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
The headline of this release is reorganized settings plus new driving assists:
the config menu gains dedicated Driving, Cheats, Mods, and Debug tabs, window
sizes apply without a restart, and three opt-in helpers — automatic pit-stops,
phone gyro steering with auto-accelerate, and a pre-race menu stick sensitivity
option — make the game easier to drive on keyboards, touch screens, and
limited-range pads. Texture packs are now managed from the Mods tab, and the
Windows native menu bar is gone now that the in-game overlay owns settings.
There's still glitches so please report issues you find.
Closed since v0.7.2:
Settings and menus
- #248 (part) / PR #259 — Pedals and driving options now live on a single
Driving page with one Apply/Discard footer, backed by a single
driving-controls.json. - #248 (part) / PR #260 — Window size is a picker of common desktop
resolutions plus Custom, instead of two independent sliders that could build
an unintended aspect ratio. - PR #263 — Picking a window size resizes the window immediately; no
restart needed. - #244 / PR #252 — Developer Mode moves from Graphics to a new Debug tab,
so the player-facing graphics page stays scannable. Existing preferences are
kept. - #249 / PR #254 — Driver name and the startup launcher preference move
onto the General page; the standalone Driver tab is deleted. - PR #261 — Config menu labels refined and tabs reordered, with wrapping
so long enum selections (like window sizes) stay readable. - #242 / PR #253 — The Windows native menu bar is retired (512 lines
deleted); the in-game overlay is now the only settings owner. Fullscreen
toggle stays on F11 / Alt+Enter. - #250 / PR #251 — The controller Back action now cancels the quit
confirmation instead of leaving players stuck. - #245 / PR #257 — Texture packs are managed from the Mods page; the old
Graphics path control is removed. The legacygraphics.json
texture_packkey andLAMBO_TEXTURE_PACKstill work as a compatibility
override and are never silently dropped. - PR #285 — Fixes the settings UI build (restores the closing brace of
namespacelambo::ui).
Driving assists
- #150 (part) / PR #235 — New opt-in automatic pit-stops for keyboard and
touch-pad users: starts refuelling, holds fuel pressure with margin against
spills, and supplies tyre-rotation inputs. Stock animations, service
progress, completion rules, and early exit stay intact. - #234 / PR #236 — New opt-in phone gyro steering and auto-accelerate for
player one on Android, with gravity correction, neutral calibration on
resume, range/deadzone/inversion settings, and manual-steering priority.
Gated to real races only — menus, countdowns, pause, demos, and replays are
excluded. - #238 / PR #240 — New opt-in menu stick sensitivity (1.0–2.5x) for the
pre-race menus, whose fixed ROM threshold makes limited-range pads feel
unresponsive. Default stays stock.
Cheats
- PR #239 — New Cheats settings tab with session-only toggles for extra
vehicles, infinite time, and frozen lap timers. Native hooks override
selection checks and timer arithmetic without touching saved unlocks; cheats
default off and last for the application session. See docs/cheats.md.
Mods and texture packs
- #225 / PR #226 — Runtime mod packages with a Mods tab: install, enable,
configure, and order packages; the renderer consumes enabled texture packs.
Rejected loads return to the menu so the offending package can be disabled. - #227 / PR #230 — The
.rtztexture-pack container is now registered, so
texture packs actually appear in the Mods tab (previously the dotted
extension was rejected and nothing registered).
Camera
- #243 / PR #258 — Camera distance, height, and FOV settings now apply
only during active player racing; intros, attract mode, and results keep
their authored framing. - PR #262 — Saved camera settings also apply during the start countdown
instead of snapping in at GO.
Startup, Android, and branding
- #201 / PR #231 — The game now also finds
Automobili Lamborghini (USA).n64when no ROM argument is given (.z64
keeps priority). Byte order is still detected from file contents. - PR #237 — The Android on-screen Menu button sends F1 so Settings toggles
reliably instead of opening and instantly closing. - PR #222 — File-dialog stubs so the Android
libmain.solink succeeds. - #232 / PR #233 — Gary's (POOTERMAN) fan art is the README header and the
Windows, Linux, and Android app icon.
Experimental pre-alpha ray tracing
There is highly experimental pre-alpha ray-traced sun-shadow support behind
the Debug tab if you want to try it and share what you think. It is only part
implemented (PR #277 groundwork, PR #279 sun shadows with native fallback, PR
#284 moves the toggle to Debug), so expect it to work only in parts of some
tracks and cars. Native rendering remains the default and the fallback.
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.
The low-hardware graphics preset (PR #273) still refreshes settings on any key
or button press so remapped bindings can open settings; narrowing that trigger
is tracked in #274.
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:
6ebd220(main, 2026-10-04) - Workflow run: #37227561268 (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.