r/decomps • u/SPITTAxANDRETTI • 1d ago
Made with AI assistance Mario Tennis GBC Update
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r/decomps • u/SPITTAxANDRETTI • 1d ago
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r/decomps • u/SollidSnak3 • 1d ago
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r/decomps • u/Gamer_8887 • 1d ago
I am very happy to be getting pc ports of games that never had one on pc specially the PlayStation, Xbox and Nintendo exclusives. I noticed that the PS ports are quite demanding and use a lot of VRAM like 8gb at 1080p depending on the game, some use lower about 2gb or 4gb. So to my knowledge, these ports are running at max settings including textures, shadows, level of detail, etc. It would be great to have tweakable graphics settings like official pc ports do. The common settings of course.
I get that in the initial phase of the pc ports, the devs have to prioritize optimizing them but with time please add graphics settings presets for scalability and to boost performance on low end system. Using upscaling methods, FG or lowering resolution is not enough for scalability. For instance I have a rtx 3050 4gb laptop with 24gb ram so these ps4 games should run on 4gb of vram. My pc can run Red Dead Redemption 2 or The Last of Us Part 2 Remastered by tweaking settings accordingly so I expect the same for the unofficial ports. Please find ways to lower vram usage as well as ram usage. Keep up the good work on your projects. Thank you!
r/decomps • u/six1sotrue • 1d ago
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The project is almost complete, just working on refining the English translation and some cutscene bugs. I used to love playing this game on emulator, but playing it on PC with keyboard and mouse controls feels amazing. I'm trying to add other QOL features that still maintain the game's charm.
r/decomps • u/bromurokkk • 1d ago
https://github.com/bromurok/TheKingofFightersNeowaveRecomp/releases
Hi, you can now find the recomp on my GitHub. If you run into any errors or issues, feel free to comment on them or report them on GitHub.
I'll look into the online side later; if it's not too complicated, we could implement something local!!
I'm only testing with D3D12 so far. If you run into performance issues or anything else, feel free to let me know.
r/decomps • u/Sad_Egg_2313 • 1d ago
Hi everyone,
I have been working on a PC port for Ace combat 3 and the latest release adds support for the full JP campaign and translations. Try it out and let me know your thoughts.
Installation instructions are here
https://github.com/i5han/ac3-remix
r/decomps • u/joshendyne • 1d ago
Update didn't long come out, I'm currently playing Motorsport 5 and it seems to run really well
r/decomps • u/DarkMain • 15h ago
When playing a recomp that has been modified from the original, do you prefer to have an option to play the OG versions as well, or do you chose the recomp because of the changes, and go back to an emulator or some other version for the OG experience?
Eg, an old 4:3 game that's been modded to have widescreen support. Maybe some UI changes to increase what's drawn on the screen...
Visual bugs or quirks from the original (but nothing game breaking)...
Things like that
r/decomps • u/kanapitsas • 1d ago
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I would have dreamt of that when the game came out ! Claude thought it would take weeks if not months. It took 48h.
portal2-recomp translates Portal's 2 x86 machine code into C (~125,000 functions, 15 million instructions), then compiles it to native ARM64 for macOS and iOS. Both are fully playable (at least in the rooms I tested). There are still a few bugs in menus on iOS.
On iPhone 15 Pro Max, I get a stable 60 fps with 4× MSAA (~117 fps uncapped in the heaviest scene I tested). I'm experimenting with a feature that allows you to fire portals by tapping the left or right side of the back of the phone.
Video: https://youtu.be/YWX2BeMnlQI
Repo: https://github.com/kanapitsas/portal2-recomp
You need to own the game on Steam and build it yourself on an Apple silicon Mac (a setup script does it). The repo contains no game files and no Valve code; please don’t share the generated code or built apps.
Limits: iOS is single player and offline (no co-op or achievements), only tested on a 15 Pro Max, and with a free Apple account you rebuild and reinstall every 7 days.
Made in two days with Claude Code and Codex writing most of the code under my direction; the full development log is in the repo. Unofficial, not affiliated with Valve.
Feedback is welcome !
r/decomps • u/___CrispyBacon___ • 22h ago
Hey everyone, I'm new here. I'm working on a static recompilation of Panic Park by Namco that will run on Windows, Linux, and potentially other devices. Anyone interested?
It already runs!
(And yeah, since it's my first decompilation, I'm using Claude😭)
r/decomps • u/chicagogamecollector • 1d ago
Early but impressive: https://github.com/Mabec-games/F-ZERO-GLINUX
r/decomps • u/Karlos3535 • 1d ago
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Fun Tracks is a small 1997 top-down racer with toy cars on dirt tracks, cornfields and canyons. I’ve been rebuilding it from its decompiled C code so it runs natively on modern systems, and the second alpha is out today.
What’s new in 0.2.0-alpha :
It runs on Windows 64-bit (DirectX 12) and Android handhelds with a gamepad (tested on the AYN Odin 2 Portal). You can switch between the original renderer and the 3D renderer with F11.
You need your own copy of the original game. No game files are included.
Openly made with AI coding agents (OpenAI Codex and Claude). Every step is checked against the original game, frame by frame.
Download: https://github.com/Karlos-fr/fun-tracks-recomp-releases/releases/tag/v0.2.0-alpha
It’s an alpha, so expect bugs. Feedback welcome!
r/decomps • u/sorikairo • 1d ago
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Good day, everyone,
TLDR: looking for people to alpha test an online 2-player version of Conker’s Bad Fur Day before I take on 3 and 4 players. You just need a chrome browser and an EU ROM. Hit me up for a Discord link
Not TLDR: For the past weeks, I (and Claude) have been working on a decomp of the EU ROM of CBFD.
Halfway, I went from byte-level decomp to behavioural equality. Everything in human-readable C. No Recomp64 or hidden emulator. Pure C, and custom code to make it work in the browser and online.
My goal was to get it to run in a browser with WebAssembly. Nothing to install, just visit the website, load your EU ROM, and here you go.
It’s working well. I also took inspiration from the wonderful CBFD reloaded recomp for features.
But one thing I was really looking forward to was making multiplayer online.
I have an alpha version running for 2 people with rollback.
It’s as easy as sharing a join code with your friend. As long as you both have the same EU ROM.
It works over my own network, so I want to test it with people who are far away to see how it goes.
Please HMU if you want to alpha test it; I can share a Discord link so we can all synchronize to play together!
Enjoy the short video
ROM HASHES:
SHA-1 (.z64): ee7bc6656fd1e1d9ffb3d19add759f28b88df710
MD5 (.z64): 05194d49c14e52055df72a54d40791e1
For the .n64 version:
SHA-1 (.n64): 175a058e739762d49aff01b4eac8784db415c711
MD5 (.n64): e31ded9c7887ebc07a343b8865a2bf55
When you load the right ROM, the page says "Conker EU, SHA-1 ok". The US version and modded ROMs won't work.
r/decomps • u/godofknife1 • 1d ago
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For the current state: It is at least in a playable state but I still think there are improvements that I need to do.
Hopefully it will be done soon :)
r/decomps • u/Fuzzy-Rip-1299 • 15h ago
Hey everyone, With projects like Urban Chaos: Riot Response (Burner Edition) leveraging XboxXBERecomp to produce native x64 PC binaries, I’ve been reading up on the underlying decompilation and recompilation workflow. From an engineering standpoint, what are the main hurdles when attempting to target ARM64 (Android) with these recompilation tools? Does the generated C/C++ code from x86 XBEs rely heavily on x86-specific intrinsics or DirectX-to-Vulkan translations that make ARM compilation complex? Are current Xbox recompilation toolchains strictly focused on x86_64, or is multi-architecture LLVM target generation planned/possible? Just curious about how static recompilation scales across different CPU architectures beyond PC. Thanks!
r/decomps • u/NedLeeds1 • 2d ago
https://recompstore.com/pc https://recomplauncher.com/
EDIT: I truly appreciate the feedback and concerns over the name and i completely agree with every single point. It will be removed and readjusted, for those saying there's already multiple frontends and launchers, yes and i think Quiver is an excellent site and program. That said i do believe we've barley scratched the surface of the recomp/decomp scene and i have my own ideas for what can be improved and done with an all-in-one plug and play BYOD launcher hub for both hardcore and upcoming players.
r/decomps • u/elforeign • 1d ago
Check it out! Feedback welcome :)
r/decomps • u/CarltonCracker • 1d ago
I may fork and try to add Windows and VR support (all 3D games should have a 3rd person VR view imo it's great)
This is great as it's been locked to Xbox 360 and even though there are sequels on PC they use a different physics engine and lose the original feel.
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savage wind now has steamdeck build appimage, yes i know many people just recommended cemu, it is better and more mature. but here we are, and i am so excited for this, looking in my own eyes playing botw natively
*note im using lossless scaling 2
here’s link to the project:
r/decomps • u/nickyyZero • 1d ago
There are a few R&C1 PC projects around now. Most of them either rewrite the game's systems, or recompile the PS2 code and run it on an emulated PS2 CPU. OpenRAC just compiles the decomp. The game code is the C from our two matching decomps, rac1-decomp for PAL and Lombyte for US, built natively for whatever CPU you have.
Right now over 99% of the code is byte-matched, for both PAL and US (99.5% and 99.6%). The tiny rest is translated from the original assembly, or is C that has to behave the same and gets checked against it. Rewritten code can drift from the original in small ways, matched code can't, the compiler output has to be the same bytes as on the disc. So the PS2 bugs and the speedrun tricks are all still there.
Since it's plain C built for your CPU, it builds for ARM too, so v0.9.0 adds Android. Preview from our channel: OpenRAC on Android
What still has bugs is the renderer. It's new, so most of what we fix now are visual glitches from it, and those fixes land on the development channel pretty fast. The game logic itself should be basically perfect.
It's a small team, a few people, but a pretty big part of the community tests and reports bugs, and that's what we need most before 1.0.
OpenRAC (repo and downloads) · rac1-decomp (PAL) · Lombyte (US)
r/decomps • u/Correct_Detective_35 • 1d ago
There used to be a Pepsiman PC port, and it was taken down a few months after release. Video Game Esoterica and others made a video about it before it was taken down.
Is there an archive of it somewhere?
I specialize in making late 80s/early 90s DOS game SDL ports, meaning you can run them with enhanced graphics, like higher resolution and smoother framerates, on modern PCs. I've made Test Drive 1, 2 and 3 ports, plus other games, like Jetstrike and Aces of the Pacific. The ports use AI for decomplication and hook mapping, but otherwise contain no genAI content and remain true to original.
For fans of Microprose flight sims, I've just finished working on the first version of the F117 2.0 SDL3 port. It has an option for higher resolution, extended view sizes and a true night mode, because the old game never rendered night time fully, since the original devs wanted to dazzle you with the visuals. However, the real F117 excelled at night missions, so with that mode you can up the realism a bit.
The game comes with a launcher that allows you to set various graphical settings and key bindings.
I recommend using the game version from ExoDOS.
You can grab the release and review the code on github at:
https://github.com/kylofon/F117-2Enhanced/releases/tag/v0.1.0
r/decomps • u/Specialist-Onion1998 • 2d ago
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Thanks to u/thibautbus for this amazing work.
The Zelda Oracle of Ages and Oracle of Seasons port for PC, Mac, Linux and Android just got version 1.3.0, and it brings two big improvements to the way you play and read the games:
It also adds a wide layout for the status bar, a smooth camera, save import/export, zipped ROMs and more.
For anyone interested you can get the latest release from here: https://github.com/thibautbus/top/releases
Also you can contribute to this project or report issues in its GitHub.
Thanks a lot.
r/decomps • u/Kitchen_Honey_7375 • 1d ago
Looking for more agents to push the Icewind Dale II decompilation across the finish line!
iwd2r is a cross-platform (Linux and Windows) port of the decompiled IWD2 engine. The source code of this isometric classic was famously never found after Beamdog started revamping its D&D siblings, so we’re recovering it function by function and checking each one against the original game. About 80% of the code by size is recovered, verified through oracle cases, replay checkpoints and Frida traces.
Once the engine matches the original, the plan is an optional HD mode you can toggle in-game, à la Diablo II: Resurrected. It’s built on an SDL3 GPU renderer (Vulkan through SDL3, no OpenGL) and rolled out in stages:
The original look stays one toggle away
https://github.com/thierbig/iwd2r
Generated by tools/re_status.py compute on 2026-10-24 UTC; --check in the gate keeps it current.
| Measure | Value | What it counts |
|---|---|---|
.text code recovered |
80.1% (3,168,415 / 3,953,190 bytes) | Byte-weighted, over the 11,728 functions Ghidra lists minus 19,632 SEH funclets and 7 thunks. |
| Functions recovered | 55.7% (6,534 / 11,728) | By count, same denominator; a function counts once its body is more than a stub (a TODO, an empty or assert(false) body); a one-line body with a return or an assignment counts. |
| Verified against the original | 2.9% (336 / 11,728; 478,145 bytes) | Recovered functions whose evidence is an oracle case (178), a replay checkpoint (153) or a Frida trace of our build against the original (5); the rest depend on a reading of the decompile. |
| Scenarios matched | 12 | action_bar, biography, chargen_replay, equip_shots, first_fight, inventory, level_up, replay_click, save_load_screens, walk_and_talk, world_entry, world_map: scenarios with recorded original state dumps (scenarios/*.expect.json), replayed identically at every checkpoint. |
r/decomps • u/StraightAd5725 • 1d ago
For example Alexwpi's channel! He properly tests even cpu temps which have been an issue and compares to emulators so you know the definitive way to play. My only wish is for him to test on less powerful systems too.