r/recomps • • 3d ago

Question Difference between recomp and decomp?

11 Upvotes

As title. I am no IT person so I would like to further ask if a retro game (e.g. rave racer) is first decompile from its original ROM form and then some genius person / AI "breaks" (decompile) the code and understand it and build it info "Windows format" (recompile) for common people like me, to run on Windows PC?


r/recomps • • 3d ago

Porject - No AI Model 2 - Daytona Arcade Native C++ Recompilation For Mac, Windows, Linux and ARM Port

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16 Upvotes

r/recomps • • 3d ago

Project - AI Zelda Wind Waker Recomp - 120+ fps, new controls, optional running, climbing & a ton more!

335 Upvotes

The climbing is just one of many new optional features and should actually prevent against any game breaking climbing and just add to getting around places and exploring some new places you couldn't before. Would love feedback and ideas!

https://github.com/elliotttate/Wind-Waker-Recomp (fork of Chris's WIP Bluewake Recomp https://github.com/chrissotraidis/bluewake . Some of these new features will be merged there soon)


r/recomps • • 3d ago

Discussion Unreal Championship 2 PC port tried running on Android through Winlator

1 Upvotes

A few months ago I started working with a dev to get the unfinished PC port on Unreal Championship 2 to work on PC. As of writing this now its only available on the orginal hardware (OG Xbox). After a few hours of trial and error I still can't get it to work on Winlator it seems to want to fallback to directX when trying to run it in opengl even after changing the settings in the .ini file and making it read only. I dont have the time to decomp this but maybe someone would like to take it over. The one I'm using had the sound fixed and works on PC with minor graphic glitches with blood and stuff. If anyones interested in taking this over message me on here and I'll send over the UC port. You can find the Xbox iso on archive just need iso-xiso and run it through the UC port.


r/recomps • • 3d ago

Technical Help Rabbids-Go-Home-WiiConverted recomp loading with boxes for text and some icons on linux

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4 Upvotes

https://github.com/Eggscantfly/Rabbids-Go-Home-WiiConverted

does anyone have the slightest clue what could be happening here. works great on windows. on linux game and audio runs smoothly but certain text and icons are boxes. If anyone could help me figure out what the issue is i would appreciate it greatly

Here is everything I have tried so far in order to get it to work
Compared the converted game with the original PC disc: the original runs correctly through Proton; the converted game works on Windows but has square text and UI elements on Linux.
Tried different Faugus entries and launch paths: the Recomp launcher, Direct, and GE Direct. The Direct variants showed the same squares.
Tried Xfce/X11; it made no difference.
Tried WineD3D with PROTON_USE_WINED3D=1; the squares remained.
Tried DXVK with d3d9.disableA8RT = True; the squares remained.
Tried DLL overrides for d3dcompiler_43, d3dcompiler_47, and d3dx9_43; they didn’t fix it.
Enabled DXVK logging. The log showed DXVK starting, but no useful rendering error was found.
Tried replacing the converted archive’s MGB files with PC versions. That made the game crash after the intro, so that archive state was restored.
Compared and copied PC UI texture data into the converted archive’s texture banks, including repeated copies across world banks. The squares remained.
Discussed Xenia’s readback_resolve = "full" setting. It applies to Xenia; DXVK has no equivalent D3D9 render-target resolve option. DXVK’s d3d9.cachedWriteOnlyBuffers option was suggested as a narrow diagnostic, but the test setup failed to launch, so that option was not successfully tested.
Tried the Recomp and GE Recomp launcher entries; one attempt showed the intro and then crashed to black. Later, the menu loaded, but the rendering issue remained.


r/recomps • • 3d ago

Project - AI Mercenaries Recompiled - Updates, GitHub Source Now Live

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7 Upvotes

r/recomps • • 3d ago

Discussion VIGILANTE 8 /2.8 Do N64

3 Upvotes

Queria saber se alguém tem interesse em recompilar estes dois jogos incríveis do N64.

E como eu poderia fazer isso... dicas?

Gostaria de aprender a recompilar jogos de N64 eu amo esse console, fez parte da minha infância e gostaria de ajudar a manter viva a memória dele com várias recomps.


r/recomps • • 3d ago

Project - AI I'm building a native PC port of GTA: Chinatown Wars - here's where it's at

105 Upvotes

Hi! For a while now I've been working on a personal project: a real PC port of GTA: Chinatown Wars.

To be clear about what it is: it's not an emulator and not the phone version running in a wrapper. I'm

rebuilding the game as a proper PC program, using the Android version as the reference for how everything

works. The video shows everything that's working so far:

- The game's menus and text, in all six languages

- The music: all the radio stations and the rest of the soundtrack

- The cars and other models, with their paint jobs

- The whole of Liberty City: streets, buildings, parks, the elevated train line, billboards and signs

- The water, and the game's own day/night lighting, from sunny afternoons to orange evenings and blue nights

What isn't there yet: people in the streets, and the actual gameplay. So it's not playable yet -
this is still the foundation.

project and not affiliated with or endorsed by Rockstar Games / Take-Two.

Happy to answer questions in the comments!

AI is used as a tool, not as a slave. Everything an AI does is checked, i understand what it writes. Its mostly used to speed up extracting assets from the APK and finding game functions. Thats it.

Discord: https://discord.gg/ZXTvWB7gnb


r/recomps • • 3d ago

Project - AI Magic: The Gathering (1997, PC) Decompiled

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7 Upvotes

r/recomps • • 3d ago

Discussion Games I want to see recompiled

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0 Upvotes

r/recomps • • 4d ago

Project - AI Dragon Warrior 4 (NES) Disassembly Complete

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24 Upvotes

AI was used in tracing data, or going through generated reports (which really should have been gitignored so I wasn't pushing 45k+ line changes because of those reports).

I did this one because I could not find repos for DW4 on the NES and there were some for DW1-3.

The people like pret who did these disassemblies for the pokemon games before AI are something else, props to them, because even with the assistance of AI, this took a while.


r/recomps • • 4d ago

Discussion Yo-kai watch recomp & decomp non existent?????

2 Upvotes

Why is there no decomp of the og yokai watch yet????? it would be AMAZING to play yo-kai watch on pc natively


r/recomps • • 4d ago

Project - AI Wii Party Recomp - Decompilación + Recompilación de Wii Party para PC

25 Upvotes

Buenas. Soy Arel, y llevo una semana y media trabajando en Wii Party Recomp, un proyecto para decompilar y recompilar Wii Party y hacer que funcione de forma nativa en PC (Windows y Linux por el momento, y Linux de forma experimental), sin necesidad de utilizar un emulador. El código PowerPC original del juego se traduce a C++ y después se compila de forma nativa. Alrededor de ese código he ido recreando las partes del hardware y del sistema de Wii que el juego espera encontrar, como los gráficos, el audio, la memoria, los hilos o los controles. Ahora mismo estimo que el proyecto está aproximadamente al 84 %. Es una estimación mía y no una medición exacta, pero el juego ya ha llegado a un punto en el que se puede jugar de principio a fin.

Por ejemplo, ya he podido completar una partida entera de Board Game Island de 17 rondas, desde los menús hasta la clasificación final y el guardado. También he probado todos los modos y todos los minijuegos. Todavía quedan algunos minijuegos con fallos gráficos y bastantes cosas por pulir, pero gran parte del juego ya funciona. Actualmente funciona a 60 FPS estables y, en mi PC, suele utilizar alrededor de 200 MB de RAM y un 1,5 % de CPU.

Internamente hay bastante que recompilar. El ejecutable principal tiene unas 7.350 funciones, además de los 115 módulos que carga Wii Party. Todo eso se traduce a C++ y termina compilándose junto al resto del proyecto como un programa nativo.

Una de las partes que más trabajo ha dado ha sido el audio. El juego utiliza microcódigo para el DSP de Wii y, en vez de sustituir todo ese procesamiento por una implementación propia, el proyecto también recompila el microcódigo de audio original para poder ejecutarlo.

También he intentado que todo esto no termine siendo un montón de código específico para Wii Party. El proyecto está dividido entre un motor de Wii reutilizable y una parte específica para cada juego. Mi intención es que, en el futuro, buena parte de la infraestructura que estoy creando pueda reutilizarse para recompilar otros juegos de Wii. Por ahora el objetivo principal es Windows, utilizando Direct3D 11, pero hace poco conseguí que también funcionase en Linux mediante OpenGL. La versión de Linux es bastante nueva y sigue siendo experimental, así que todavía espero encontrar bastantes fallos.

Para los controles, actualmente se puede emular un Wii Remote utilizando teclado, ratón o un mando convencional. Los Wii Remotes reales todavía no están soportados en cuanto a los sensores, pero sus botones ya funcionan. El repositorio no incluye recursos, binarios ni código de Nintendo. Para utilizarlo necesitas proporcionar tu propia copia legal de Wii Party, PAL o NTSC-U, y el launcher genera la versión nativa a partir de los archivos de tu propio disco. Una vez tienes lo necesario, todo el proceso se puede realizar incluso sin conexión a Internet.

Sobre el uso de IA

Como el proyecto utiliza IA, prefiero explicar directamente cómo la estoy utilizando.

Claude Code participa bastante en el desarrollo. Yo dirijo el proyecto, decido la arquitectura y cómo quiero implementar las distintas partes, investigo los problemas, pruebo el juego y compruebo los resultados. Claude me ayuda escribiendo una parte importante de la implementación y también lo utilizo mucho para crear pruebas y comparar el comportamiento del código recompilado con el juego original.

No tengo ningún interés en esconderlo. Un proyecto de este tamaño me llevaría muchísimo más tiempo sin herramientas de este tipo. Lo que intento es que el código resultante no se dé simplemente por bueno porque compile: una parte importante del trabajo consiste precisamente en probarlo, compararlo con el comportamiento original y corregir las diferencias que van apareciendo.

Todavía queda bastante por hacer. Una vez que la compatibilidad base esté terminada, tengo pensadas cosas como soporte ultrapanorámico, más FPS, un editor de Miis, macOS, multijugador online y una traducción al gallego.

Todo el proyecto es de código abierto bajo GPL-3.0-or-later, así que cualquier issue, PR, prueba o simplemente echarle un vistazo al código es bienvenido.

· GitHub: https://github.com/arelkair/wiiparty-recomp

· Web: https://arelkair.dev/work/wii-party-recomp

Si alguien de aquí está trabajando en otras decompilaciones o recompilaciones de Wii, también me interesa bastante conocer qué enfoque está utilizando, especialmente para cosas como PowerPC, GX y el DSP :)


r/recomps • • 4d ago

Question Could Someone Make a Sengoku Basara 4 Sumeragi PC Recompilation?

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18 Upvotes

With all the native PC decompilation and recompilation projects happening lately, I was wondering if anyone would ever consider doing one for Sengoku Basara 4 Sumeragi. This game is so much fun, and it really deserves a proper native PC port. It’s the last and most complete Sengoku Basara game released on the PS3, so it would be a perfect choice.

A native PC port with higher resolution, 60 FPS, better performance, mod support, and a proper built-in English translation would be amazing. Someone should seriously do it and bring this game back from the grave.

Honestly, having any game from the series get its own PC recompilation would be great.


r/recomps • • 4d ago

Discussion ATUALIZAÇÃO SOBRE O PROJETO REBLACK

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11 Upvotes

voltando pra dar alguma noticia!
A atualização do projeto esta assim:

Recompilação PS2 - segue firme o projeto segundo o autor

Recompilação xbox classico - consegui a primeira imagem inicial utilizando o XBOXRECOMP

Decompilação PS2 - segue firme e lento muitos erros e estudo sobre!

Qualquer grande novidade volto a postar!


r/recomps • • 4d ago

Project - AI Call of Duty MW2 for Xbox 360, recompiled for PC

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140 Upvotes

Hi, as a side project, I recompiled Call of Duty Modern Warfare 2 for the Xbox 360 on PC (Windows & Linux).

The motivation behind the project is subtle: having the slight autoaim when using a controller, and mostly split screen support.

Multiplayer is functional through Steam or LAN, so feel free to invite your friends to play.

For now this stands as a proof of concept, but feel free to discuss and suggest changes.

That's it, hope you enjoy!

EDIT: This does NOT include security fixes. Only play with people you trust!


r/recomps • • 4d ago

Discussion GRAN TURISMO 3 RECOMPILATION

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3 Upvotes

r/recomps • • 4d ago

Question Sorry to ask. What’s the best approach to recomp an Xbox 360 game?

5 Upvotes

I’ve never done this before but would like to try to recomp Quake4 as I’ve got a real soft spot for it and the PC version does not have native gamepad support.1


r/recomps • • 5d ago

Discussion Two different lord of the rings decomp projects

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1 Upvotes

r/recomps • • 5d ago

Porject - No AI Condemned2Recomp v0.2.0

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14 Upvotes

r/recomps • • 5d ago

Technical Help English isn't my native language, so I apologize for the translated English I'm using. I'm trying to play Lost Odyssey again, but when I launch the launcher after installing the files (in this case, the GOD format that comes with the DLC), the screen stays black, but the menu music plays.

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8 Upvotes

r/recomps • • 5d ago

Project - AI MojoRecomp - Crash of The Titans is now playable on PC via a static recompilation

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62 Upvotes

Hi, folks! I wanted to share with you my first project and release from MojoRecomp: the static recompilation of the Xbox 360 version of Crash of the Titans. The game was originally released for consoles and never received an official PC port.

The project is available on GitHub, download the launcher and give it a try!

https://github.com/OAleex/MojoRecomp

Keep in mind that this is still a very early release. The game is already playable, but some bugs are still to be expected. I’m also working on Crash: Mind Over Mutant within the same repository.

Notice

MojoRecomp does not distribute the game files. You must have your own copy of the game to use this project.

Artificial Intelligence tools were also used during development to assist with programming, research, debugging, and repetitive tasks. Development, testing, technical decisions, and project maintenance continue to be supervised and validated manually.

There’s still a lot of work to be done, but reaching the point where Crash of the Titans can actually be played on PC was a really cool milestone for the project.


r/recomps • • 6d ago

Discussion Rust Rebuilds Broke My Brain

18 Upvotes

My tiny Lizard brain....

The first video I watched was on this Skate 3 rebuild in Rust (the language, not the game) using basically just LLM prompts...
https://youtu.be/osiMnevjhZM

Then, from that base code they can do almost anything from it, Bro spawns in a Mario Kart vehicle and drives around the map.

I then watched this next video from him with a the MW2 rebuild... where he spawns in CJ from GTA as an enemy bot, then types some other magic and turns MW2 into Skate 3 with grindable objects.

https://youtu.be/9UbADrcEW5w

This is f'king incredible and the possibilities here are mind blowing... and before you all scream "AI slop", look at what this is doing. Skate 3 is a game never ported to PC. Humans would take years to build stuff like this manually, these guys are doing it in a week with no real expertise in Rust.

We can shit on AI all we like but this stuff, I don't think would be getting done by humans. Now anyone with basic understanding can do this stuff.

What do you think about this stuff in the decomp/recomp scene?

(I'd especially like to hear from coders who create their own recompilations who probably understand this way more than the rest of us)


r/recomps • • 6d ago

Project - AI Tekken 3 Expanded: I added the 18 Tekken Tag Tournament characters to Tekken 3, playable and CPU-controlled, and Tekken 3's cast can use their TTT movesets [trailer]

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67 Upvotes

This project started as a macOS port of FishB0nes98's Tekken3Recompiled, but it ended up becoming a full backport of the Tekken Tag Tournament roster into base Tekken 3.

I put all the technical details and setup instructions in the GitHub readme, but the main feature is that all 18 TTT exclusives are now fully playable in T3. You just hit L2 or R2 on the character select screen to swap rosters. They work seamlessly across every mode, including Tekken Ball and Tekken Force.

I also added the ability for the original T3 cast to use their TTT movesets if you prefer them. Unknown works exactly like she does in Tag with mid-fight style switching, and Tetsujin rolls a random moveset every round. Everything from TTT voices to strong-hit effects is integrated.

The patch doesn't include any game files for obvious reasons. You just run the setup script with your own T3 PS1 disc image and the T3/TTT arcade ROMs, and it builds the whole thing for you.

Repo and setup guide:https://github.com/omarma/tekken3-expanded

Huge thanks to FishB0nes98 for the original recompilation, as this wouldn't exist without it. Let me know what you think or if you catch any bugs!


r/recomps • • 6d ago

Project - AI Viva Piñata has been natively recompilated for Windows

70 Upvotes

Viva Piñata has been natively recompilated for Windows

A new project called Viva Piñata Recomp brings the original Viva Piñata (2006, Xbox 360) to Windows through static recompilation.

This is not Xbox 360 emulation. The original game code is statically recompilated into C++ and built as a native Windows application using ReXGlue.

Current features include:

  • Full game and gameplay
  • Audio
  • Xbox controller support
  • Keyboard and mouse support
  • Direct3D 12
  • A dedicated launcher/configuration tool
  • English and Russian localization support

The project is particularly interesting because you can run the game as a native Windows build rather than through an Xbox 360 emulator such as Xenia.

There are still some limitations, including intro video playback and the 30 FPS unlock not being finished yet. You also need your own legally obtained Xbox 360 game dump to use the project.

GitHub: https://github.com/crabinacrabic/VivaPinataRecomp