Pre-release quality. 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. 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.mdplus 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-*.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:
5e07da1(main, 2026-07-10) - Workflow run: #29082039804 (Build & Release, dispatch from 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.