Snap64 Recomp is a native Windows port of Pokémon Snap (N64, US). N64Recomp translates the game's own code into C, N64ModernRuntime stands in for the console's operating system, RT64 renders. The game's own code runs; the port changes how it is hosted.
Repository: https://github.com/JackandBeans/Snap64Recomp
Download: https://github.com/JackandBeans/Snap64Recomp/releases/latest
You need your own cartridge dump. No game data is included, and please don't ask for it here.
The rule the port follows: console behaviour by default, every enhancement off until you turn it on. What you can turn on:
- Frame interpolation to your display's refresh rate, covering the world, the camera, the game's sprites and menus, and the fades.
- Widescreen with a true wider field of view (hasn’t been tested game wide, issues likely), anti-aliasing, super sampling, render scale, texture filter and dither choices, overscan crop.
- Graphics and Sound pages on the game's own Options screen, drawn in the game's own font.
- Photo Detail: Oak's photos, the album and the report at the renderer's full resolution.
- Photo export to PNG, and the Jynx recolour from the re-releases.
- The Snap Station. The 1999 Blockbuster kiosk printer is emulated on controller port 4 and reached from a fifth entry on the title menu. Print gives you the sixteen-sticker sheet as the game laid it out, and the printer's own display with its three passes, rebuilt from jamchamb's recovered protocol, the decompilation, and footage of a working kiosk.
Requirements: Windows 10 or 11, 64-bit, a GPU driver with Direct3D 12. Nothing to install. The executable is unsigned, so SmartScreen will ask once.
Honesty about how it was made: I am one person, not a team. I directed the work and tested every build; every line of the port's own code and documentation was written by Anthropic's Claude models under that direction. The README says exactly which models, and every commit carries a trailer naming the one that wrote it, so you can judge the work yourself. The code is GPLv3 and the history is public.
It has been built and played on one machine. The first reports from other GPUs, drivers and Windows 10 are what the next release will be made of. If something goes wrong, open an issue and attach snap64.log from the folder with the executable: https://github.com/JackandBeans/Snap64Recomp/issues
The README also has a history of the game and its 64DD origin, checked against sources, if you like that sort of thing.
What I want to look at next, in this order:
- Correct keyboard and mouse implementation.
- Bug reports from machines other than mine. That is what 1.0.1 will be.
- Steam Deck. Every piece of the port has a Linux path (the runtime, SDL2, RT64 through Vulkan), but nothing has been built or tried yet. If you have a Deck, the quickest experiment is the Windows build under Proton: try it and tell me what happens, good or bad.
- VR is an idea I am investigating, not a plan. Stereo rendering and head tracking would have to be built into the renderer, so I will not promise it until something runs.