github alondero/automobililamborghini-recomp v0.4.0
Automobili Lamborghini Recompiled v0.4.0

latest releases: v0.6.1, v0.6.0, v0.5.0...
one month ago

Pre-release quality. Built from main for 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:

  1. Extract the archive for your platform into its own folder.
  2. Drop Automobili Lamborghini (USA).z64 into that folder.
  3. 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. The headline of this release is 3- and 4-player split-screen: the 2×2
quadrant views used to be pillarboxed with dark side bars, and now each quarter fills
its slice of a wide monitor — with the per-quadrant HUD text, minimap, fog, and sky all
tracking the wide frame. This release also fixes a boot crash that stopped the game
launching at all on some machines (see #80 below). There's still glitches so please
report issues you find.

Closed since v0.3.0:

Widescreen — 3P/4P split screen

  • PR #79 — 3P/4P multiplayer split now renders as full-width quadrant viewports.
    RT64's Expand only widens a viewport that spans the whole framebuffer, so each
    quarter previously stayed 4:3 and the composite was pillarboxed with dark side bars;
    the quadrants are now tagged so each fills its output quarter with a Hor+ widened FOV.
  • #78 / PR #94 — Per-quadrant HUD text (position, lap, time, rank, etc.) is now
    pinned inside its own quarter instead of drifting toward the screen centre.
  • #84 / PR #89 — The sky panorama is now drawn in 3P/4P (the quadrants were
    rendering a flat dark sky instead of the backdrop).
  • #83 / PR #86 — The dense fog band at the 3P/4P split edges is widened to match
    the 1P window and colour.

Widescreen — skybox

  • #3 / PR #77 — Renderer-side rewrite of the widescreen skybox: parallax-free
    backdrops now stretch to fill the wide frame on every presented frame, fixing a hard
    black gap visible at 21:9 when the race is paused. This supersedes the v0.3.0 ROM-hook
    approach, which only ran while the game's frame loop was running (so a frozen/paused
    frame left the sky at 4:3).

Stability

  • #80 / PR #82 — Boot no longer dies on benign exceptions. The native crash handler
    was intercepting harmless first-chance C++ throws and guard-page hits raised by some
    NVIDIA / XInput driver DLLs and force-exiting before the window even appeared. It now
    acts only on genuine fatal CPU faults. If an earlier build refused to launch on your
    machine, try this one.

Release packaging / CI

  • #81 / PR #81 — Release zips now ship lamborghini.syms.toml, so when the crash
    handler catches a fault the report resolves guest addresses to function names instead
    of raw N64 PCs. The Windows packaging step also now fails the build loudly if a
    required runtime DLL (SDL2.dll, dxcompiler.dll, dxil.dll) is missing, instead of
    shipping a zip that crashes on the user's machine at startup.

Project / developer docs

  • PR #76 — Added CONTRIBUTING.md plus issue and pull-request templates.
  • #88 / PR #90 — Developer no-LOD audit documenting which level-of-detail mechanisms
    actually exist in the race scenes (developer-facing; no runtime change).

What's not done yet

This is still pre-1.0 — 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-*.txt dump 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_modern

Requires 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: 5e07da1 (main, 2026-07-10)
  • Workflow run: #29082039804 (Build & Release, dispatch from this SHA)
  • Toolchain: Linux build on ubuntu-latest with gcc / cmake / ninja /
    libsdl2-dev / libvulkan-dev. Windows build on windows-latest with
    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.

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