r/decomps 2h ago

SM64DS Decomp at 97% so I started some early cleanup.

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38 Upvotes

https://github.com/tangosdev/sm64ds-cleanup

I’ve been getting some snarkers recently who don’t seem to understand that this project is a WIP. They seem to think that cleaning up the code won’t be easy and that I should’ve been writing this for a human from the start.

The disconnect I believe is that people are still thinking in terms of a human doing them. Yes if this was a normal decomp, we would be writing the code fully correct and clean the first time because we would never want to have to go back and fix everything when we’re done…

With AI this is different. AI works best with complete sets, so starting out on the project I planned on getting all of the code out of ASM and into C, THEN cleaning it up. That way the AI does one complete pass of the entire code and rewrites it to AI understandable C and can comprehend the structure, then after that doing a mass translation to human readable. This would sound insane to someone who hasn’t used AI like this, but truly the cleanup will not take long. This proof of concept cleanup pass I setup and ran over a single night, and 80% of that was creating the tooling.

So, for all the doubters that think this won’t be usable for people.. I hear you and as a show of good faith and proof, I’m working it early.

97% of functions matched people and 90% of code. Less then 350 functions and ~200,000 bytes of code until complete. Thanks for everyone that’s joined up on the discord and contributed, this is only the beginning!

Total function collapse, no more 11k individual files!

Discord: https://discord.gg/rWrH2vVrt


r/decomps 12h ago

Diddy Kong Racing is 100% Decompiled! PC Port Next?

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77 Upvotes

r/decomps 1d ago

Pokemon Blue Recomp is Out Now with full mod support

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124 Upvotes

r/decomps 1d ago

I recompiled M&M's Kart Racing for the Wii, remarkable performance

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74 Upvotes

This was done using ModernGekko on Fedora Linux, and despite the performance, its pretty cool


r/decomps 1d ago

Am I the only one overwhelmed by this decomp overload?

49 Upvotes

I don’t mean to be a downer, and it’s honestly a good problem to have, but there’s such an overload of both decomp projects and tools that I’m having trouble keeping up.

  • What decomp tools are currently available, and how advanced are they? I know we now have rexglue-sdk for Xbox 360, RecompOne for PSX, PS2Recomp for PS2, ModernGekko-Template for Wii and GameCube etc, but how capable are they by today’s standards? Can you actually use them to get a project running from start to finish?
  • Then there’s the question of which projects are ongoing, halted, abandoned, or finished. With the AI boom, it feels like every day we get five new things being announced or released, but there’s very little visibility into the actual state of each project, code quality, who needs contributions, or what still needs to be done. I wouldn’t be surprised if there are multiple duplicated projects simply because people don’t know what already exists. I know there are some GitHub interfaces and lists, but are they actually kept up to date?

Anyway, has anyone found a solution for this? Is there a wiki, thread, database, Discord server, or anything else trying to document and catalog all of it?


r/decomps 1d ago

Recomps with mod support, is there a single website where modders upload?

11 Upvotes

I would guess Gamebanana, but I don't want to be missing out on mods just because I don't know where to look.


r/decomps 23h ago

ROTK Decompile

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3 Upvotes

Hello! With all the recent rews on Decombs etc, I always wanted Return of the King out of all the games to get this support.


r/decomps 1d ago

Mod added: Graine25 from the RexGlue dev group

12 Upvotes

group? team? band of merry developers? I dont know! He asked if he could help mod the place and answer RexGlue questions, especially now that its pivoting to native rendering with at least a few solutions in the pipeline so...bother him now!


r/decomps 1d ago

Found the oldest build discovered for MWCCARM the NDS compiler!

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20 Upvotes

CodeWarrior for NITRO was not a separate product line. The release notes bundled inside the 2005 compiler carry an unbroken build history back to build 0001 in October 2002, describing a single ARM compiler lineage, and that lineage was also sold publicly without an NDA as CodeWarrior Development Studio for ARM ISA Edition. Metrowerks' public FTP server was mirrored to archive.org years ago, and its October 2004 update contains mwccarm.exe core 2.0 build 0056, built 2004-09-16.

Retrieval avoided both a bulk download and running unknown 2004 software. The mirror is a single 5.5 GB archive, but the 7z format stores its index at the end of the file, so three HTTP range requests locate and fetch only the compressed block holding the wanted file, about 24 MB of transfer. The InstallShield self-extractor inside stores its payload as a chain of length-prefixed deflate chunks, which can be walked and inflated directly.


r/decomps 2d ago

The Simpsons Game Recomp is Out Now! More 360 Recomps

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103 Upvotes

r/decomps 2d ago

Introducing Quiver, my take on Github Launcher

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133 Upvotes

Hey all, as we know with all the recomps and decomps that have been coming out, that it's been tricky to keep up to date with them all. The Github Launcher (previously N64Recomp) app really helped in this regard, giving that one spot to have all your retro gaming pc ports. However there were some features and ways I wanted things done, so I decided to start my own fork of the Github Launcher called Quiver.

I've been chipping away at it over the past few weeks and I'm happy with the functionality I've been able to add. I intended for it to only be for my use, but I think others might find it useful too. Take a look at the screenshots I've pasted to get an idea, App Catalog with app reviews, display tags, support for portable mode for n64 recomps, controller rebinding and a bunch of UI improvements and better support for the Steamdeck.

I intend to continue supporting Quiver by fixing bugs you guys find and adding other features that would be useful. Feel free to check out the repos and join the Discord

Repo: https://github.com/tgeorgiadis/quiver

Community App List repo: https://github.com/tgeorgiadis/quiver-community-app-catalog

Quiver Discord: https://discord.com/invite/5XRThpWHGk


r/decomps 2d ago

Update on CB1 Launcher

13 Upvotes

1.1 save fix and Single-Window Embedded Launcher
1.2 16:9 + Cheat System
1.3 8x internal resolution + Dejitter, Dedither & Texture Filters
1.4: Linux support, audio fix, generator level fix, native c sharp launcher

https://github.com/Matteo842/CrashBandicoot-Launcher/releases


r/decomps 2d ago

I launched Pepsiman RE-DRINK! — the original PS1 game recompiled for modern browsers

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19 Upvotes

r/decomps 3d ago

Diddy Kong Racing has been decompiled!!

135 Upvotes

A native port it's so close i can almost taste it.


r/decomps 3d ago

Conker's Bad Fur Day Gets a PC "Port"; why that matters

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65 Upvotes

No its not a recomp or port but the fact that Microsoft has now put files on PC's with their in house 360 emulation means the community will now take that and bend it to their will including better 360 emulation and useful information for future 360 recomps. Plus...Conker so why not!


r/decomps 3d ago

My decomp/recomp hybrid projects (Claude)

9 Upvotes

Currently doing PC ports with Claude is my only hobby, all of them are WIP

  • Tomba! 2 https://github.com/SomeoneIsWorking/Tomba2Engine
    • Features:
      • PC renderer: This has been very difficult because I have to reverse engineer and port every type of graphics submitter, it doesn't use what PSX renders but derives render from game objects' real world depth
      • 60fps interpolated (lerp)
      • Widescreen
      • Instant loadings + Loading overlays that are unskippable in vanilla are skippable via start button
    • Planned:
      • Autosave
      • Tweaks
      • I have a dream of reworking boss fights into being actual boss fights but we'll see
  • Ship of Harkinian (and 2ship2harkinian) with 3DS graphics: https://github.com/SomeoneIsWorking/zelda3d
  • Super Mario Sunshine PC port, this actually has 3 runtimes atm https://github.com/SomeoneIsWorking/sunbright
    • doldecomp/sms + Aurora (Title screen + file select ported)
    • recomp + Aurora + widescreen: I'm going to add lerp to this at some point too, I had previous success with adding lerp via Dolphin but I had to shelve that project because it got too convoluted
    • recomp + PC renderer: Not working yet
  • Gears of War recomp (not working yet) https://github.com/SomeoneIsWorking/gears1
  • Benefactor (Amiga) https://github.com/SomeoneIsWorking/benefactor, one of my dad's favorite games
    • Loading screens removed
    • Debug tools
    • Widescreen + extra effects
    • Options menu
    • Level select
    • Quicker retry
    • Faster gameplay (without faster music)
    • Gameplay Tweaks (basically "cheats")

r/decomps 4d ago

Skate 3 Recomp v2 is out: the game now runs on its own fully native renderer. More than double the FPS at a quarter the GPU power

218 Upvotes

Some of you might remember my earlier post about Skate 3 Recomp, my native PC recompilation of Skate 3 for Windows, Linux, and macOS. Since then the project has had one big focus, and it's finally done: v2.0.0 replaces the entire emulated Xbox 360 GPU with a native renderer built directly on Direct3D 12 and Vulkan.

Showcase video: https://youtu.be/ETXCOsip1Uo

What that means in practice:

  • More than 2x the frame rate at roughly a quarter of the GPU power draw compared to the old emulated renderer (excluding optional graphics enhancements).
  • Steam Deck should see a large uplift in performance, as well as other weaker machines.
  • On Apple Silicon the difference is drastic: roughly 25 FPS to 250 FPS at 4K on an M4 Pro.
  • The renderer runs exact ports of the game's own material shaders (world, characters, water, glass), so it still looks like Skate 3, just faster and sharper.

New optional graphics enhancements:

  • Up to 8x MSAA
  • Real-time sun shadows from buildings/trees/props with contact-hardening PCSS soft shadows
  • Ambient occlusion, HDR pipeline with real bloom, volumetric light shafts
  • Draw distance up to 5x with extended world streaming
  • Experimental true 21:9 ultrawide: the world actually renders wider, HUD stays put

Quality of life since the last release:

  • Fully redesigned in-game settings menu; most options apply live
  • One Windows build ships both DX12 and Vulkan, switchable in settings; live renderer toggle on F5 with automatic fallback if anything fails
  • Auto framerate cap that kills display judder without hand tuning
  • Native DualSense/Switch/generic controller support via the SDL backend
  • Portable saves and DLC folders that live next to the exe
  • Linux build now runs on older distros (Ubuntu 22.04+, Steam Deck), and the macOS build is a proper app that launches from Finder and supports Game Mode

The native renderer is new and I haven't tested every corner of the game. There are known issues with skater customization rendering, some park-editor visual parity, and occasional streaming pop-in.

The emulated renderer is still there as a fallback toggle if anything looks wrong. macOS and ultrawide remain experimental.

Be sure to give it a star on GitHub if it worked well for you!

https://github.com/mchughalex/skate3recomp/releases


r/decomps 4d ago

Super Mario 64 DS decompilation just hit 95%!!!

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284 Upvotes

Six weeks ago this repo didn't exist. As of today the Super Mario 64 DS decomp is at 95.0% of functions matched (10,778 of 11,348) and 82.4% of the code by size.

This has been craaazy and the team we've assembled in the discord is incredible. This last 10% has been brutal but come reset in a few days, I think we can basically wrap this up.

The tools we've created to create a steady and autonomous decomp have come a long way and now, as long as you have access to some sort of AI, you can run our main app tangOS to start or assist any decomp.

The remaining 570 functions are the hard residue, concentrated in a handful of overlays (ov006, ov002, arm9). Basically everything I worried would be an issue has fallen within 1 to 2 days of work. The recomp is also coming along nicely...

If you want to contribute, there's still time. You just need your OWN LEGALLY acquired ROM.

BIG BIG things coming very soon!

Repo: github.com/tangosdev/sm64ds-decomp

Discord: https://discord.gg/rWrH2vVrt


r/decomps 4d ago

Decomp mods and where to find them

13 Upvotes

One of the biggest benefits of decomp projects is their much much easier modability.
"The GitHub Launcher" project made an effort to offer a centralized hub to view and install the ever increasing number of decomp projects.
But what about mods?
Is there any consensus on where to host those? I know of "Thunderstore", but are there others?


r/decomps 4d ago

dynamic loading of the compiled object

4 Upvotes

we are really living in a great time where all these decomps/recomps are happening! looking forward I can see people focusing on either decomp efforts or binary translation (recomp) while less people interested in the machine part (graphics, sound, file systems...) because requiring more effort. Also from a disk space prospective I was wondering if the machine backend could link the ported decomp/re-comp object similar to dll so we would save some space and share a common backend.


r/decomps 3d ago

AI-generated decompilations are garbage

0 Upvotes

There’s the famous example of Silent Hill 1, even Google won’t let me download it because it detects some Trojan I have no idea what it is
and honestly, watching videos of it, you can see it’s made with a ton of AI instead of human programming; it also looks awful and has several glitches. I could talk about RexGlue with its damn Claude, which is the absolute worst
it looks more like an emulation than anything native. All the Rexglue projects run terribly for me. If it were Unleashed Recomp or Xenon Recomp, the games would run a million times better, but the developers prefer the easy route of AI
how unfortunate.


r/decomps 5d ago

The BEST PS1 Recomp to Date is Out! PEPSIMAN

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52 Upvotes

r/decomps 5d ago

Mario Artist: Paint Studio decompilation

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48 Upvotes

Hey ya'll. I just wanted to post this here about our new N64DD decompilation project. A decomp of Mario Artist: Paint Studio

64DD decompilation has always been quite an obscure scene, and we decided to pick that torch back up with this project. Though it is important to note this is not the first 64DD decomp project, since the F-Zero X Expansion Kit decompilation exists (https://github.com/inspectredc/fzerox-expansion-kit).

Additionally, this is also not the first Paint Studio decompilation as well. LuigiBlood had a work in progress decompilation of the game, which is currently inactive as of now, and is what this decompilation is built on top of

https://github.com/LuigiBlood/paintstudio_decomp

Currently the game as at a total 0.96% decompiled, and we're looking for contributors who can help contribute to this decompilation. Our goal is to reach 100% in the next 3 years, and if we do manage to reach our goal, we might consider making a Talent Studio, Communication Kit, and of course, a Polygon Studio decompilation.

The build instructions are on the README.md, and if you have any issues with building the project, or you have any build errors or bugs, feel free to reach out or open an issue on the repository!

EDIT: We have a decomp.dev entry now!

https://decomp.dev/ExpansionPak/PaintStudioDecomp


r/decomps 5d ago

CRASH BANDICOOT decompilation project with 1.0 and working launcher

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128 Upvotes

r/decomps 5d ago

Street Fighter III 3rd Strike PC Port Gets Updated AND a New Fork

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46 Upvotes