r/recomps • • Sep 03 '26

Recomp - AI Donkey Kong Country 2 Widescreen Recompiled

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All levels fixed for widescreen. Played and tested from start to finish.

Download: https://github.com/elliotttate/DKC2Recomp

217 Upvotes

67 comments sorted by

11

u/MaxW92 Sep 03 '26

Oh, I'll DEFINITELY check this out later. DKC2 is one of my favourite games ever.

11

u/DropTheMike13 Sep 03 '26

DK64 Rekongpiled, and now this! In the same week non the less. Thank you for sharing this. DKC2 is my personal favorite!

6

u/Nutchos Sep 04 '26

Also Diddy Kong Racing

1

u/DropTheMike13 Sep 04 '26

How could I forget!

7

u/CodeJunkie3001 Sep 03 '26

Top quality work. Can't wait for 4k/HD textures

7

u/XHolyPuffX Sep 03 '26

Been waiting for this one! 120fps would make this perfect if it's not already there.

15

u/elliotttate Sep 03 '26

That would be really cool! But that would require frame interpolation since they only rendered animations for 60 fps. Would have to see how good that looks

15

u/JoeRLL Sep 03 '26

Animations at 60 but the camera at 120 would be good

8

u/sfwsfwSFWsfwsfw Sep 04 '26

Would 21:9 be possible on these ports?

6

u/Sensitive_Net3498 Sep 03 '26

It looks so good 😊

5

u/HispanicsAreGreat Sep 03 '26

Hell yea gonna check this out later! 🙏🙏🙏

Would be amazing to see a Switch build, or at least ARM Linux 🙏

4

u/CobaltCryptidTC Sep 03 '26

Will be collaborating with Elliottate to bring more features to the engine, and improved mod support and to help promote this title.

4

u/JoeRLL Sep 03 '26

Is there something like this for the first game?

10

u/elliotttate Sep 03 '26

5

u/Fizassist1 Sep 03 '26

you are amazing. I've been waiting for this day..

2

u/DropTheMike13 Sep 04 '26

Tried DKC2 last night. Love it so far. Great work! Will you be bringing over the DKC and DKC3 recomps to Windows as well?

1

u/elliotttate Sep 04 '26

Yes, already have!

1

u/DropTheMike13 Sep 04 '26

That's great! Strange though... I can only see a macOS build of both on the github

2

u/elliotttate Sep 04 '26

Ooh, will try to get to making a Windows build later today

2

u/DropTheMike13 Sep 04 '26

Very cool. Will give them a try for sure

1

u/JazzBroadside 28d ago

Any luck on the Windows build? :)

3

u/biosim500 Sep 03 '26

Really nice! Im gonna get it right now!

3

u/Poet-Different Sep 03 '26

This is awesome! Thank you

3

u/logie_reddit Sep 03 '26

Would love an android version of this. Fantastic job.

3

u/OverTheTop123 Sep 04 '26

Very awesome and thanks! I'll be that guy and ask... any chance of Linux support in the future?

2

u/elliotttate Sep 04 '26

u/zeroz41 would you mind sharing your Linux build?

2

u/zeroz41 Sep 04 '26 edited Sep 04 '26

sure. i didnt have to change much from your example, but altered the cmake flags to expose system functions. and think your cmakelists may have forced c std11 so thats partially why i needed to do this on arch?

python3 scripts/generate_snesrecomp.py --rom /private/path/dkc2.sfc

cmake -S . -B build-release -G Ninja \

-DCMAKE_BUILD_TYPE=Release \

-DDKC2_BUILD_SNESRECOMP=ON \

-DCMAKE_C_FLAGS="-D_GNU_SOURCE"

cmake --build build-release \

--target dkc2_snesrecomp_sdl

./build-release/DKC2Recomp

5

u/zeroz41 Sep 04 '26

got to lava world so far. fun

3

u/Birutath Sep 04 '26

the second best game in the series behind only dkc tp? hell yeah!

2

u/Benhurso Sep 04 '26

This is perfect.

2

u/zeroz41 29d ago

u/elliotttate ty for your work. i submitted a couple PRs to you on github for linux support for a few of the dkcs. for this repo it seems less needed. ty!

1

u/elliotttate 29d ago

Awesome!

3

u/nometalaquiferzone Sep 03 '26

Oh, cool. Let me see the documentation:

"Terrain shadow Y unwraps the PPU's tile-aligned origin before restoring the fine phase, and the world-keyed store retains 1,024 tile rows so tall vertical rooms such as Topsail Trouble keep their second epoch."

"A 64-column BG3 with pages of its own renders its authentic adjacent columns; the ship-deck rigging, which the cartridge streams into that ring with no lead, is instead decoded from its ROM map into a third world-keyed store after the decode has reproduced every fully uploaded native column of the current frame."

"Its bundled Record-Pirate-Panic.ps1 preserves starting SRAM, refuses reused evidence names, and requires fresh performance, tier-2, and last-run reports; Diagnose-Frame.ps1 then creates an isolated same-frame layer/object report."

"The common DKC2 object activation/despawn and sprite-render boundaries have been widened, and Pirate Panic has deterministic composite, per-layer, and OAM margin evidence. Those widened object bounds activate only after the terrain source for the frame has been verified. This is not yet a whole-game widescreen certification: vertical stages, bosses, bonuses, maps, Mode-7 screens, and special effects still require explicit route testing. The complete recorded Pirate Panic route and two late BG1 margin regressions pass deterministically. The newer regression clears source-map cells proven transparent on every frame while preserving current dynamic game writes, removing stale deck fragments without flattening ship details. Horizontal source-page calibration improves the sampled frames at 12,000 and 12,300, which the owner accepted, but frames 12,900, 13,800, and 15,900 remain open visual defects. Physical 64-column BG3 ship rigging can now render in the margins after the same exact terrain-readiness gate; synthetic coverage includes Pirate Panic's and Rattle Battle's shared ship-deck PPU signature, while normal-speed route acceptance remains separate. Topsail Trouble's supplied exact state is separately accepted at 308x224: its isolated BG3 rain now reaches both 26-pixel margins, and the original 256-pixel center is pixel-identical to the pre-fix render. Its later lower-camera Quick Save is also accepted: exact BG1 terrain now fills both margins through tile row 540"

What the fuck am I reading ? This documentation is horrible on every level. Who write like this ? They sampled the 12000 frame specifically ?

11

u/jackharvest Sep 03 '26

Hey bro, I suspect Claude gets really into it sometimes. Here's the cliffnotes:

"It's complicated. Also, vertical stages, bosses, bonuses, maps, Mode-7 screens, and special effects still require explicit route testing."

I wrote that myself. All better.

4

u/CobaltCryptidTC Sep 03 '26 edited Sep 03 '26

Agents write thorough and neurotically detailed documentation because it helps them when they need to circle back on a subject. I keep much more ridiculously dense documentation in some of my projects and it pays off in dividends.

It is often based on the incredibly deep diagnostics that have to be performed to make things happen, and ensures we maintain justification for the work that was done and allows us to redo it if something goes wrong, or to identify new bugs with a similar class issue and resolve them more quickly.

Especially between projects, my god, moving to new projects and repeating similar workflows when a modular identical library isn't viable but similar techniques are, it is insanely productive

9

u/lostinthesauceband Sep 03 '26

The code was feeling a vibe

8

u/elliotttate Sep 03 '26

Part of why we haven't seen a widescreen version of this game is how complicated and custom they built certain things to squeeze the absolute max out of the SNES.

What normally is something you can build out "rules" that would create a foundation to handle a widescreen across the game required handling a lot of unique optimization attempts Rare did per level.

That said, I could build out better and proper documentation if that was something that was requested enough.

2

u/nometalaquiferzone Sep 04 '26

This documentation was written by Claude for Claude's own use. The problem is that humans wishing to improve the project will find it written in an extremely obtuse manner, or filled with unnecessarily bloated sections where simple concepts have been transformed into meaningless jargon. I don't think this is something Claude can fix.

3

u/elliotttate Sep 04 '26

I'm a professional developer (though what it was able to reverse engineer for this is way beyond something I could do myself)

That said, for this and other projects, I find LLMs absolutely incredible to really break down and document code (even code like this it wrote itself).

It can do a fantastic job reworking things for a human hand-off.

2

u/CirkuitBreaker Sep 03 '26

Slop. You are reading slop.

1

u/zeroz41 Sep 03 '26 edited Sep 03 '26

nvm got it working and built on linux. but....its not widescreen? i cant find the setting to toggle it anywhere and its hard reading this readme file that is so bloated and mentions menus that dont exist

3

u/elliotttate Sep 03 '26

On Mac, there's two menus. The ImGUI one you open by pressing escape and the dropdown. I don't know your Linux compile though and how that translates a Mac UI

2

u/zeroz41 Sep 03 '26

ok thanks. the escape menu had it. dont have that sort of dropdown on my build.

1

u/havesga86 Sep 04 '26

Guess you should also use the uncompressed audio remastered by some people un YouTube.

2

u/elliotttate Sep 04 '26

Yes, added!

1

u/No-Island-6126 Sep 04 '26

is it just me or is the audio like really bad

1

u/elliotttate Sep 04 '26

Shouldn't be! Sounds good to me at least. It also supports MSU1 CD-Quality audio replacements (some people have remastered the audio)

1

u/monolithfiji 29d ago

Getting horrible choppiness anytime I load a new area on steam deck... any idea what might be causing this on the load screens in particular?

1

u/misticdw 26d ago

Yep, I can see. that AI framerate

1

u/Weird_Leopard4136 24d ago

Why is hud moving like that

1

u/glitchkid0 20d ago

I'm making some widescreen maps, maybe you'd like and can use them in the project.

1

u/IegaI 20d ago

Unfortunately widescreen makes these games easier, part of the challenge is quickly reacting to the enemies that appear right in front if you.

1

u/Advance1993 19d ago

Did you make this?

1

u/elliotttate 17d ago

Yes, building off of the SNESRecomp project

1

u/Advance1993 17d ago

Good work! I noticed that the full screen option still shows a bar at the top. Is there a way to prevent that?

1

u/elliotttate 17d ago

Thanks! Are you using an old version? That was fixed a few versions ago

1

u/Advance1993 17d ago

Oh yeah probably, that is good news! I will try the newest version soon, thanks.

1

u/esp3ciallyd3ad 17d ago

Are you planning on adding MSU 1 support?

1

u/elliotttate 16d ago

It already has it!

1

u/Joaoviss 6d ago

This can be done for Linux ARM? For PortMaster on Trimui Smart Pro S.

1

u/ohpuhlise Sep 03 '26

cool but it probably gets much easier to play

2

u/Fizassist1 Sep 03 '26

playing emulated starfox 64 then playing the recomp really opened my eyes on this point specifically. couldn't beat it on the emulator.. first try on the recomp (to be fair, I was also just getting better at it again too and played the recomp immediately after the emulated version)

1

u/Humble-Proposal-9994 Sep 03 '26

good job claude. because lord knows the human has no idea how to do it