A compact Windows interface for PlayStation recompilation. Configure BIOS files and an output folder, choose discs or playlists, then build. This edition keeps its own settings and caches.
Download the Windows preview ZIP and its SHA-256 checksum, extract the complete folder, and open Workbench Studio.cmd. Git for Windows must be on PATH. The included Python runtime needs no separate installation. See Quickstart.
The main screen supports one game or a batch. Multi-disc games stay grouped by playlist. Matching SBI files can be selected with discs. Completed games appear directly in the chosen output folder. Completed cards are blue, failed cards red; current-game and total timers remain separate. Cancelling stops the current process tree and queued work.
Player counts are identified from the disc's boot serial. Matched kit declarations take priority; other discs use the bundled serial catalogue or a cached PSX Data Center metadata lookup, including its multitap maximum. Each game card defaults to Auto. Choose 1–8 to override the count for the current build, including when metadata is unavailable. An unavailable lookup leaves the game selectable and asks for an override. Explicit overrides are recorded as manual choices and do not rewrite the metadata catalogue. More than two players also requires title-supported multitap and enabling it in the launcher. See Quickstart for existing one-player builds.
Settings holds BIOS files, output location, source versions and Advanced options: portable output, fast boot, compiler optimization, LTO, PGO, diagnostics and optional startup checks. Startup checks are off by default. Source and compiler payloads are obtained only after Build. Optional artwork can be fetched when a game is detected.
The included supported core version is fetched from its public repository. The matching launcher build sources, module and SDL are included with checksums and licence notices. That launcher revision is supplied locally rather than fetched from an unavailable remote revision. See version identities and dependency inputs.
This is a Windows preview. The supported version pair completed a real game build and bounded headless startup. A separate modern local-source pair also completed a portable build and a bounded recording/playback check. Arbitrary online source versions and Linux remain unqualified; Advanced source-only builds also need PowerShell 7 (pwsh). See validation limits.
Thin outputs depend on the persistent compiler cache under %LOCALAPPDATA%\RPT\compilers; keep it while using those games. Portable outputs include their compiler and selected media. Neither this repository nor its downloadable Studio archive contains game discs, BIOS images, saves or personal settings.
src/: Python build controller, assets, supported version records and licensed launcher inputs.native/: SDL3/Dear ImGui frontend and process runner.scripts/: local frontend build and distribution packaging.dist/: the checked Windows preview ZIP and checksum, without an unpacked runtime tree.docs/: quickstart, version identities and validation limits.
Use Windows, PowerShell 7 and an existing local cmake-clang-v1 1.0.14 Windows SDK. Its archive identity is recorded in src/toolchain-pin.toml. No global SDK activation is needed.
& .\scripts\build.ps1 -ToolchainRoot '.\.tools\cmake-clang-v1\1.0.14'
python .\scripts\package.pyThe build expands the included launcher source for the exact ImGui/STB files. Packaging reuses the hash-checked CPython runtime from the committed distribution and combines it with src/ and the rebuilt frontend. Python 3.11 or later runs the packaging script; the shipped application runtime remains CPython 3.14.3. Output goes under build/package/, leaving the checked archive unchanged. The build recipe is provided for maintenance; no byte-for-byte reproducibility claim is made for newly compiled binaries.
The primary organisation repository runs Windows build on main pushes, pull requests, version tags and manual dispatch. It checks the pinned SDK hash, runs media-free controller/batch/delivery tests, rebuilds the native frontend, packages Studio, checks the extracted inventory and bundled runtime, then uploads the ZIP, checksum and verification record. Two optional upstream-source fixture tests skip when their separate source trees are absent. A pinned software OpenGL fixture lets the hosted Windows runner render the actual hidden frontend. It is confined to the extracted test copy and is never included in the distribution.
The personal mirror keeps the same source; automatic builds run in the primary organisation repository. Workflow artifacts need a signed-in repository reader. Pushing a v* version tag builds and verifies a preview, then publishes its ZIP, checksum, verification record and quickstart using docs/releases/<tag>.md as the release notes. A main-branch push uploads workflow artifacts without publishing a release.
The project uses the PolyForm Noncommercial licence. Third-party notices remain in src/licenses, src/assets/licenses and the included launcher source archive.
For this project's code covered by the PolyForm Noncommercial License, PERMISSIONS.md grants standing permission for voluntary donations, sponsorships, and advertising revenue, including support for broader development initiatives. Payment must not buy access to the software, games built with it, or their updates, features, or game content, including early access.
Matthew Stanley has authority from the relevant copyright holders to grant these permissions for the project's PolyForm-covered code. Third-party components and code explicitly licensed under other terms retain those terms.
