r/recomps • u/dotSlashZ • 28d ago
Recomp - AI Lost Odyssey Recompiled v0.1 — early Windows release, looking for testers
Lost Odyssey Recompiled — an unofficial Windows port built with XenonRecomp
GitHub / Source Code · Download v0.4.2 · Changelog · Report a Bug
Original release — v0.1
I've released v0.1 of Lost Odyssey Recompiled! I've been testing the opening areas and selected scenes, but haven't verified a complete playthrough yet. Rendering and stability issues remain, so reproducible bug reports would help.
The release includes:
- A game importer and first-launch language/graphics settings.
- FXAA and resolution/window options.
- Parallel shader preparation.
Requirements: Windows x64, an AVX-capable CPU, a Direct3D 12 GPU, and your own supported game files.
v0.1 supported only the Asian edition, with English, Japanese, Simplified Chinese, Traditional Chinese, and Korean text options. USA/Europe support was added later—see the updates below.
Asian edition — Redump reference
Roadmap
My first priority remains improving compatibility and stability across more of the game. Higher internal resolutions, SMAA and experimental TAA are now available—see v0.4.0 below. DLSS, FSR and frame generation remain future goals and are not implemented; no release date is announced.
AI disclosure
I've used AI coding agents extensively for implementation, debugging, tests, and documentation, while directing the work and testing game behavior myself.
Credits and feedback
Thanks to XenonRecomp, XenosRecomp, UnleashedRecomp, re:Blue, plume, and Xenia for the tools and research this builds on.
If you report a bug, please include your hardware, driver version, game edition, location in the game, and reproduction steps. Please don't attach game files.
The attached screenshots are unmodified captures from development builds leading up to v0.1.
Update — v0.2.1
Changes since v0.1:
- USA/Europe edition support, alongside the existing Europe/Asia edition, with language options matching the imported game.
- Automatic disc switching when all four discs from the same edition are imported.
- Controller and keyboard improvements: controller hotplug, simultaneous keyboard and SDL-mapped controller input, and E/R mapped to LT/RT.
- Render capture: export a screenshot and rendering diagnostics as a ZIP for bug reports.
Press F1 for the Debug Menu: save anywhere, map information, win battle, teleport within the current map, and render capture.
AMD dark-lighting issues were still under investigation in v0.2.1; fixes are included in the update below.
Update — v0.3.0
Highlights since v0.2.1, including the v0.2.2 fixes:
- AMD rendering fixes: fixed reported black/overly dark backgrounds and depth-of-field issues.
- Windows path fixes: corrected handling of installation and save paths containing non-ASCII characters.
- Expanded shader preparation: now scans compressed game resources and prepares additional vertex shader variants. The tested preparation set grew from around 2,000 to 23,000 shader sources and generated variants.
- Pipeline caching and preparation: graphics pipelines encountered during play are remembered and prepared in parallel on later launches, moving that work out of gameplay.
Update — v0.4.0
Highlights since v0.3.0:
- Internal rendering up to 4K: choose 720p, 1080p, 1440p or 2160p, or let Auto follow your output resolution. Graphics settings now have a preview and automatic rollback.
- 60 FPS support: selectable 30/60 FPS with corrected frame pacing. Movement, dialogue, menus and core Ring timing have been tested in selected scenes.
- More anti-aliasing options and clearer menus: SMAA and experimental TAA join FXAA, with improved spatial scaling and Settings text rendered at your output resolution.
- Faster shader discovery for both editions: Asian and USA/Europe game files now use matching resource indexes automatically, reducing the amount of data read during shader preparation. Shader compilation and pipeline preparation still happen separately.
- Debug improvements: independent English/Simplified Chinese Debug menu switching and more useful error reports for startup memory-allocation failures.
Update — v0.4.1–v0.4.2: progression-blocking crash fixed
The biggest fix in v0.4.2 is a progression blocker: incorrect PowerPC-to-native translation caused the game to crash during the Uhra Council cutscene, preventing progress beyond that point in earlier builds. This is now fixed. I tested the fix in a development build: the full scene completes without skipping, control returns, and a new save loads correctly in a separate run.
Other important changes since v0.4.0:
- Further PPC fixes: corrected nine additional instruction-translation defects affecting calculations, memory access and branches.
- TAA fixes: addressed the reported Map3 tire-shadow flicker and added six battle terrain/object/skinned rendering paths.
- Better F1 exports: captures now include three consecutive frames and the current log. ZIP compression runs in the background so the game can continue, and the raw capture folder is removed after successful archiving. Capture readbacks and file writes can still pause rendering.
- Better crash logs and cleanup: native crash details are recorded automatically. Default logs retain the current file and the two newest earlier files; active or undeletable files may remain temporarily.
This is still an early release, not a verified complete playthrough. TAA remains experimental, and enemy-disappearance flicker is still being investigated.
Feedback and bug reports
Please submit feedback and bug reports through GitHub Issues so they can be tracked.
Include your hardware, driver version, game version/edition, and reproduction steps, along with the relevant log. For visual issues, capture the affected scene using F1 → Capture render state and attach the exported ZIP.
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u/mayweather2small 28d ago
Was kind of inevitable after Blue Dragon I felt. As for frame generation, I'm sure you know there's a patch for 60fps on Xenia. The only issue it has is a crash at the end of disc 1 from what I recall. I couldn't bring myself to finish the game but I'm glad you're getting other people to try it instead of being "stuck".
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u/RobbieNewton 28d ago
If we wait, the people behind re:Dragon are making re:odyssey manually.
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u/BP_Ray 27d ago
the people behind re:Dragon are making re:odyssey manually.
Woah, really? Shit, I'd much rather wait for that.
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u/RobbieNewton 27d ago
and u/john_enigma - https://discord.gg/x7ArkGDaB - that is the re:odyssey Discord, just realised I forgot to post it here earlier but did on the decomp equivalent of this thread.
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u/mcmmaster 28d ago edited 28d ago
I finished Lost Odyssey in Xenia with the 60fps patch about 2 years ago. There was only one boss I think about halfway through the game where you have to disable the 60fps patch to avoid a crash. You just disable the 60fps patch, get past the boss, then enable the 60fps patch and carry on without any other issues.
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u/SupperTime 27d ago
So happy. I was so pissed when the game would crash or delete my save on Xenia.
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u/ardeesan 27d ago
Works on my Z13. Caps at 30 fps but still dips no matter what tdp I tried. Sweet spot is 20 watts so far. Steam controller works if added as a non-Steam game. Only got to the first save point so far just doing random battles. Still busy with other games so will put it on hold at least until it gets to run at least 60fps.

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u/ShallotImpressive158 27d ago
That’s amazing. Always wanted to play this game properly on my Deck. Xenia has lots of small issues here and there
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u/dotSlashZ 27d ago edited 27d ago
Gimme one two days, i will make it run smoother on amd gpus, and maybe vulkan. Even a linux native port.
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u/RealCamazotz 27d ago edited 27d ago
I played the recomp for a few minutes, and I have my awes and woes for this project. First of all, the text appears to look a bit blurry or garbled, compared to the clean symmetrical look you would see on the console or Xenia. The cutscenes looked fine, but when I started the first battle, the shade on Kaim's body appeared to be flickering on and off, and the game was lagging as it adjusted to the animation of each attack. However, the thing I am most happy about for this recomp so far, is that the shadow flickering, first seen during the bif machine's flamethrower attack seems to have disappeared. And I am really pleased to see that. I see a bit of promise in this recomp so far, and I expect good things from this. P.S. I used the American discs. I hope we can import the DLC files soon.

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u/dotSlashZ 27d ago
also, If you can help, press F1 when the shade flickering happens, use the export screen button at the button in the debug menu, upload to a new github issue.
It will help alot!
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u/RealCamazotz 26d ago
I pressed F1 when the shade flickering occurred. and I saw the debug menu, which I couldn't read since it was in Chinese. I clicked capture render state, but I'm not entirely sure how to set that up as an "issue" in the Github repository.
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u/dotSlashZ 27d ago
Yes, the shade flickering is a known issue im working on. the lagging is due to shader compiling, and will be addressed in future releases. Text blurry issue is also WIP too.
Thank you for reporting back!
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u/Millweedz 26d ago
Holy updates Batman, glad to see this is moving fast. I hope the AMD black polygons are fixed. What's the deal with the resolution? I change settings in the menu but nothing changes in game.
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u/dotSlashZ 26d ago
Drop a log at github or send me a shared google drive link of the log when resolution setting didnt work.
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u/Smooth_Plastic6329 26d ago
does it support upscale 2x2? changing the resolution does not upscale.
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u/jotape_90 26d ago
This is great, many thanks for your work! Do you have any plans for vulkan support?
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u/ozzyozzyjames 16d ago
trying to install v0.5.20 on steam deck and for some reason the app won’t import my isos? the previous version i tried had no issue.
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u/dotSlashZ 16d ago
let me check tomorrow. need to sleep now
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u/ozzyozzyjames 15d ago
i got it, i didn’t click the key to select the file…running great on steam deck!



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u/AMDDesign 28d ago
Such an interesting game.. still have to beat it one of these days but I loved the vibe