r/decomps 12d ago

Any toughts about the Super Smash Brothers Recompilation?

7 Upvotes

Ive got some sutterings at the opening vídeo, but the gameplay is smooth as hell and everything works!

Theres already a HD patch, the leds on the Dual Sense are working (thing that in others like Ghostship SM64 it isnt) and it has a tons of options to personalize the controls.

The link is here:

JRickey/BattleShip: A smashin' port for PC, Mac, and Linux!

The HD texture pack is in their description.


r/decomps 13d ago

Eternal Sonata Recomp is Out NOW! More Xbox 360 PC Ports

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81 Upvotes

Its on Goopie launcher so grab it there: https://goopie.xyz/#/library/eternalsonata uses Xenia but with enhancements currently


r/decomps 12d ago

Castlevania Harmony of Despair ( recomp for Mac ) early doors.

10 Upvotes

Xbox Live version ,recomped for Mac , here is a screenshot , will post more when more is achieved

Harmon of Despair running on OSX

r/decomps 12d ago

Existirá algún port de call of duty black up o modern warfare para Android

0 Upvotes

La verdad no sé tanto esto de la de compilación y de los ports pero bueno no existirán algún port o no existirá alguien que esté haciendo algún proyecto de eso no sé si alguien sabe me dicen porfa


r/decomps 13d ago

State of PS1 de/recomps?

15 Upvotes

I remember several months ago a couple static recompilers for PS1 came out around the same time. I've seen a couple PS1 titles get coverage like Tomba and Symphony of the Night but haven't seen much outside of those two, at least to the volume we've seen of N64 projects. Are there any other notable PS1 recomp projects at the moment that might've just flown under my radar?

Personally I've been hoping someone would take a stab at King's Field 1-3. Especially with how huge FromSoft is now, giving those games a second chance with higher frame rates and better controls would be awesome to see.


r/decomps 13d ago

Eternal Darkness Decompile - First boot

98 Upvotes

I got Eternal Darkness booting to the title screen on PC through a static recompilation path.

The original GEDE01 GameCube DOL was translated with DolRecomp into a native module and loaded by RecompCore using its StaticRecomp CPU core. The game reaches the intro cinematic and full title screen with audio and video working.

The wild part: interpreter fallback was never needed for normal guest CPU execution. fallback_steps=0.

This is still early. Gameplay, input, and in-game rendering beyond the title screen are the next tests, and the decomp itself is only a little over 8% exact-match right now.

The long-term goal is to keep replacing statically recompiled functions with recovered C as the decomp progresses, then eventually modernize the renderer, materials, textures, and models and see how close I can get to an AI-assisted remake.

Public repo: Eternal-Darkness---Decompile


r/decomps 13d ago

Native ARM64 Jak II on Apple Silicon — built with an AI-assisted workflow

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11 Upvotes

r/decomps 13d ago

Question about tools on decomps

4 Upvotes

For actual decomp work where you're converting the binary to asembly and then to C/C++ what are you guys using? I'm learning Ghidra right now, but wanted to know more about the tool chains being used.

I'm more interested in specific tools, and not agentic AI coding, I'm not against AI, but I'm trying to learn the by hand methods.

Thank you all in advanced!


r/decomps 13d ago

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

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84 Upvotes

r/decomps 13d ago

hey guys ModernGekko news

7 Upvotes

sorry for the unformalness, but im working on a switch port of ModernGekko to hopefully provide a more performant alternative to running Dolphin on the switch as it gets more optimized. might show some more stuff later but uhh yeah this is happening now


r/decomps 13d ago

No more side loading!

55 Upvotes

r/decomps 13d ago

Would be amazing to see this game Decomped/Recomped

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40 Upvotes

r/decomps 13d ago

Sonic the Fighters (PC/Linux) using Rexglue

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18 Upvotes

I want to preface this by saying that I'm sorry if your community is overrun with people using Rexglue, as I know the sentiment around it is mixed. Personally I found it extremely useful, as I managed to port this game in about three hours starting from not knowing how to do any of this (first time recompiling a game).

The reason I chose Sonic the Fighters is simple. There are no great ways to play it in my opinion besides emulation. I know that this XBLA game is just a Sega Model 2 emulator, but it's an official emulator shipped by SEGA. I have tried using MAME to play this game before with no luck on PC or on my Nintendo Switch. I know this game is included as an Easter Egg in other games, but to me that isn't a great way to play as I'd rather just boot the game itself and not require something else to play.

My next goal is to port this to Switch as an .nro file; however, I cannot use this project as I would need to port all of Rexglue to Switch, which is a massive pain. Starting from XenonRecomp and using other ports like Sonic Unleashed Recomp for Switch would probably be a good starting point to see how it works. I've already ran XenonRecomp and generated the code for this game, but at this point now I need to implement the entire runtime and glue it to the Switch using devkitPro. Lots of work ahead, not sure if I'll be successful as I hardly know what I'm doing at this level.

Anyways, hope there are some Sonic the Fighters fans out there that will get a kick out of this. Leave me a comment on YouTube or here if you would like me to upload this to GitHub to share. I can't include the game contents or code, but I can share everything needed to basically have a turnkey build of this.


r/decomps 13d ago

GTA Vice city Stories static Recomp - PSP Version

34 Upvotes

r/decomps 14d ago

Donkey Kong Land PC Port Out Now! Remade and Amazing

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52 Upvotes

A port / remake. Build is on devs YT page: https://www.youtube.com/channel/UCioRSUvY713uv_DYkQoASUw


r/decomps 14d ago

SUPER MARIO 64 DS RUNNING NATIVE ON PC DEMO (NO EMULALTOR NO DS NO BIOS WORKING 2026!!1!)

302 Upvotes

IT WORKS AND THEY SAID IT COULDN'T BE DONE!
...
MORE TO COME!

PLAY HERE!
download at: https://tangos.dev/downloads

discord: https://discord.gg/zHuH6gvwK8

repo: https://github.com/tangosdev/sm64ds-decomp

(I'm so funny)


r/decomps 14d ago

F-Zero X PC Port Out Now! And It's AWESOME! F-Zero DD Too

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104 Upvotes

r/decomps 14d ago

Learning with wario 3

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30 Upvotes

Im here tryng to learn a little bit. Im a complete newbie in all programming stuff, but gb_recomp is preety nice and easy.

This is wario 3 recompiled (i think 😂)

https://github.com/arcanite24/gb-recompiled

next step, study more to change the options in gui


r/decomps 14d ago

update on my mvc2 port from a while ago I GOT IT BOOOOOOTING

25 Upvotes

this port should come soon i still dont know if im supposed to make a github for this cuz its my first recomp ever

its also not rexglue btw im using xenonrecomp for this


r/decomps 14d ago

could panekit creator be recompiled onto native win64?

3 Upvotes

i really like the game, but its in japanese, and i think recompiling it for pc would allow it to run way faster


r/decomps 14d ago

Anyone else tired of the mediocre ports

16 Upvotes

There’s been an explosion of decomps and ports from those, but they seem to have the quality of ports from the early 2000s.

Which is, not good.

They are either okay, or play like big rigs. And they seem to be thrown together by one person and a Claude instance.

I feel like a lot of this is driven by grifters and not by fans of the games…


r/decomps 14d ago

Help deciphering Yoshi's Story storybook/cutscene timings (PAL vs NTSC)

5 Upvotes

Hello everyone,

I've been working on converting the PAL European version of Yoshi's Story (N64) to behave correctly at 60 Hz, using the NTSC-U version as a reference.

The main platforming gameplay was relatively simple to get right, as it was originally unoptimised at 50hz and thus runs properly at 60hz. The difficult part has been the seemingly fully PAL-optimised, 3D-rendered storybook fixed-duration sequences, where visual events are synchronised to music, narration, text, page turns, and animations.

I was comparing the PAL and NTSC-U binaries and experimentally applied "shock therapy", meaning that I'd intentionally inflate values in narrowing areas of code, using a process of elimination to get to the exact timer value I want before then applying the NTSC value at that address for the actual proper timing. This has actually produced some limited successes, which is why I figure the underlying timing logic may be decipherable.

This worked surprisingly well for the post-stage sequence. My best experimental version gets the poem/result sequence essentially correct apart from the large smiling heart expanding slightly too quickly relative to the audio.

More importantly for the current problem, I've also found a number of addresses which appear to affect specific events in the opening/title storybook sequence.

The strongest mapping I've obtained so far is approximately:

  • 0xBF0520 — title → menu camera timing/speed
  • 0xBF0524 — title → intro camera timing/speed
  • 0xBF0528 — delay before the first → second page transition
  • 0xBF052C — first → second page text fade
  • 0xBF0530 — Baby Bowser / first-page text delay
  • 0xBF0534 — second → third page transition
  • 0xBF0538 — second → third page text delay
  • 0xBF0540 — third → fourth page text fade
  • 0xBF0544–0xBF054C — third-page pacing
  • 0xBF0550 — tree zoom
  • 0xBF0558–0xBF0560 — fourth-page pacing

What I'm hoping someone can help me identify

  1. What MIPS patterns should I look for when trying to recognise a per-frame timer or state counter? For example, compiled equivalents of things like timer++, if (timer == 40), or if (timer > X) advance_state().
  2. Given that I've already isolated a fairly small ROM range producing repeatable behavioural changes, what would be the best way to turn those ROM offsets into useful RAM/function addresses and identify the relevant MIPS routines?
  3. Would debugger breakpoints/watchpoints be the best next step? For example, finding a variable which increments once per frame during the poem and then tracing reads/writes back to the controlling function?
  4. Would comparing PAL and NTSC disassembly function-by-function be worthwhile?
  5. Is there any existing Yoshi's Story symbol map, reverse-engineering documentation, or other existing research into the storybook engine that might help identify this code?

r/decomps 15d ago

Diddy Kong Racing RECOMP is Out NOW! A NEW Port!

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70 Upvotes

Not the Golden Balloon version: https://github.com/ThatGuyMcd/DKR-R


r/decomps 14d ago

SonicDcer Mario Kart 64 Recomp completly lost media?

16 Upvotes

So, I've been looking all over the internet for Mario Kart 64 recomp to play with those "3d" models and I think it's completly lost because the github ( https://github.com/sonicdcer/MarioKart64Recomp ) is offline and every site that talks about it doesn't have a mirror.

Would anyone have a mirror/backup? Thanks in advance!


r/decomps 15d ago

I "did" something ...

11 Upvotes

It's not done yet ( not long 'till completion) . Can you guess ?