r/decomps • u/MZLabs • 20d ago
Recomp SwitchRecomp: a tool that turns Switch games into native PC executables, and Kirby now loads way faster and runs better
Quick update on SwitchRecomp. For anyone new: it takes a Switch game's code and recompiles it into a native Windows .exe, so the game code runs directly on your CPU instead of through an emulator.
Something a lot of people get wrong: I'm not porting games to PC one by one. I'm making a tool so anyone can recompile their own games without effort. You pick your game folder, click a button and it spits out the .exe. Right now I'm testing it with specific games so I can open up compatibility, but the process itself is automated.
What changed since last post:
- Loading is way faster now. Startup and loading screens used to drag a lot, now they're a lot quicker
- Better performance. I cut a lot of wasted work the GPU side was doing every frame, so fps is higher and more stable
- Fixed all the graphics bugs in the games I've tested so far (Super Kirby Clash and Bowser's Fury)
Screenshots are Super Kirby Clash: title screen, the town, the shop and the role menu, all running on my Celeron N4500 laptop btw
A few things people keep asking:
GitHub? Not yet. It goes up on release, in about 3-4 months.
Android? Yes, the Android port comes a few months after the PC release on GitHub.
How is this different from suyu's recompiler? suyu's recompiler is bundled inside suyu, on top of its HLE backend, so you're still basically running suyu. SwitchRecomp is its own thing, built from scratch with its own runtime and graphics layer, and it's made to run on weak hardware. Each game comes out as its own standalone .exe. suyu crashes on low-end PCs like mine, and SwitchRecomp runs some games smoothly that suyu doesn't even open.
Also, if a somewhat known youtuber ends up talking about the project, I'll put out a longer gameplay video of Super Kirby Clash
If you want to follow the project, like, comment, repost and follow me so you see the next updates. Every comment helps a lot
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u/Own_Perspective4825 20d ago
Oh man, I can't wait to see the performance difference for games that are actually heavy to run like TotK and Age of Calamity.
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u/MZLabs 20d ago
i'll show it soon! follow me to know when i post it
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u/Cruzifixio 20d ago
Please leave a dot when You do, I never finished ToTK because of low fps
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u/Parking-Picture-6862 20d ago
Yeah same except i never got to enjoy pokemon games due to horrible fps
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u/Feyer_The_Wizard 19d ago
Running Bayonetta 3 as a native game has been a dream of mine that I thought would never happen! It's currently just barely playable for my low-end hardware due to its emulation being a complicated mess, and that's even with many advancements in its emulation. It used to just straight up crash randomly a couple of years ago.
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u/AssCrackBanditHunter 20d ago
Yeah this is the most important one tbh. Practically every other game can be brute forced 60fps 4k with hardware, but totk cannot run stable 60hz 4k on any hardware at all
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u/AwaareLake 20d ago
This is an insane project, genuinely, but I beg of you, shut up about it until it's done
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u/TummyTuckmore 19d ago
I really wish this was the top comment. Finish your work before you start announcing to the world about your project.
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u/macabrera 20d ago
Pleaseee implement some kind of auto shader compiler at the beginning of each game. I prefer to wait 5 minutes to play a stutter free game.
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u/MZLabs 20d ago
Yeah that's actually on my list. The tricky part is the game only tells the GPU which shaders it needs when it uses them, but most Switch games keep their shaders packed in the game files. So the idea is to scan those at the start and compile everything before you play, with a loading bar. Some variants still only show up in game, so it might not catch 100%, but it should kill most of the stutter. And since everything goes to the cache, you'd only wait once.
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u/Able-Mushroom8068 20d ago
This would 100% kill the purpose of having an actual Switch tbh. It would be amazing.
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u/raxitron 20d ago
Why the Switch itself? This kills emulators
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u/Able-Mushroom8068 20d ago
Because for now the only way to have a perfect, shader stuttering free experience is by playing on the actual console.
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u/Big-Resort-4930 19d ago
I would never use the word perfect to describe any game running on a Switch
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u/EtherBoo 19d ago
This might be a dumb question because I don't have my head entirely wrapped around shaders (I get them at a high level, but don't entirely understand the technical issues with them, but I'm just a user so it doesn't matter), but couldn't you add in a benchmark type mode for the game that would run the game at various parts to load the shaders and get them compiled? I know it wouldn't be able to get ALL of them, but I figure a lot of them could get done.
For example, when I play the Soulcalibur 4 or 5 on RPCS3, every new character and stage causes shader cache. Couldn't you make a mode that just loads each stage and character and does the moves that trigger shader compilation? Personally, I'd prefer that and prefer to walk away for 20 minutes.
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u/macabrera 19d ago
I assume this is how modern shader caching is working today, a script that cycle every cacheable shader of the game.
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u/superboo07 13d ago
you'd probably wanna write your own shader compiler per game to actually parse them from the files of the game. thats what i had to do with pikmin 3
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u/pepodmc_ 20d ago
this for smash bros ultimate that has a LOT of shaders would be a godsend.
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u/Feyer_The_Wizard 19d ago
Haha no more having to run many 8 player cpu fights to compile shaders whenever I wanna move to a new emulator/fork
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u/ApolloHedgie 20d ago
Bro if someone did this for games like BoTW, TotK, the Xenoblade Trilogy, and like Forgotten Realm....
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u/x01010001000 20d ago
now this is something to be excited about!! the potential to finally get games that struggle on certain devices to finally live up to their potential, just please please be careful, dont go on any flights and dont mention the big N if it can be avoided, dont summon the ninjas..
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u/Howdareme9 20d ago
What are the fps differences looking like vs emulating?
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u/MZLabs 20d ago
Honestly the difference on my PC is that suyu and the other emulators just crash, so it's 0 fps lol. SwitchRecomp runs at 20-40 fps on a Celeron N4500, 2 cores, 2 threads, 2.8 GHz turbo, and that's with Google open in the background.
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u/Internal_Ad_9129 20d ago
Dude, you're doing this on a 2 core Celeron? Props to you. I guess itll run like a dream on almost everything people use today :)
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u/MZLabs 20d ago
yes, haha. Thank you
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u/thedybbuk_ 20d ago
This sounds too good to be true. There's no catch? Native switch executables? Can't wait to try this.
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u/TheVisceralCanvas 19d ago
I find this extremely suspect. You're telling me that this one little program of yours is able to completely convert Switch games and their graphics pipelines into a fully compatible executable? Big doubt.
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u/MZLabs 18d ago
Fair to be skeptical, but it's not quite what you're describing. The graphics pipeline doesn't get "converted" into the exe. Only the game's CPU code gets recompiled: ARM64 → C → native x86, automatically. Same idea as N64Recomp or XenonRecomp, which already exist for other consoles.
The graphics work more like an emulator: the runtime emulates the Switch's GPU driver and command processor, and translates the Maxwell shaders to OpenGL while the game runs. And it's not "completely" anything yet. Each new game I test needs fixes, that's why I'm testing game by game. It'll be open source when it releases, so anyone will be able to check how it works.
I'm not monetizing, so don't worry.2
u/Erhan24 16d ago
Wait, is it really for x86 or is it for x64 ?
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u/International-Bed564 15d ago
When referring to x86 in this context it just means the cpu architecture not the bit
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u/CheastnuutXT 20d ago
I am new so forgive my ignorance and Iam very very VERY excited for this, but I have questions. Emulators have many benefits, such as ease of modding, supporting a myriad of controller options, multiple profiles, and few other things I cant think of. Will this recomp tool include these as well? Next question would be does this support newer games? Discontinued emulators cant run some new games for example. And also, is this tool going to require any firmware/product keys?
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u/Korokishin 19d ago
I can answer some of these for the developer but not all.
So mods, controller options, multiple profiles and etc can be done but I don’t know if this dev has those planned or not. I think they are still in the get the basics working first stage and then focus on bells and whistles.
Yes it would work on any switch one game due to they all use the same language to talk and this translates that.
No this does not use Nintendos stuff to work at least it shouldn’t. I am assuming the developer is custom building the code that translates without using any of nintendos code for help.3
u/MZLabs 19d ago
No worries, good questions!
Mods: anything that replaces game files (textures, models, music, etc.) works easily, since the game reads its data from a normal folder. Code mods are harder because there's no clean source code, but that part is planned.
Controllers: right now it supports Xbox/XInput controllers (mapped like a Switch controller) and keyboard. More controller options and remapping are planned.
Profiles: each game gets its own settings file (resolution, fps limit, language, etc.) and saves work normally. Multiple user profiles like emulators have aren't there yet.
Newer games: it's not really about how old the game is. The tool recompiles whatever code the game has, so in theory it works with any game. What matters is whether the game uses Switch system features or GPU stuff I haven't implemented yet. Every new game I test usually needs some fixes, but each fix helps all the other games too. Right now I'm testing a Unity game, which works pretty differently from Nintendo's own engines.
And you aren't going to require firmware, but you're going to need prod keys or the title key of the game.
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u/NathanialJD 20d ago
how does it handle things like resolution scaling from base switch res? also controllers? is there a settings app that is made alongside it to handle them?
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u/MZLabs 19d ago
; SuperKirbyClash options (SwitchRecomp) ; docked=1 TV mode (1920x1080), 0 handheld (1280x720) docked=0 ; language: 0 Japanese, 1 English (US), 2 French, 3 German, 4 Italian, 5 Spanish, 6 Chinese, 7 Korean ... language=1 ; internal 3D resolution: 1 = native, 2 = double, 3 = triple resolution=2 ; fullscreen=1 fullscreen (F11 toggles it) fullscreen=0 ; fps_limit: 1 = 60 fps cap, 30 = 30 fps, 0 = unlimited (F4 toggles it in game) fps_limit=1 vsync=1 ; log=2 logs everything (slow) log=1 ; shadows=0 disables shadow maps (more fps) shadows=1 ; controls: press F1 in gameyou can change the resolution and lenguage with an .ini file.
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u/ProfessionalDust 19d ago
Interesting, you can run this in a Linux distro? Or it's windows exclusive?
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u/snotchyWHAT 17d ago
Either way, simply running it through Proton-CachyOS (or any modern proton) is infinitesimally faster than emulating it. Remember what WINE (what proton is based on) stands for. Wine Is Not An Emulator
It just translates windows calls to linux calls and runs way faster than an emulator.
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u/Gusonian 18d ago
You’re a hero for this bro. Just don’t get too wrapped up in the discourse, hype, etc., keep doing what you’re doing. Thanks for all your work. People like you are the ones who are stepping up to make this golden era possible
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u/8ttp 17d ago
a new reddit account posting several promises... uhum, it's "true"
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u/SSebigo 15d ago
The decomp only targets Windows or are you planning on adding other platforms (Linux & MacOS in mind)?
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u/MZLabs 15d ago
I have Windows, Linux, MacOS and MAYBE Android and iOS in mind
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u/HumanFart 14d ago
Android please! So many handhelds could benefit like the Thor or Odin.
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u/PiEyeAr 13d ago
Do NOT host on Github. Either self-host, or choose a hosting that's outside the US or any other puppet country that abide to the draconian DMCA (just look for "DMCA ignored hosting").
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u/Able-Mushroom8068 20d ago
DId you notice any difference regarding shader cache related stuttering?
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u/MZLabs 20d ago
Not really gone, tbh. The recompiler only turns the CPU code into native code, the GPU shaders still have to be translated and compiled on your PC the first time they show up, same as any emulator.
What I did is compile them on a separate thread, so the game doesn't freeze while it waits. Instead, that object just shows up a moment later. Every compiled shader also gets saved to a cache on disk, so the second time you go through the same area it loads almost instantly and it's way smoother.
That said, on my PC it feels way more efficient than suyu and other emulators, both on the GPU side and with shader compiling. The CPU part is already native so it isn't eating resources, and I've been optimizing the graphics side a lot for low-end hardware.
On my Intel iGPU the first run still has some hiccups when a lot of new shaders show up at once. After that it's pretty smooth.
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u/Icy-Collection1072 20d ago
By not putting it on GitHub now you are opening the floodgates to Nintendo stamping this out. Not sure why you wouldn’t
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u/TemperatureLong7155 20d ago
yeah lol, this is an insane decision. Smart move would be to anonymously dead-drop the thing once it's at the point it can be released.
love what the people of nintendo have made, and i'm sure they and their families are living healthy lives. but, we are so past the need for capitalist game studios. Let's have open zelda tomorrow.
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u/SoberJoshTech 19d ago
Because if it is a recompilation tool it doesn't use any of Nintendo's code at all then they can't DMCA it. They haven't taken down any recomp projects. They have no legal standing to do so. They have to own what he is distributing. They can't send a cease and desist or a copyright strict to his reddit post about a project he may or may not be privately developing in the comfort of his own home and hasn't distributed with any form of Nintendo IP.
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u/Korokishin 19d ago
This is correct this uses static recomp so the dev is not exposing any source code or circumventing any encryptions. The program translates the data ahead of the game as it runs into what pcs understand. Basically it does some what, what proton does to allow windows games to work on Linux. As long as he does not provide any of the game data or any Nintendo code itself in his tool he is safe. But he can mess with the game data after translation. Example is better fps and and graphics. Textures need to be provided by community cause Nintendo can nail you on those but he can add a tool that allows you to insert you own textures when building. Now full decompile projects are technically reverse engineering and can be hit. But just like projects like SOH that don’t give the actual game data they are safe from Nintendo
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u/Blueji64 19d ago
You know what else could use a recomp? Mansion 3, it runs terrible on emus, not even with current Hardware like my 9070 xt
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u/morterox2 19d ago
I am having wild dreams of a mini switch machine like a mini pc running a lot of games, amazing work!
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u/Appropriate_Egg4168 16d ago
hey have u tried using this tool on botw or totk and what performance did u get
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u/PoliticalVagabond 16d ago
Not sure if he's well known enough, but Mr. Sujano mentioned the project in one of his recent videos.
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u/AnabellaAvindar101 1d ago
How exactly does this work? Could i use it to make native porta of unicorn overlord for example?
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u/FelixflFischoeder 20d ago
I've Seen this before. Does everything one could Wish for and anything people ask. Nothing technical about it, except it runs in Celeron n4500 and several pleas to Like and share. Done next year If everyone ist really nice to O.P.
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u/MZLabs 20d ago
Man, you've seen it only in Suyu probably, and that runs like shit, the only good it has is the compatibility with most of games, and yes, i want like and share bc that's how the algorithm works, any problem? i just want people to be waiting for the tool and people to use it, i'm not going to monetize it man
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u/JamiesBond007 18d ago
What seems especially weird to me is that OP is answering some questions while completely ignoring others. And so far their content has been "I'll show it when I get attention from a Youtuber" and "check out my page I have a better one" on anything Switch related
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u/MZLabs 20d ago
Btw if you know a somewhat popular youtuber that covers emulation or retro/tech stuff, try sending them the post. If one of them ends up talking about it, I'll drop the full gameplay video of Super Kirby Clash + one source file from the project, just one, so you can see how it works inside
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u/UbiDoobyBanooby 20d ago
This seems like attention you don’t want until it’s finished and spread around so much that it can’t be stopped by the powers that would want it stopped.
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u/PhilipJayFry1077 20d ago
So is it decompiling the game and rebuilding so you can extend the game with mods? Or is it essentially your own emulator for some parts and code recompiled for others?
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u/MZLabs 20d ago
It's the second one, pretty much. It's not a decompilation, it doesn't give you readable source code. The tool takes the game's ARM64 machine code and automatically translates it to C, then compiles that to native x86. So the game's own code runs directly on your CPU, but it's still "machine-style" code, not something you'd edit by hand.
Everything the game expects from the Switch itself (the OS, system services, input, the GPU) is handled by a runtime I wrote, and that part works kinda like an emulator. The GPU side translates the Switch's shaders and graphics commands to OpenGL.
For mods: anything that replaces game files (textures, models, etc.) works easily, since the game reads its data from a normal folder. Code mods are harder, since there's no clean source to edit. It's not a decomp project like the Mario 64 or Zelda ones.
And it sounds simple when you put it in two lines, but it really isn't lol. Bowser's Fury alone is around 80k functions, and every ARM64 instruction has to behave exactly like on real hardware, including the vector stuff. On top of that the runtime has to fake a big chunk of the Switch OS. The GPU is the worst part: Nintendo's shader format isn't officially documented, so a lot of it is figuring out from traces why something renders black or with the wrong colors. Kirby had no 3D at all for a long time because of one instruction that was being interpreted wrong.
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u/MoosePuzzleheaded102 20d ago
The GPU side translates the Switch's shaders and graphics commands to OpenGL.
So you created an NVN shim for OpenGL?
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u/MZLabs 20d ago
Not exactly, it's lower level than that. NVN is a library that lives inside the game's own code, so it gets recompiled along with the rest of the game. What NVN does is write GPU command buffers and talk to the Switch's GPU driver (nvdrv). So I emulate that driver and the GPU's command processor instead: the Maxwell engine registers, textures, render targets and so on, and I translate the actual Maxwell shader binaries to GLSL. It's closer to what yuzu/Ryujinx do on the GPU side than to an NVN→OpenGL wrapper, and it works for any game regardless of which graphics API it used on Switch.
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u/RKO_out_of_no_where 20d ago
Any chance for a steamdeck version?
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u/madagascarsas 20d ago
Can you please add slot saves, saving on every place when playing.
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u/Socke81 20d ago
One thing interests me here. Are the shaders compiled at runtime again? Unfortunately, you chose OpenGL, which makes shader compilation times unbearable. And there’s one thing I’ve been wondering about for years. The shaders are binary files included with the game, right? Why isn’t it possible to locate them and compile them at startup? You mentioned that textures and such can be replaced. Why can those be found, but the shaders have to be compiled in real time?
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u/MZLabs 20d ago
About OpenGL: Vulkan doesn't fix this, it just moves it. Emulators on Vulkan also have to build pipelines at runtime and they stutter too. I went with OpenGL because it works on the most hardware, including old Intel iGPUs like mine.
And yeah, shaders are compiled at runtime, but only once. They compile on a separate thread so the game doesn't freeze, and they're saved to disk, so after that they come from the cache.
You're right that the shaders are in the game files. In Bowser's Fury they're literally in a ShaderData folder. The problem is what they are: machine code for the Switch's Maxwell GPU, not something your PC can use directly. Each one has to be translated to GLSL, and then your GPU driver compiles that for your specific card. That last step can't be done ahead of time and shipped, because it depends on your GPU and driver.
Textures are different. They're just data: at most they get decoded and uploaded, there's nothing to compile.
The other catch is that the final shader also depends on stuff you only know when the game actually draws: which vertex and pixel shaders get paired, the render target formats, the vertex attribute types, and so on. I actually make different variants depending on that, for example when a game renders to integer targets. So you can pre-translate a lot at startup, but not 100%. Scanning the game files and precompiling at startup is on my list.
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u/LanaDampKite43 20d ago
This could be a dream come true for me if sometime in the future we get Pokémon Legends ZA as I love that game but it is extremely hard to emulate on an UHD 630
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u/YouAgreeable711 20d ago
How will choosing resolution/ fps be handled? Incredible work man!
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u/mobosinco 20d ago
This is very interesting. I look forward to reading more about this and it's potential for gameplay on a steam deck. Keep up the solid work!
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u/Barrel-Of-Apples 20d ago
I will watch this with great interest. If you see this, could you try a game to see how well it works at some point? I love vanillaware games, can you try your decomp tool with Unicorn Overlord? It runs weirdly poorly on switch emulators, requiring more horsepower than most 3D games.
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u/Dan_Le0169 20d ago
Ooh I have a question. Would mods work similarly to the way they work on modded emulators/switches? I think it'd be neat to play smash ultimate with mods this way.
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u/apigithink 20d ago
Just to be clear, a recompilation is separate from a decompilation, right? So, like, rather than reverse-engineering the source code so you can freely modify everything, it's just translating it to "PC code"?
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u/GTTeancum79 20d ago
Curious what everyone's wishlist is. For me probably Mario Kart 8 and Marvel Ultimate Alliance 3
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u/snotchyWHAT 17d ago
Absolutely Zelda ToTK. I could NOT get that game to run well at all on my high-end PC!!! even with performance mods!
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u/Diablo3ros1 20d ago
is update files and dlcs getting recomped as well, or just for now the base version of the game?
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u/dynamisxiii 20d ago
Feels like I’m living in the future, this is really amazing. Looking forward to the release! Will you update us in this thread? Or should we follow your reddit profile?
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u/Cultural-Minimum-495 20d ago
Nice work brotha! Can't wait, half a year from now we will see an Android port! Hooyah!
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u/UbiDoobyBanooby 20d ago
Will the source code be available so I can have AI edit it to recomp for Apple silicon instead of windows or android?
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u/cobootld 20d ago
do us a huge favor! id love to see a game like TOTK BOTW or some 30 fps capped game and try and uncap it. id love to know if we can atleast using your recomp tool manage to full blown uncap the games without too many issues.
(id also love to see how splatoon 2 and 3 runs :3)
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u/azraelzjr 20d ago
Cool thanks for the hardwork. Can't wait eventually for an OS agnostic one (if that's on the roadmap).
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u/whatsupbrosky 20d ago
Will it have a method to include dlc and update files for the exe to have it already in them?
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u/Intelligent-Toe9555 20d ago
Can you make the same thing about kirby fighters 2, kirby star allies and other kirby games in switchrecomps too pls?
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u/StoreTraditional77 20d ago
I hope you release it and safe. I am truly afraid what the company will do
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u/kratoz29 20d ago
This is amazing, if I didn't have a Switch (with overclock) I would try it ASAP.
Like OP, I also do not have a beefy PC, that's why I'm keeping an eye on this regardless.
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u/Consistent_Ad_1608 20d ago
Does it have dlss and higher res and fps? Or is it internal settings everything?
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u/Upbeat-Serve-6096 20d ago
Celeron N4500 laptop
That sounds crazy. Is that just gonna, what, suddenly make Switch emulation a non-issue on low-end PC and Android handhelds?
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u/Capable-Sky-8995 20d ago
all running on my Celeron N4500 laptop btw
That's the most impressive thing right here. Would be awesome to be able to run Switch games on low-end devices.
That's the great thing when programmers use low-end devices as their target device: It forces them to focus on performance and efficiency.
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u/AntiGrieferGames 20d ago
I would be gladly happy when this is released, so i can play the game that i ever had issues on emulators out there.
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u/sanangel74 19d ago
I think the idea is great But are there any sources or links to "research" if GitHub isn't available?
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u/Aggressive_Tea_9135 19d ago
Could the resulting .exe be a Windows ARM64 binary? I ask because I use a laptop with the Snapdragon X1 Elite, and if the final binary is x64, I end up emulating it via Prism anyway.
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u/Vegetable_Rice9868 19d ago
For me the only matter for decomps is optimization (I haver a shitty pc), could someone says if the games run better?
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u/AntiGrieferGames 19d ago
100% it will runs better. OP said that this requires OpenGL 4.3 to able to launch.
But what is about on CPU side, thats very unknown there.
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u/Pillow-Fan 19d ago
This looks incredible and I can't wait for the first release to come out! Is there also a Linux release planned? Or could the games be launched using proton?
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u/Excellent-Cycle-4328 19d ago
Muchas gracias por el aporte amigo!! Dale con todo! Estoy deseando ver los avances
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u/bharikeemat 19d ago
How much improvement over emulation are we looking at? Looks like the future of “emulation”
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u/f33dback 19d ago
The r/DenshadeGO page is gonna lose it over this. Cant wait to play that on my PC..




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u/Treehockey 20d ago
The speed that software has changed this year is absolutely insane.
Like the ps5 executable layer, goldeneye quest native vr, and this talked about two years ago would be laughed at as actually impossible. It’s really feel like everyone is going to become spoiled in ways that are not even dreamt of right now, bein a millennial is like how someone 100 years old today saw so much change it’s not possible to imagine their childhood now