github sergiomanzur/regaiden-recomp v0.3.1
v0.3.1 - Asset Packs Now Work on Android + Modding Guide

6 hours ago

Same engine as v0.3.0, rebuilt to include an Android fix that landed just after those binaries were built.

If you are on Android, use this release — asset packs do not work in the v0.3.0 APK.

Downloads

Windows Resident_Evil_Gaiden_Recomp_v0.3.1_Windows.zip — unzip and run
Android (ARM64) Resident_Evil_Gaiden_Recomp_v0.3.1_Android.apk — sideload

No ROM is included. Supply your own Resident Evil Gaiden (USA).gbc.


Fixed: asset packs did not work on Android

hd_pack/ and music_pack/ resolved a bare relative path against the process working directory. On Android that is neither writable nor reachable with a file manager, so both packs were silently dead — the folders were never created and any files you placed manually were never found.

They now resolve into external app storage, which a file manager, USB transfer or adb push can all reach:

/sdcard/Android/data/com.capcom.regaiden/files/hd_pack/
/sdcard/Android/data/com.capcom.regaiden/files/music_pack/

Run the game once to create the folders, drop your files in, then restart or use Reload HD Textures / Reload Music Pack in the menu. Desktop behaviour is unchanged — the packs still sit next to the executable.

New documentation

The README now has a Making Your Own Asset Packs guide covering both packs: folder layout, formats, sizing, how filename matching works, hot-reload, how to find a track id in-game, and three ways to get files onto an Android device.

On the bundled hd_pack/: it is AI slop — machine-generated placeholder art shipped purely to prove the engine works. It does not match the game's aesthetic and was never meant to be the finished look. Please replace it. If you make something good, open a PR or an issue and it can be linked for everyone.

The Windows and Android packages now also ship an empty music_pack/ containing a README, so the feature is discoverable rather than hidden.

Corrected controls documentation

The README control tables did not match the actual default bindings:

  • Quick Load is F8, not F7 (F7 is next save slot)
  • The settings menu is F10; F1 is the performance overlay
  • The A/B secondary keys were swapped — A is Z/J, B is X/K
  • Select's secondary is Right Shift, not Tab; Start has no secondary
  • Fast Forward is Tab, not Space
  • On a gamepad the face buttons follow the Nintendo layout, so Game Boy A is the Xbox B button, and Quick Save/Load are X/Y rather than the bumpers

Previously undocumented keys are listed too: F4 capture state snapshot, M mute, ` toggle max speed, F6/F7 save slots.


Everything from v0.3.0 is included — the flashlight fix (#1), the item pickup and cutscene flicker fix (#2), native-first defaults, and the replacement soundtrack. See the v0.3.0 notes and CHANGELOG.md for the full detail.

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