini (USA).z64" lamborghini-recomp/
./lamborghini-recomp/lamborghini_modernRequires libsdl2-2.0-0 and a Vulkan-capable GPU + driver at runtime. Most
desktop distros ship these already.
Windows
Extract lamborghini-recomp-windows-x64.zip anywhere, drop your ROM in the same
folder, and double-click lamborghini_modern.exe. The bundled SDL2.dll,
dxcompiler.dll, and dxil.dll must stay alongside the EXE.
F11 / Alt+Enter toggles fullscreen (and remembers the choice next launch).
Build provenance
- Commit:
6f3e7d9(main, 2026-07-06) - Workflow run: #28778465982 (Build & Release, dispatch #4 for this SHA)
- Toolchain: Linux build on
ubuntu-latestwith gcc / cmake / ninja /
libsdl2-dev/libvulkan-dev. Windows build onwindows-latestwith
MinGW-w64 GCC + Ninja (PowerShell, not MSYS bash) per the project's toolchain
notes.
If you'd rather build it yourself from source instead of running a pre-built
binary, see BUILDING.md. For graphics settings, see README.md.