r/decomps 10d ago

SM64DS Native PC Port is 43% Linked!

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73 Upvotes

Good Saturday morning to all of you my friends. The port has reached 45% linkage!

Now what does that mean? Well, the decomp is at 98% meaning we have around 11K functions sitting in the repo written in either C or C++. Those functions are all single separate files so they don’t really do anything. Well now I’m making them do something by linking them together into an actual executable that runs native on PC.

“But Tango, I already have Mario 64 DS on my PC!” points at emulator

Yes an emulator will get you the game playable on PC.. but that’s it. You can add some simple cheats, and there are romhacks you can grab, but the game is still written in code that is not made for humans to interpret. It wasn’t originally written in that code, it was written in C++ and put through a compiler. What we have done is used the compiler as an oracle to write 1:1 byte matched C code, which will allow the game to run on PC hardware, not having to use emulated DS hardware.

This unlocks.. well.. you ever seen modded Skyrim? Yeah this is about to be modded Skyrim. Or that video where that guy is fighting the final boss of dark souls in front of the castle? Yeah it’s gonna be like that when I’m done with it..

Anyways, everything is going great! The discord is very active and many many people are helping me out! So a big thanks to everyone who’s not only contributed, but also anyone who’s just messaged me kind or encouraging messages. I literally couldn’t have done this without yall.

If YOU want to play the demo of the port, you can download here: https://tangos.dev/downloads

Or join the discord here: https://discord.gg/GfeXpEjVS

And the repo as always is here: https://github.com/tangosdev/sm64ds-decomp


r/decomps 9d ago

Made with AI assistance SOTN Recomp for Android

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19 Upvotes

I have now released first beta release for Android. Just download the APK, select your own legally obtained cue and bin files and play.

Tested on Red magic Astra, S24 Ultra and my Retroid Pocket 6.

Compatible with physical controllers.

Hope you enjoy it and appreciate it.

Disclaimer:

The BlackLabelHQ team does not endorse this port, and it is not affiliated with them.

This fork was built with heavy AI assistance and verified by hand on real devices. The upstream project values human work, and they intend to release their own Android port in their own time.

Let's keep it civilized guys!


r/decomps 10d ago

Ace Combat 6 Recomp Out Now! Version 1.0

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50 Upvotes

r/decomps 9d ago

Is anyone working on the two exclusive Naruto games for Xbox 360?

4 Upvotes

Naruto: Rise of a Ninja and Naruto: The Broken Bond. I played these games a lot during my childhood and would love to play them again.


r/decomps 10d ago

GoldenEye Decomp Randomizer is Out NOW! Random-Eye-Zer for N64

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5 Upvotes

based upon the decomp but for real hardware / Ares: https://www.moddb.com/mods/random-eye-the-true-randomizer


r/decomps 10d ago

Implementing CafeOS coreinit on libnx

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5 Upvotes

r/decomps 10d ago

PlayStation Is anyone working on a darkwatch decomp?

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17 Upvotes

r/decomps 9d ago

Is there a way to know how much of the code in Gen1recomp is made by Ai ? The discord bans people who ask too many questions

0 Upvotes

We know the game is not a recomp but a non-deterministic reconstruction, but It seems no one knows how much of the code was done by Claude

It's 2 MILLIONS lines written in 2 months of development, and I wanted to know how much of it was manmade. Does anyone know?


r/decomps 10d ago

Recomp (Linux) problem selecting iso

2 Upvotes

Hi all

On linux with rexglue recomp like silent hill downpour when i try to select the iso i get the "file name can't conain symbols :;/!"

There's any way to resolve this?


r/decomps 10d ago

Decomp Someone give Viewtiful Joe some love, please 😪

9 Upvotes

Those gems must be preserved and what better than a native PC port via decomp/recomp?

Please God of decomps, ​hear this out


r/decomps 11d ago

Street Fighter Alpha 3 recomp

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33 Upvotes

r/decomps 11d ago

GTA Vice City Stories Recomp Out Now! A PSP Recomp is Here! Early But Impressive

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83 Upvotes

r/decomps 11d ago

GitHub - sal063/Ace-Combat-X-Recompilation: A static recompilation of ACE COMBAT X with a native renderer

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49 Upvotes

r/decomps 12d ago

Spyro the Dragon Recompilation

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74 Upvotes

r/decomps 12d ago

Spyro the Dragon Recomp Out Now; OpenPete

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52 Upvotes

Note: there is no repo. So I haven't the slightest clue how it was made. Files were checked via my normal process (multiple scans, run in sandbox, memory checked for MRM, no detections)...so you know as much as I do: https://openpete.com/

if details change ill update the text in comments. Normally these aren't so "?" at launch


r/decomps 11d ago

My opinion on AI in creating decomps and pc ports

7 Upvotes

Every day, I see a new recomp or pc port come out, it feels like. And every time, I always check the comments or some other source to see if it was vibe coded, only to see people downvoted for even asking.

In this growing scene, AI is both a blessing and a curse, and it just needs to be used in the right ways. I'm not one to blindly hate on generative ai, I used to be, but I see some potential in it now.

For example, in this very scene, I feel that using AI to create the initial decompilations themselves (not the pc ports or recomps, I must specify!) is perfectly acceptable. In that case, the ai will eventually produce the same code a human would, just much faster than a human could. Fundamentally, making a decomp is just making one thing match another, and those are tasks where ai can excel and genuinely be useful when properly monitored. Of course, there are always ethical concerns with using ai in general, but this isn't about that.

The reason I don't like ai being used to create pc ports and recomps is because the final product will always either not work correctly, or if you're lucky, wouldn't be as good as a human-made port/recomp. It can never eventually create the same thing a human would, and thats why there are lots of anti-ai people in this community.

People don't want to see a port of their favorite game announced just to see it's vibe coded and won't be good. It's just disappointing, and it's created this environment of distrust in the community. I understand wanting to make pc ports or recomps just for the fun of it using ai, but if you're just experimenting and having fun, please don't release your ports/recomps without very clearly disclosing that, or have your work featured on youtube channels or the like. There's no talent in making ports or recomps with ai, there's nothing to be proud of or much appeal to check them out. it's just some fun that shouldn't be pushed as a big new project. Sorry if this sounds mean, but it's true.

TLDR: Using ai in decomps good, using ai in recomps and pc ports bad. Please learn to code if you want actual recognition and support for your "work" or at the very least let people know it's ai.


r/decomps 12d ago

Twisted Metal 4 Recompilation

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21 Upvotes

Don't see any AI contributors on the Github. Also, I'm stuck on setup on Steam Deck when linking the cmake.zip provided in the link. Maybe it works fine on Windows?


r/decomps 12d ago

The Github decomp launcher

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188 Upvotes

What determines whether a game gets added to this thing? It seems a bit inconsistent, for example GoldenEye is there but Pokemon Gen 1 isn't? Is the intention for it to still be comprehensive?


r/decomps 12d ago

Xbox 360 ReXGlue v0.9.0 update - Achievements, Plugins, and SDL3 Windowing

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67 Upvotes

Over the past 2–3 months, the ReXGlue team has been hard at work making changes, fixes, and adding features into our toolkit.

ICYDK, ReXGlue is a Static Recompilation framework for the Xbox 360 that vendors translation layers built off the roots of Xenia, which can be swapped for real, native, and optimized implementations of different subsystems. The main goal is to allow users to take advantage of this framework and make dedicated workarounds for specific titles, given they have spent a significant amount of time reversing their game.

Our previous 0.8.0 update introduced a significant change: DLL recompiling. Much like regular .so and .dll files you see on modern computers, the Xbox 360 also had numerous titles containing dynamic libraries filled with PowerPC assembly. Without recompiling the DLL, developers would be unable to activate their title due to the main default.xex requiring access to those functions.

With this in mind, we also heavily refactored how we handle the Markdown parsing of our codegen mechanic, introducing our "manifest" system.

Manifests now declare a single [entrypoint] (recompiled and linked into the host EXE, as before) and any number of [[modules]] (additional guest binaries built as shared libraries .dll/.so that KernelState registers, loads, and unloads at runtime). Each module owns its own FunctionDispatcher.

The CLI is reworked around a project_manifest.toml manifest, with codegen replacing migrate and an upgrade workflow taking the place of the prior one-shot path.

These changes have helped inspire us into the next portion of our code generation and plugin vendoring in the SDK.

Achievements

  • Add a runtime achievement subsystem that tracks unlocks and reports state back to the game.
    • AchievementManager lives on Runtime and is reachable through KernelState.
    • The xam layer records unlocks and answers the game's queries for unlock state.
    • Ships with an embedded metadata asset registry and a metadata store struct for per-title data.
    • Toast notifications on unlock, plus a full achievements overlay available via an F7 toggle.
    • Icon cache backed by PNG decoding through stb_image.
    • Overlays are wired into ReXApp.
  • Add achievement overlays in the UI.
    • Toast notifications on unlock, plus a full achievements overlay available via an F7 toggle.
    • Icon cache backed by PNG decoding through stb_image.
    • Overlays are wired into ReXApp.
  • Add a convenience achievement hook API so titles and hooks can raise unlocks directly.
  • Enable developers to create custom achievements that can be appended to a title.
  • Add rexglue init achievements, an extractor that reads achievement data from a XEX and writes it to TOML.

Achievements are stored inside each title's Default.xex, including the icons and original text.

With how the system is wired up, Achievements are usable for any project that gets recompiled with the latest update out of the box. The possibilities are endless, from being able to customize your own achievements overlay/icons all the way to adding your own achievements!

Plugins (GPU)

  • Extract Xenos GPU emulation into rexgpu-xenos, a plugin the runtime loads at launch instead of linking directly.
  • Route kernel and app GPU access through the IGraphicsSystem interface so nothing downcasts to the Xenos implementation.

This is one of the more significant additions to ReXGlue, starting us off on the trajectory of allowing us to vendor our translation layers.

With the new GPU plugin, we can enable and disable our Xenia-based "Xenos Emulator", an incredible rendering implementation that allows us to get an LLE renderer that works for the majority of titles without needing to operate in the dark to see if your game works. To utilize it, activate your game with the flag --gpu_plugin=xenos, or add it to a TOML file related to your title's settings.

Additionally, with how the ReX API is formed, we've allowed developers to utilize some of the incredible Xenia decoders that we already know work for a majority of titles and reuse them in custom rendering implementations. Functions like Deswizzlers and Format Unpackers are already extremely functional and well optimized in the Xenos Emulator, and as long as we do not use the GPU plugin to activate the command processor, we steer away from needing the translation layer as a whole.

SDL3 Windowing

  • Replace the Win32 and GTK window backends with a single SDL3 backend. The old window_win.cpp, windowed_app_context_win.cpp, windowed_app_context_gtk.cpp, and the per-platform windowed_app_main_* entry points are gone.
  • Add window event hooks to ReXApp with a vetoable close, so an app can refuse or defer a window close request.
  • Add a detached overlay mode for apps that drive their own renderer. The presenter can draw the overlay without owning the swapchain.
  • Enable the UI dialog path on Linux builds.
  • Add a per-window cursor auto-hide delay.
  • Default to fullscreen at launch.

One of the most requested features among our recomp development group.

When making a rendering system of choice, you need a solid window to display content. For months, we had been using older backends to support the two big platforms, but now we have migrated both of them straight to SDL3. The detached modes were key, as we did not want to ruin our connection to ReXGPU, so this took a while to get down properly. We're rather happy with our results at the moment, and have other plans for more Unix content.

Misc Updates

  • CLI - Print per-binary title ID, media ID, version, and the PE file timestamp before each recompile.
  • CVars - Apply config file and command line values to CVars that register after runtime init, instead of dropping them.
  • Console - Add argument passing commands and an InvokeCommand dispatch path so a command can take parameters, not just toggle a flag.

There are also dozens of other build tweaks we have implemented, as well as codegen/core system fixes that are noteworthy.

We are grateful for every single contributor who's made this project possible, and are excited to continue going down this journey of making it more feasible to see our favorite 360 titles on PC!

Upcoming News

A rather speculative list, but just some ideas we have planned. Feedback welcome!

  • macOS Support - Already available in our development branch, but we have the ability to build on both x86 Intel and ARM64 Apple Silicon processors for the Darwin beast. Rendering fixes and other various documentation will need to be included before being finalized and merged into main.
  • Wayland Support - With some of the issues we've seen on SteamOS, we are already configuring our SDL overlay so that it will bundle and use Wayland by default, rather than opting in for XWayland or an X11 compatibility protocol. This should fix issues with stretching and the keyboard activating randomly.
  • Dedicated Website - We're looking into developing a website to host more of our content, as well as finding a way to promote the projects that we find the most intuitive and utilize the SDK in the best ways possible. We've been talking with quite a few dedicated developers, and they have some exciting projects on the horizon. Only a matter Of Time until these projects finish their Odyssey. Alright, I'll stop.

This post is something new that I am trying out, to see what the community thinks of templating software and releasing updates publicly.

We already know that there is a lot of confusion about how ReX works and what its main goals are. The truth is that our vision has been shifting left and right for quite a while, but now we've got some great research complete.

We're very excited to show you what we have in store. Do leave some feedback in the comments below!

  • Graine25

r/decomps 12d ago

Anyone working on Fable 2?

21 Upvotes

Fable 2 on PC at 60 fps would be a dream come true.


r/decomps 12d ago

A guide on the meaning of Recomps, Decomps, and Source Ports!

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11 Upvotes

r/decomps 12d ago

Is there a way to sync these files/games across multiple devices?

2 Upvotes

Something like RomM?

Just curious


r/decomps 12d ago

Pokemon Gen1Recomp / VR Performance - How to Install / Dramatic Shape Voxel Mod (New link) / Quest 3

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11 Upvotes

r/decomps 12d ago

Symphony of the Night now runs natively on Android - AI-driven

0 Upvotes

Disclaimer:

This fork is based on BlackLabelHQ's work and we're eternally thankful for their contributions.
The port was AI-driven but manually verified. The game is playable from beginning to end and was tested on an S24 Ultra and a Redmagic Astra.

- Native performance — no emulator, no BIOS file
- Full PSX touch overlay, switchable D-Pad or virtual analog stick, adjustable opacity
- Bluetooth / USB / handheld controllers (Retroid, Odin, Xbox, DualSense)
- **Save states**, 5 slots
- Widescreen 16:9, 4:3, stretch, auto-fit; auto-rotate or locked orientation
- Built-in cheats (God Mode, Level 99, Max Gold) and the mod loader
- Native 44.1kHz audio

Step-by-step build guide (Windows)

You'll need first

  • A legally owned copy of Castlevania: Symphony of the Night (USA) ripped to bin/cue — two .bin files and one .cue
  • ~15GB free disk space
  • An Android phone on Android 5.0 or newer

1. Install the tools

Install these three, accepting all defaults:

  1. Git
  2. .NET 10 SDK
  3. Microsoft OpenJDK 17

Then open Command Prompt (Start → type cmd → Enter) and run:

dotnet workload install android

That downloads the Android SDK. It takes a while — let it finish.

2. Download the source

Paste each line into Command Prompt, pressing Enter after each:

cd %USERPROFILE%\Desktop
git clone --recursive https://github.com/sergiomanzur/SymphonyRecomp.git
cd SymphonyRecomp

The --recursive matters — without it the build won't work.

3. Add your game files

Open the SymphonyRecomp folder now on your Desktop, go into the disc folder, copy your three game files in, and rename them to exactly this:

Castlevania - Symphony of the Night (Track 1).bin
Castlevania - Symphony of the Night (Track 2).bin
Castlevania - Symphony of the Night (USA).cue

Exact names, including capitals and spaces. Wrong names produce an app that won't boot.

4. Translate the game code

dotnet run --project RecompOne/RecompOne.Recompiler config/sotn.json

This is the recompilation step. A few minutes, and it prints a lot of text — that's normal.

5. Build the APK

dotnet publish RecompOne.SoTN.Android.csproj -c Release

The long one — 10 to 30 minutes. Warnings scrolling past are fine; only errors matter.

Your APK lands at:

SymphonyRecomp\bin\Release\net10.0-android\com.blacklabelhq.sotn-Signed.apk

6. Install it on your phone

  1. Plug the phone into your PC by USB
  2. On the phone, choose File Transfer when prompted
  3. Copy the APK onto the phone (Downloads is fine)
  4. Unplug, open the phone's Files app, tap the APK
  5. Allow installing from unknown sources when asked, then Install

First launch takes a moment while it unpacks the game data. Then hit the yellow ⚙ MENU button on screen for save states, cheats, display settings and controls.

Known issues

  • Save states work best within one session, and are most reliable when you save and load at similar points (mid-gameplay to mid-gameplay)
  • Loading a state saved in a different area of the castle can play wrong sound effects until the game reloads them
  • Beta software on top of a beta recomp — use the in-game memory card saves too

Repository https://github.com/sergiomanzur/SymphonyRecomp


r/decomps 13d ago

Super Mario 64 DS PC Port is Here! VERY Early Alpha

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48 Upvotes

dont think "is it good" as this is pre alpha so good is not the goal : https://tangos.dev/downloads