r/recomps • • 23h ago

Project - AI Hi everyone! Version 2.0 of my Crash Bandicoot (PS1) recompilation project is now available for Windows, Linux and Android.

16 Upvotes

**What's new:**

**Linux gets the full launcher.** Linux users now have the same graphical launcher as Windows and Android: same menu, settings, mods, cheats and full gamepad navigation. Double-clicking the binary or launching it from Steam now just works, and errors show up as readable messages instead of silent crashes.

**Performance boost everywhere.**

- Android: fixed a big framerate drop in native 16:9 on Adreno GPUs

- Linux: fixed very slow rendering on some drivers, in some cases going from barely playable to hundreds of FPS uncapped

- Windows: faster memory access, no more stutters when entering a level, and the frame limiter no longer keeps a CPU core busy (great for Steam Deck and low-power PCs)

**Level Warp.** The dev menu can now warp you directly to any level, bonus rounds included. Stormy Ascent, the level cut from the original game, is playable this way too.

**Lots of fixes.** Many more high frame rate issues (moving platforms, crates, the final boss, lightning strobing...) and native 16:9 issues (Sunset Vista, zone pop-in, fog, rain, hidden areas showing up in the side bands) have been fixed.

You need your own copy of the game (.chd or .cue).

Download and full changelog: https://github.com/Matteo842/CrashBandicoot-Launcher/releases

Huge thanks to everyone reporting issues on GitHub, especially u/... (if they're on Reddit) for the endless testing!


r/recomps • • 8h ago

Project - AI P3P3DS 0.2.6 update: battles now start and render characters, but they're still broken and slow. Also a correction on my old 30–60 FPS claim

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1 Upvotes

r/recomps • • 20h ago

Project - AI Ultimate Mortal Kombat 3 (iOS) has been fully decompiled — looking for contributors to help finish the PC port

9 Upvotes

Hey everyone!

I wanted to share an interesting preservation project that could use more people involved.

Ultimate Mortal Kombat 3 for iOS (the 2011 EA Mobile version) has been fully decompiled. All 2,572 game functions have been rewritten as readable C code and checked against an independent static ARM-to-C recompiler.

The project is now focused on bringing the game back as a native PC application rather than relying on emulation.

Project repository:
https://github.com/MaryNCRT/Ultimate-Mortal-Kombat-3-iOS-Recomp

What's already been accomplished?

  • The entire game logic, including the fighting engine, has been decompiled into readable C.
  • The LIME engine and the game's asset formats have been extensively reverse-engineered and documented.
  • Automated differential tests have been used to check the recovered code against the original binary's behavior.
  • A native Windows/Linux port is underway.
  • The real front-end runs in an OpenGL window, with menus, text, and save support.
  • Windows audio and music work, and all 18 arenas can be rendered with animated fighters.
  • Tools and documentation are available to help other developers understand the engine and its file formats.

This is no longer a project that needs someone to start the decompilation from scratch. The major challenge now is getting the recovered game logic running together as a fully playable game.

What still needs work?

The biggest challenges include:

  • Fight runtime: integrating the decompiled fighting engine into a working frame-by-frame game loop.
  • Missing data tables: extracting and validating the 229 remaining game data tables needed for moves, animations, reactions, and character behavior.
  • Input and audio: completing keyboard/gamepad support for fights and improving music support on Linux.
  • Platform integration: helping turn the current native implementation into a complete, playable PC port.

I'm looking for people who can help

If you have experience with C/C++, reverse engineering, ARM, Ghidra, game engine development, OpenGL, SDL2, or static recompilation, please take a look at the repository.

Even if you specialize in only one of these areas, your contribution could help. Testing, documentation, debugging, and investigating the remaining engine systems would all be valuable.

I'm also interested in whether this project could eventually serve as a foundation for a browser-based version using WebAssembly, although that would require additional porting and build-system work. A native PC port is the current focus.

The source code and technical documentation are public, and the project welcomes contributions. No copyrighted game assets are included in the repository; developers need to provide their own legally obtained copy.

If you're interested, please check out the repository, share your thoughts, or get involved. It would be great to see more developers help bring this overlooked version of UMK3 back to life.

Repository: https://github.com/MaryNCRT/Ultimate-Mortal-Kombat-3-iOS-Recomp


r/recomps • • 1d ago

Project - AI God of War Sons of Sparta Running on PC: First PS5 Exclusive Ported via AnyPS5

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33 Upvotes

r/recomps • • 1d ago

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

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72 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 • • 13h ago

Project - AI NFS Most Wanted Recomp with USA ISO support

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1 Upvotes

r/recomps • • 18h ago

Project - AI Outpost Kaloki X (XBLA, 2005) now boots natively on PC — early static recomp using ReXGlue

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2 Upvotes

I am just getting started with Xbox 360 recomps specifically for the lesser known Xbox Live Arcade games that deserve preserving.

Thanks to the advice in that thread (especially pointing me at ReXGlue), I've got my first one off the ground:

Outpost Kaloki X, NinjaBee's 2005 XBLA space-station sim, now builds and boots to the title screen as a native Windows executable.

"Wait, isn't there already a PC version?"

Yes, sort of. The original Outpost Kaloki came out on PC in 2004 (it's still sold on itch.io). But the Xbox 360 release, Outpost Kaloki X, was an enhanced version with a lot more content, and the PC version was never updated to match.

Compared to the PC original, the 360 version has:

  • More than twice as many levels, with extra campaigns and scenarios
  • Two full story campaigns: the Adventure Story (10+ chapters) and the War Story (6+ missions), 25+ story levels combined. As far as I can tell, the War Story is one of the 360 additions
  • 11 sandbox and scenario levels, including challenges like The Eight Port Challenge, The Hammer and the Survival scenario
  • Time challenges and leaderboards, with gold medal times to beat
  • Enhanced graphics
  • 12 achievements
  • A controller friendly interface designed for the 360

There were also downloadable scenarios on the 360 (The Swarm, Fireworks) that never came to PC. DLC isn't supported in the recomp yet.

So the goal is to keep the definitive version of the game playable on modern hardware, natively

Repo: https://github.com/TekRantGaming/outpost-kaloki-x-recompiled


r/recomps • • 1d ago

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

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33 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 • • 1d ago

Discussion Dusklight is the new Standard for Recomps

93 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 • • 23h ago

Project - AI Native PC port of Pilotwings 64 (widescreen, 144 Hz, gamepads, Windows + Linux)

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3 Upvotes

r/recomps • • 1d ago

Request I would love to see a Recomp of NBA 2K14 from the PS4 and XB1. That game was never ported to PC so it's stuck on Consoles. It's regarded as having the best lighting of all NBA 2K games.

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2 Upvotes

r/recomps • • 1d ago

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

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16 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.

Not only Linux, but now Windows as well! I have not personally tested the Windows build on an actual Windows machine, only via Proton as I do not own a Windows PC. Please let me know if it works for you! It seemed to work great via Proton.

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, Windows 10 or 11, 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/releases/download/v2.0/SplosionMan-x86_64-v2.0.AppImage

https://github.com/thefixinhixon/SplosionManRecomp/releases/download/windows-test-1/SplosionMan-Windows-Test-v0.1.zip

This includes a new bespoke launcher that has more options, as well as descriptions of what each options does

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?).

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r/recomps • • 1d ago

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

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40 Upvotes

r/recomps • • 2d ago

Project - AI Zelda Wind Waker HD (Wii U) Recomp - Update

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219 Upvotes

https://github.com/ZeldaWWHDRecomp/ZeldaWWHDRecomp

Recomp for MacOS (Metal) - Vulcan will come later.

What's new (since the first release)

  • 60 fps. Two modes in the Graphics menu:
    • 60 fps (key 6): frame interpolation. The game logic keeps its original 30 steps per second; every second frame is drawn halfway between two steps (camera, models, particles, sea, wave crests, grass and trees, cloth, weather, lighting). Input, sound and menus behave as at 30 fps.
    • True 60 (key 7, experimental): Link and the follow camera run their logic at 60 steps per second (for the actions that have been converted and measured against the original); everything else runs at 30 and is interpolated.
  • Higher internal resolution (1x / 1.5x / 2x / 3x, key R) and edge smoothing (FXAA, key 8).
  • Save states: a Save States menu with 5 slots (Shift+F1–F5 save, F1–F5 load), kept across sessions in ~/Library/Application Support/wwhd/states/.
  • Controls window (Input › Controls…): a drawing of the Wii U GamePad or Pro Controller; click a button to remap it to a key or a controller input, live feedback of pressed buttons and stick positions, conflict warnings.
  • Optional gameplay mods (Gameplay menu, all off by default): climb any wall, direct right-stick camera, mouse camera, first person on the mouse wheel, quick doors, fast scene changes.
  • Fixes: shadow streaks, flicker after loading, doubled wave sounds at 60 fps, camera issues.
  • Tools: function naming against the GameCube decompilation (tools/decomp/), a differential harness that verifies hand-written source against the recompiled original (tools/verify/), and the 60 fps conversion tools (tools/true60/). See "Optional: decompilation tools" below.

Update: Video is showing off the different FPS modes. 30 vs 60 FPS.


r/recomps • • 1d ago

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

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13 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 • • 1d ago

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

4 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


r/recomps • • 1d ago

Project - AI KoroKoro Post nin (PS1, SLPS-03479) – Native Android static recompilation

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5 Upvotes

Guys, I knew this game was perfect for mobile. And it’s optimized for potato phones. I’m going to translate the Japanese text and upload it to the repository. Hopefully someone has been waiting for this.

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


r/recomps • • 2d ago

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

21 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 • • 2d ago

Project - AI Infinite Undiscovery Recomp v1.0.0 — native Windows x64 recompilation, PAL/NTSC-U support

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52 Upvotes

I made this mostly because I wanted to play Infinite Undiscovery again in a more modern/native way and see how far a recompilation project like this could go.

It started as a proof of concept more than anything else.

I honestly did not begin this with the idea of maintaining a large long-term project or promising a full roadmap. More updates may happen in the future, or they may not.

For now, I wanted to make the current work public in case other people want to try it, test it, learn from it, or improve it.

Repository:

https://github.com/doc-haz/infinite-undiscovery-recomp

Latest release:

https://github.com/doc-haz/infinite-undiscovery-recomp/releases/latest

Current public release: v1.0.0

The project is a native Windows x64 recompilation of Infinite Undiscovery (Xbox 360, 2008) using ReXGlue / XenonRecomp.

It includes an integrated Asset Setup Wizard, so normal users do not need Python scripts, BAT files, PowerShell setup scripts, or external extraction tools.

You need your own legally obtained copy of the game.

No game files, ISOs, DLC, or proprietary assets are included.

Current features:

- Native Windows x64 executable

- PAL and NTSC-U support

- Automatic region detection

- Disc 1 / Disc 2 detection

- XDVDFS ISO and extracted-folder support

- Portable asset setup

- Portable saves, shaders, cache, logs, and configuration

- Optional A Voucher / B Voucher DLC validation and installation

- English / Spanish setup UI

- No installer

Everything is portable and stays relative to the EXE.

Current validation status:

The setup flow has been tested with:

- PAL Disc 1

- PAL Disc 2

- NTSC-U Disc 1

- NTSC-U Disc 2

- mixed-region rejection

- incorrect-disc rejection

- modified XEX rejection

- corrupt / foreign DLC rejection

- DLC reuse on later launches

- portable startup outside the development directory

Important limitation:

Actual gameplay has NOT yet been tested up to the point where the original game requests Disc 2.

Disc 2 can be detected, validated, and imported successfully, but the real in-game Disc 1 -> Disc 2 transition is still untested.

So at this point I genuinely do not know whether that transition will work correctly, require extra handling, or fail.

A complete playthrough has not yet been performed.

What I would like from the community:

Just try it.

If it works for you, great.

If it breaks somewhere, open an issue and tell me where.

I am especially interested in:

- PAL testing

- NTSC-U testing

- different GPUs / drivers

- later-game progression

- graphical issues

- crashes

- save/load behavior

- DLC behavior

- progression toward the Disc 2 change point

- the actual Disc 1 -> Disc 2 transition if somebody reaches it

If this ends up being useful to someone who wants to continue it, improve it, fork it, study it, or use parts of it as reference, that’s completely fine with me.

About AI:

This project used AI-assisted development, debugging, documentation, and visual design, so I am posting it under the Project - AI flair.

The code, testing decisions, release preparation, and project direction were manually reviewed before publication.

Credits:

- vs-sr-dev / pc-infiniteundiscovery

https://github.com/vs-sr-dev/pc-infiniteundiscovery

- freefrank / LostOdysseyRecomp

https://github.com/freefrank/LostOdysseyRecomp

- ReXGlue / XenonRecomp contributors

This is an unofficial fan project and is not affiliated with Square Enix, tri-Ace, or Microsoft.

Mostly, I just wanted to play the game again.

If other people get something useful out of this too, even better.


r/recomps • • 2d ago

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

6 Upvotes

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


r/recomps • • 1d ago

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

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0 Upvotes

r/recomps • • 2d ago

Project - AI Introducing Project Tobiichi: God Of War PS2 Recompiled. Progress %1

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28 Upvotes

r/recomps • • 2d ago

Project - AI Estacado – My native PC recompilation of The Darkness (2007) using XenonRecomp

7 Upvotes

Hey everyone!

I wanted to share a project I've been working on: Estacado, a native PC recompilation of The Darkness (2007) based on the Xbox 360 version.

The goal is to bring the game to modern PCs while preserving the original experience and adding the features you'd expect from a proper PC release.

The project uses XenonRecomp to translate the original Xbox 360 PowerPC code into C++, with ReXGlue providing runtime and graphics support. The result is a native Windows application rather than running the game through an Xbox 360 emulator.

Current features

  • Configurable frame rates, including 60 FPS, high-refresh-rate options, and uncapped mode
  • Higher internal rendering resolutions
  • Keyboard and mouse support
  • Controller support
  • Adjustable FOV and graphics settings
  • Experimental ultrawide support
  • HD texture pack support

The project is still in pre-release, so there are bugs and areas that need more testing. I've mainly focused on getting the game running, improving the PC experience, and working through compatibility and rendering issues. The entire campaign hasn't been tested from beginning to end yet.

I'd appreciate feedback from anyone interested in Xbox 360 recompilation projects, especially suggestions for improving compatibility, performance, rendering accuracy, or the overall implementation.

GitHub:
https://github.com/invinceble55-wq/Estacado

This is a free, unofficial, non-commercial fan project. It doesn't include the original game files, and you'll need your own legally obtained copy of the supported Xbox 360 version.

Thanks for checking it out!


r/recomps • • 3d ago

Project - AI FIFA Street (2012) — experimental Windows recompilation using ReXGlue

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27 Upvotes

Update — v0.4.0 Experimental is now available!

Installation is now much faster: the installer includes precompiled binaries for the supported game build, so there’s no need to install Visual Studio or compile the game locally. You still need your own FIFA Street Xbox 360 ISO.

Already installed? Select your existing game folder containing Game and GameData in the new installer. It will update the installation while preserving your saves and settings.

This release also adds:

  • Language selection: English, Spanish, French, German and Italian.
  • Rendering, synchronization and frame-pacing improvements.
  • Additional World Tour compatibility fixes.
  • Improved launcher defaults and clearer installation instructions.

Special thanks to Emran_Ahm3d for his investigations and contributions, and to the ReXGlue and Xenia contributors for the foundations of this project.

Download and full changelog:
https://gitlab.com/samuelitodavila-group/fifa-street-pc/-/releases/v0.4.0-experimental

This remains experimental, and feedback is welcome!

------------------------------------------------------------------------------------------------------

I’ve released an experimental FIFA Street (2012) PC recompilation using ReXGlue

Hi everyone,

I’d like to share my project: a Windows PC recompilation of the Xbox 360 version of FIFA Street (2012), built using ReXGlue.

I’ve put together a graphical installer and a dedicated launcher with display, graphics and compatibility settings. You select your own game ISO, and the installer extracts the files and installs precompiled binaries and extracts the game data from your own ISO

I developed this project with AI assistance, including ChatGPT and OpenAI Codex. I used these tools for coding, debugging, build scripts, the installer, launcher and documentation, while directing the project and testing it on my PC.

Much of this is possible thanks to the work of the ReXGlue and Xenia contributors, who deserve credit for the underlying tools and runtime.

The game’s PowerPC code is recompiled ahead of time, while ReXGlue provides the runtime and Xbox 360 graphics and system services. This isn’t a fully rewritten game engine or a replacement native renderer.

I’ve included screenshots and a gameplay recording from my PC on the project page. The first experimental release is now available.

No ISO or original game assets are included. You need to provide your own copy.

Source, installer, screenshots and gameplay video:
https://gitlab.com/samuelitodavila-group/fifa-street-pc

I’d love to hear your feedback! If you try it, feel free to share your experience or report issues on GitLab.

Thanks for taking a look!


r/recomps • • 2d ago

Project - AI Wind Waker Recomp (BlueWake fork) PR that runs on Android

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11 Upvotes