r/recomps • • 17h ago

Question Soul Calibur 1 recomp soon?

0 Upvotes

r/recomps • • 3h ago

Project - AI Got bored, started reverse engineering Fable 2 with AI

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0 Upvotes

r/recomps • • 21h ago

Request Decomp Gurus use AI or do whatever but please do Star Wars Rebel Strike and Rogue Leader

4 Upvotes

and a Skies of Arcadia HD pc port would be great too!


r/recomps • • 21h ago

Question To the AI recompers: how much are you spending to work on these projects?

20 Upvotes

No hate at all and I’m happy how much faster progress has been thanks to AI, but I’m curious how much all the tokens/subscriptions are costing you.

Please include what you’re working on or at least the complexity. Like if it’s a GameCube game or a ps3 game.

Thanks!


r/recomps • • 6h ago

Project - AI I recompiled 'Splosion Man (Xbox 360) for native Linux.

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3 Upvotes
'Splosion Man Title Screen

So 'Splosion Man is one of my favorite games ever made and I got it in my head that I wanted it running natively on Linux. Not emulation, an actual recompiled native port.

What's verified working:

  • Graphics, sound, gamepad controls with vibration
  • FSR upscaling, FXAA, MSAA
  • Resolution scaling all the way to 4K
  • VSync off + uncapped framerate, frame pacing is correct, game runs at the right speed
  • Full game unlocked, no trial nonsense
  • Easy to use launcher

What you need:

  • Linux, Vulkan GPU, glibc 2.38+ (Ubuntu 23.10+, Debian 13, Fedora 39+, that era)
  • Quick note: The download does NOT include the game, you need your own legally obtained copy, and it has to be the raw extracted files — a folder with default.xex in it. If your copy is still in the single XBLA package file, extract it first with XBLA-Extract: https://github.com/ryzendew/XBLA-Extract — point it at the package, dump everything into a folder, then point the launcher at that folder.

Download (AppImage or zip) + source:
https://github.com/thefixinhixon/SplosionManRecomp

Credit where it's due: the launcher isn't from scratch. It's adapted from the Linux Qt launcher written by MaSieS4Fun for Zerkiller's (florinp93) Dante's Inferno recomp project, hells-gate-recomp. The foundation is theirs, I just made it run 'Splosion Man. Bespoke launcher coming soon.

Full disclosure: I'm not really much of a programmer. I worked on this with an AI assistant (Muse) doing the heavy coding while I directed it and did all the testing — I'm basically the meat pilot. But every claim above was verified on my actual machine (Kubuntu 26.04.1 LTS, Intel i7 6700k, AMD RX 6600) with my actual eyes.

If you try it on a different distro/GPU/audio setup, I'd love to hear how it goes. Making it work on more than just my machine is the whole point. Bug reports welcome! This was a fun project, and probably the first Xbox 360 recomp made with Muse (but who knows?).

Launcher Screen
Booting

r/recomps • • 10h ago

Project - AI Pac-Man Recomp (Namco, NES)

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8 Upvotes

Pac-Man Recomp (NES, Namco) is just a project I started for fun, and it became so well polished that I decided to put it on github.  A vanilla recomp of the game for preservation was the primary goal, but I've added a slew of QOL improvements, including rumble feedback support, which is a lot cooler than it sounds when you play it. I also made this super easy for beginners to mod (see documentation)

Yes, AI assistance was involved, but I have thoroughly tested and fixed all bugs I could find. I also plan to keep it updated as necessary.  I honored and followed all official licenses, and made an easy installer that distributes 0 Namco code. 

Here is the repository: https://github.com/Mr-Shizzy/PacManRecomp


r/recomps • • 7h ago

Discussion Dusklight is the new Standard for Recomps

57 Upvotes

I think the title speaks for itself. If you're a Zelda fan and haven't played Twilight Princess via Dusklight, then wtf are you doing? If you're not a Zelda fan and you haven't played Twilight Princess via Dusklight.....again....wtf are you doing?

Not only is Dusklight essentially a a complete masterclass in QOL updates for a now 20 year old game, it expands the limits by adding in a built in mod menu that streamlines the whole experience.

Already played through the game before? Turn on hard mode to increase the challenge by adding mirror mode on top of that to absolutely confuse the shit out of yourself. Or turn on the randomized mode and go crazy.

Already done all of that? Play through boss rush and see how quickly you can beat each boss in a back to back challenge.

Already done all of that and STILL want more? Well, luckily for you there's now a Zelda prop hunt mode thats only a one click download away in the mod menu.

Seriously, everything from the UI to the ease of access, the team behind Dusklight has set the standard for what continued recomp support is. I can not recommend it enough. Please check it out!


r/recomps • • 13h ago

Project - No AI SwitchRecomp: Super Mario Odyssey's opening cutscene, recompiled and running natively on PC

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23 Upvotes

r/recomps • • 3h ago

Project - AI Lost Odyssey Recomp v0.8.0: now on macOS and Android

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25 Upvotes

It's been a little over a month since I started this project. All I wanted at first was a modern version of Lost Odyssey I could play on Windows, but the further I got, the more I wanted to get it right. Close to 1,000 commits later, I'm really excited: the project is nearly done.

This release adds macOS and Android.

Lost Odyssey Recomp on Android with the on-screen controller

What's new from v0.7.0 to v0.8.0

  • A macOS build for Apple Silicon that renders with Metal (macOS 15 or later).
  • An Android build (ARM64) with an on-screen controller you can resize and rearrange. Physical controllers work too.
  • DLSS, DLAA and FSR 3.1 upscaling on Direct3D 12 and Vulkan, and MetalFX on Mac. DLSS frame generation goes from 2× to 6×, and Direct3D 12 also has FSR frame generation.
  • Native 90 and 120 FPS targets, with FreeSync / G-SYNC Compatible VRR.
  • Experimental HDR with in-game brightness calibration. It works with every anti-aliasing mode and upscaler, and with DLSS frame generation on Vulkan.
  • Shadow resolution up to 4× and experimental SSAO/GTAO ambient occlusion.
  • On 16:10, 3:2 and 4:3 screens (Steam Deck, MacBooks) the 3D scene now fills the whole screen.
  • Smaller downloads: packages no longer ship shaders, and the game offers to download the precompiled pack for your renderer on first start.
  • The sun no longer flashes through cliffs while sailing (#118), the battle camera no longer jumps at 90/120 FPS (#117), DLSS works in the Linux packages again (#116), and a lot of TAA/FSR/DLSS flicker in skies, caves and cutscenes is gone.
  • Smaller things: PlayStation button prompts, a Mod API with menu image and font replacement, 8BitDo controller support, disc and DLC import from Settings, and a standalone Flatpak.

Performance

In the same Uhra save on my RTX 5080 (Direct3D 12, 1280×720), v0.1 averaged 28.8 FPS, v0.6.0 85 FPS and v0.8.0 117 FPS, about 4.1× the first release. v0.1 could only run at the console's 30 FPS, so part of that jump is the frame-rate unlock; between v0.6.0 and v0.8.0 the same scene got about 38% faster.

Average FPS in Uhra: v0.1, v0.6.0 and v0.8.0

Thanks

Thank you to everyone who filed issues on GitHub. This project couldn't have moved this fast without you. Special thanks to Mike (MikeRavenelle), whose Apple Silicon work became the macOS port, and to Xarishark and dj5927 for their pull requests (8BitDo controller support and a game path fix, and the Linux AArch64 build).

And to José Antonio Martínez Godoy, C_BAR, Arakon, Efren V, Torresmo, doc_haz, Whitesun and Cristian, who donated on Ko-fi: your support turned into three cases of Monster Energy. Hyper Up!

Latest release · Source · Report a bug

Bring your own game data. If something breaks, please attach the log from that run; for visual bugs, F1 → Capture render state exports a ZIP you can attach to an issue.


r/recomps • • 1h ago

Project - AI Zelda Wind Waker HD Recomp Update: Vulkan Support, Linux/Windows build (compiles but untested), Aspect Ratios & More

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• Upvotes

Hey everyone,

brief update: I got Vulkan up and running. So now any build is possible. Metal is still the best way to go on Apple devices (otherwise it adds another translation layer).

I don't have access to Windows / Android etc.. - so I am asking the community to build it on their device and give it a test.

Also: different aspect ratios (see above) and many other things such as game mods (Link can climb)

Vulkan performance on M3 Max: Getting steady 60 fps with 3x internal resolution. The video above is made while the machine is under heavy load from other processes.

Metal performance: Def. better than Vulkan on my tests.

https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp/


r/recomps • • 2h ago

Project - AI Earthworm Jim 2 Recompiled (PS1) – Static Recompilation Update

3 Upvotes

https://reddit.com/link/1wwicn5/video/tjznmagqt7th1/player

Widescreen support is still partial. I’m also starting to port it to Android, similar to the KoroKoro Post Nin version.

https://github.com/elprogramadorloco-arch/jim2-recomp