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TsumuLightRecomp

This recompilation is a byproduct of developing psxrecomp — the games are the proving ground, the framework is the goal. These are in-development previews, not finished ports — expect rough edges, and depth will keep landing over months, not days. My time for any one title is limited, so I ask for your patience. Contributions are welcome — testing, issues, and PRs to the game or framework all help and will accelerate this game's polish. More on the why at: Recomp + AI: 5 Months Later »

Tsumu Light (Japan, SLPS-02253) statically recompiled to a native PC executable with PSXRecomp — the same framework behind MegaManX6Recomp and TombaRecompwith a built-in English fan-translation.

Tsumu Light (つむ LIGHT) is a charming, hamster-themed falling/stacking puzzle game that only ever released in Japan. This project makes it playable on PC in English — no emulator, no disc-swapping menus, no Japanese required.

Community

Part of the R.A.I.D. recompilation community. Come chat, get help, or follow development: https://discord.gg/Ad9BwSzctP

English Translation

The headline feature. Tsumu Light never left Japan, so this build ships a runtime English localization layer that translates the game's on-screen text — the HUD, the menus, the stage-select names and high-score labels, and the memory-card save / format / quit dialogs — with no changes to the disc. You pick the language right in the launcher:

  • Settings → Localization → Language: English (default) — the translated text.
  • Language: Default — the original untranslated Japanese.

The translation data lives entirely in translations/tsumu.toml and is applied at runtime; the game's own assets are never modified.

What This Is

This repository contains the game-specific configuration, seeds, translation data, and build glue for running Tsumu Light on the PSXRecomp framework. The game's MIPS code is machine-translated ("recompiled") ahead of time into native C, then compiled into a real Windows program that runs the game's own logic on a faithful simulation of the PS1 hardware (GPU, SPU, GTE, memory cards) plus the real, recompiled PS1 BIOS.

It does not contain the Tsumu Light disc image, the PS1 BIOS, generated game code, or any decompiled game C. Those are produced locally from your own legally obtained assets.

Important files:

  • game.toml — runtime / recompiler / controller / localization config.
  • translations/tsumu.toml — the English translation data.
  • seeds/ — Ghidra-derived function starts and game-specific seed data.
  • docs/framework_pin_history.md — framework pin and compatibility history.
  • DISC.md — source-disc identity and verification notes.
  • recomp/launcher/boxart.tga — the cover art shown in the launcher.

Status

Playable — v0.0.1. Tsumu Light boots and plays in English — through the title, into the puzzle stages, with working input and memory-card save/load. It boots instantly via HLE boot-skip.

Area State
Boot Instant HLE boot-skip (default); real LLE BIOS boot available
Gameplay Works — puzzle stages play start to finish
English translation HUD, menus, stage names, card dialogs (selectable in launcher)
Controller Keyboard and DualShock/DualSense (digital pad — Tsumu is a digital game)
Memory-card save / load Works (standard PS1 .mcd, emulator-compatible)
Renderer Software rasterizer (default)

Features

  • English localization, selectable in the launcher. Runtime text translation (HUD / menus / stage names / card dialogs) with an in-launcher language picker — English or the original Japanese. See above.
  • Graphical launcher. Pick your BIOS, disc, and memory cards; verify the disc; choose your language and controller — then press Launch. Choices persist to settings.toml next to the exe.
  • Instant boot. HLE boot-skip synthesizes the post-boot kernel state and jumps straight into the game (on by default). Opt out for an authentic BIOS intro with [runtime] bios_hle = false or PSX_BIOS_HLE=0.
  • Controller support. Keyboard or a DualShock/DualSense (or any SDL pad), selectable in the launcher. Tsumu is a digital game, so the pad reports as a digital controller and the analog/hybrid pad-mode picker is hidden.

Setup

Release Package (recommended)

  1. Download the release from Releases and extract it.
  2. Run Tsumu_Light_Recompiled.exe. A launcher window opens.
  3. Set your PlayStation BIOS: select your legally obtained SCPH1001.BIN (the standard NTSC-U 512 KB BIOS — see the BIOS note below).
  4. Set the game disc: select your legally obtained Tsumu Light (Japan, SLPS-02253) .cue / .bin.
  5. Under Settings → Localization, pick English (default) or Default (Japanese). Adjust controller / memory cards if you like, then press Launch. Your choices are remembered.

BIOS note. Tsumu Light is a Japanese (SLPS) disc, but with the default HLE boot the console region/license check never runs, so the standard NTSC-U SCPH1001.BIN is what you want — no Japanese BIOS needed. (A Japanese BIOS is only relevant if you force the authentic LLE boot with bios_hle = false.)

Accepted disc formats: .cue + .bin (pick the .cue) and .bin. Do not convert to a 2048-byte "cooked" .iso — that discards the XA sectors the game streams audio from.

Building From Source

Builds on Windows (MSYS2 / MinGW).

Requirements:

  • A C/C++ toolchain (MSYS2 mingw-w64-x86_64) and CMake 3.20+.
  • Tsumu Light (Japan, SLPS-02253) disc image (.cue + .bin). Not included.
  • An NTSC-U SCPH1001.BIN BIOS ROM. Not included.
  • The psxrecomp framework linked in as the psxrecomp-v4 junction at the psxrecomp-v4.pin SHA, plus a recompiled BIOS in psxrecomp/generated/.
# Regenerate generated/SLPS_022.53_{full,dispatch}.c from the disc/EXE:
../psxrecomp/recompiler/build/psxrecomp-game.exe --config game.toml

cmake -S . -B build -G Ninja -DCMAKE_BUILD_TYPE=Release
cmake --build build -j8
./build/Tsumu_Light_Recompiled.exe

Build an optimized (Release) binary. The recompiled game is a huge block of generated C — a -O0 build runs at a fraction of full speed. The framework now defaults to Release if you omit CMAKE_BUILD_TYPE, but pass it explicitly to be sure.

Controls

PSX button Keyboard
D-Pad Up / Down / Left / Right Arrow keys
Cross X
Circle S
Square Z
Triangle A
Start Enter
Select Right Shift
Fullscreen F11 / Alt+Enter

A DualShock / DualSense (or any SDL-recognized pad) works when connected — select it as the Player 1 device in the launcher.

Memory Cards

Save and load work. The runtime uses standard PS1 memory-card images (.mcd) compatible with DuckStation, PCSX-Redux, Mednafen, and similar emulators. Cards live in the saves directory and are managed in the launcher's memory-card UI. Memory-card files are local artifacts and are not committed.

Development Rules

  • Use the real recompiled BIOS and real hardware simulation in PSXRecomp.
  • No HLE BIOS shims, no stubs, no fake events, no hand-edited generated files. (HLE boot-skip is a QoL layer on top; LLE remains the reference and oracle.)
  • Framework changes go in mstan/psxrecomp, not here.
  • Game binaries, generated code, memory cards, and build outputs stay local.
  • See CLAUDE.md for project-specific rules.

License

PolyForm Noncommercial 1.0.0. See LICENSE.

Tsumu Light is copyright its respective owners. This repository contains none of the game's original binaries or assets — no disc data and no BIOS image; those are always read from files you supply. The English translation is an original fan work applied at runtime.

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Tsumu Light (Japan) recompiled for the Sony PlayStation using psxrecomp, with an English fan-translation · Part of the R.A.I.D. community

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