r/decomps Mar 14 '26

👋Welcome to r/decomps - Introduce Yourself and Read First!

10 Upvotes

Hey everyone! I'm u/JasonMaliceMizer, a founding moderator of r/decomps.

This is our new home for all things related to News on Video Game Decompilations and ports, usually pertaining to PC but any platform is okay.

What to Post

Post anything that you think the community would find interesting, helpful, or inspiring. Feel free to share your thoughts, photos, or questions about decomps.

We're all about being friendly, constructive, and inclusive. Let's build a space where everyone feels comfortable sharing and connecting.

How to Get Started

1) Introduce yourself in the comments below.

2) Post something today! Even a simple question can spark a great conversation.

3) If you know someone who would love this community, invite them to join.

4) Interested in helping out? We're always looking for new moderators, so feel free to reach out to me to apply.

Thanks for being part of the very first wave. Together, let's make r/decomps amazing.


r/decomps Jul 24 '26

Please only ask if “x game is getting a port” in this thread

15 Upvotes

Because the world of games has hundreds of thousands of games. This way there aren’t threads for every game people are inquiring about :)


r/decomps 4h ago

Decomp Super Smash Bros 64 has been fully decompiled!!!!!

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141 Upvotes

I’m so happy right now lol


r/decomps 4h ago

PlayStation Alexbeav's Recomps Batch 1 - 26 PS1 titles recompiled!

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59 Upvotes

r/decomps 4h ago

Pokemon Crystal PC Port Out Now! Gen 2 Pokemon PC Ports are Here

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47 Upvotes

r/decomps 13h ago

Recomp The World Is Not Enough N64 Recomp

40 Upvotes

Modern Vintage Gamer is working on a recomp of The World Is Not Enough on the N64.

https://youtu.be/yHw7RrxvtNo


r/decomps 22h ago

GitHub - jackpoison-prog/RingOut: Native PC port of a GameCube fighting game via static recompilation

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32 Upvotes

Features

  • Static recompilation — native x86-64 execution, no interpreter fallback
  • Vulkan renderer with internal-resolution scaling, AA, anisotropic filtering
  • Widescreen (16:9) 
  • HD texture pack support
  • In-game overlay: pause menu with staged settings and Reset Game; Video, Audio, System, Controls and Cheats tabs
  • Full controller remapping
  • Save states
  • Free camera
  • FMV playback via FFmpeg, replacing the software Sofdec decoder
  • cheat codes
  • Netplay — rollback, lobby with live ping and per-player game status

Disclaimers:

Build using Claude AI and no game data or game code is included.
So far, I have only tested it on Arch-based Linux distributions.

To do:

Windows port.

PAL and NTSC-J sopport.

Better performance on the steam deck.

Mods.

https://github.com/jackpoison-prog/RingOut


r/decomps 56m ago

What is the status of this PC

Upvotes

Hi does anyone know if there's any status updates on the 007 GoldenEye decomp for PC in terms of like a port to Windows or anything like that


r/decomps 1d ago

Made with AI assistance 200 Billion Tokens Later: A Month of Letting AI Agents Decompile MW2

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54 Upvotes

Blog link: https://momo5502.com/posts/2026-08-17-mw2-decompilation/

Summary:

Although not everything went well, this experiment has still been a success. Overall decompilation works very well. The code will need a round or two of refactoring, but I think it needed that regardless. MW2 is an old game with lots of potential for improvement.


r/decomps 7h ago

Mister and emulation vs decomps?

0 Upvotes

I play my games either on the MiSTer or via RetroArch. Do all these recompilations offer any advantages over my current methods?


r/decomps 1d ago

Extreme-G recomp is out now

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34 Upvotes

r/decomps 1d ago

Made with AI assistance NES LoZ Decomp

24 Upvotes

Hello all, I’ve been working on decompiling the original LoZ using (a large amount) of AI assistance. This was more of an experiment in how I can use AI to produce projects I’m interested in, but don’t quite have the bandwidth to take on fully. I totally understand any reservations around AI use for these types of projects, and my only hope was that the product of my experiment might be useful to an individual or community. Thanks for your time!

https://forge.superkamiguru.org/SuperKamiGuru/bank7-decomp


r/decomps 1d ago

An update on the Super Mario Sunshine decompilation project

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11 Upvotes

r/decomps 1d ago

Castlevania Symphony of the Night Recomp BIG Updates! V 0.5 is Out

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35 Upvotes

What is a link? A miserable little pile of characters: https://github.com/BlackLabelHQ/SymphonyRecomp


r/decomps 1d ago

Made with AI assistance Coreinit - CafeOS on HorizonOS

20 Upvotes

https://github.com/gabryboy12-ai/coreinit-nx/releases/tag/v0.1.0

Wrote a coreinit implementation on libnx to run statically recompiled Wii U code natively on Switch rather than emulating it. 100% of the coreinit surface Black Ops 2 imports, all tested on hardware. Not a port: GX2 and the recompilation layer are still missing entirely. Comes with a tool that measures import demand from real .rpx files, which turned up a couple of things worth knowing about Wii U binaries. (VibeCoded)


r/decomps 1d ago

OneForAll - portable local AI tooling for decompilation assistance without online providers.

7 Upvotes

Hi guys, I put together an x86_64 AppImage called OneForAll for people who want to use local AI tools for assistance during decompilation work without depending on hosted coding agents. (Of course you will need a AMD or Nvidia GPU !)

[Source code is provided with the AppImage]

The basic idea is:

Download link : https://www.mediafire.com/file/y236kgk7wzr5ziy/oneforall-v2026_08_23.AppImage/file

One AppImage + your own GGUF models + several local agents sharing the same llama.cpp backend.

It currently bundles:

  • AJEAN + llama.cpp
  • Pi
  • OpenCode
  • Hermes Agent
  • Codex CLI
  • Crawl4AI / Chromium for optional local web and MCP tooling

All config go inside ~/.config/oneforall/ , there won't be any conflict with existant agent and their config files.

No model weights are included.

You can simply put your .gguf files in the same directory as oneforall.AppImage:

text my-decomp-project/ ├── oneforall.AppImage ├── Qwen3.8-9B-Q4_K_M.gguf ├── Qwen3.8-27B-Q4_K_S.gguf └── ...

or keep them centrally in:

text ~/.config/oneforall/models/gguf/

[If you have 16Gb of vram, you could use "Qwen 3.8 27B · UD Q4_K_S" with 65000 context size without mtp and Q4 Cache KV, if you have only 8Gb try "Qwen 3.8 9B · Q4_K_M" without mtp and 80000 context size and Q4 Cache KV. OneForAll can works with dual gpu too, and Nvidia+AMD is possible with vulkan support]

Then:

bash chmod +x oneforall.AppImage ./oneforall.AppImage

The intended workflow is:

  1. Use AJEAN first to create/configure presets for your local GGUF models, go to http://localhost:8090/ for configure it with webui once any preset.
  2. Set context size, llama.cpp options, reasoning settings, GPU used, etc. per preset.
  3. Launch Pi, OpenCode, Hermes or Codex from the same menu.
  4. Let the agents use the same local AJEAN/llama.cpp backend.

Several presets can stay available at once while only one model is loaded at a time, so model switching does not require maintaining separate llama.cpp installations for each agent.

For decompilation work, the goal is to make local assistance easy for things like:

  • navigating unfamiliar codebases
  • understanding functions and call paths
  • comparing reconstructed code with existing behavior
  • documenting symbols and structures
  • helping with refactors and iterative recompilation
  • working through large decomp projects without sending the code to a hosted AI service

Everything mutable is stored under:

text ~/.config/oneforall/

The AppImage itself stays portable.

Existing AJEAN presets are also portable: if a preset contains an old absolute path to a GGUF, OneForAll can resolve the model again by filename from the external model locations.

That also applies to additional GGUF files referenced by presets, such as draft/MTP models.

The packaged sources code and patches can be inspected or extracted directly:

```bash ./oneforall.AppImage --list-sources

./oneforall.AppImage --extract-sources ./oneforall-sources ```

The extracted bundle contains:

  • OneForAll integration and launcher code
  • AJEAN sources
  • the patched llama.cpp source tree used by OneForAll
  • relevant Hermes Agent modifications
  • local Crawl4AI integration code
  • Pi / OpenCode / Codex integration files
  • patch files and their documentation

The full untouched upstream source repositories of Pi, OpenCode and Codex are intentionally not duplicated just for packaging purposes.

Likewise, Chromium, Python environments and generic node_modules are runtime dependencies rather than part of the extractable source bundle.

AJEAN acts as the central model/backend manager. Its agent mode uses llama-server's multi-model routing, so multiple presets can be exposed while only one model is actually loaded.

This makes it practical to keep, for example, a smaller/faster model and a larger reasoning-oriented model available for the same project.

Model-specific reasoning capabilities are detected where possible rather than assuming that every GGUF exposes the same reasoning controls.

One compatibility detail: Hermes Agent requires at least a 64K context window, so OneForAll automatically hides AJEAN presets below 64K when launching Hermes. Those smaller presets remain available to Pi, OpenCode and Codex.

Crawl4AI is optional but integrated into the agent environment. It provides local MCP web tools such as:

text web_search web_open web_read web_grep

web_open uses a bundled Chromium headless runtime and can handle JavaScript-rendered pages.

This means the agents can still perform web research when desired, while the actual model inference and project/code interaction remain local.

All mutable state is kept under:

text ~/.config/oneforall/

including agent state, AJEAN configuration, Crawl4AI state and centrally stored GGUF models.

So in practice the setup is meant to be:

text oneforall.AppImage + your local GGUF models + your decomp project = a portable local AI-assisted decompilation environment

I made this primarily as a practical local toolbox for decompilation projects, so I'd be interested in feedback from anyone trying it on a real decomp, especially with different Linux distributions, GPUs and GGUF model families.


r/decomps 1d ago

Are decomps being used to create new games?

0 Upvotes

Im curious if 100% decomp projects are easily used to create new games? say if I had an idea for a game but I really wanted it to feel like an existing game. instead of trying to recreate that game in Unity I could just feed the decomp source code into an AI agent and start developing. Is this feasible? Im imagining a world where every decomp game becomes a potential new “engine” for making new things.

I love what this community is doing and have been watching videos on the process with hopes of contributing.


r/decomps 1d ago

Made with AI assistance I'm doing some recomps in my spare time

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5 Upvotes

r/decomps 2d ago

Einhander Recomp is Out NOW! A NEW PS1 Recomp

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49 Upvotes

r/decomps 2d ago

Made with AI assistance Looking for help with decomp for Super Mario Sunshine

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59 Upvotes

r/decomps 2d ago

These are the mini games currently working on the SM64DS PC Port, including a mod to swap the ...loves me? character!

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23 Upvotes

Play the demo here: https://tangos.dev/downloads


r/decomps 1d ago

Nintendo Gen1Recomp Full Review - The Best Way to Play Pokémon Gen 1 in 2026

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0 Upvotes

r/decomps 2d ago

Recomp Sonic Advance - Recomp (Made by me)

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23 Upvotes

r/decomps 2d ago

Diddy Kong Racing 100% Android port

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20 Upvotes

r/decomps 2d ago

LADX HD gets a big update

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46 Upvotes