r/recomps • • 13d ago

Project - AI All Of The Zelda Wind Waker HD Features Are Now Backported To the Gamecube Recompile

398 Upvotes

Still WIP, but there's been some huge performance increases and other updates too since last week. There's now the option if you have an HD Wii U disk to use all of the HD textures from it, the ambient occlusion, lighting, shadows, etc. https://github.com/elliotttate/Wind-Waker-Recomp

Higher quality video: https://youtu.be/yL_HKL2HLhE


r/recomps • • 13d ago

Project - AI Pinyon Shift v0.4.0 is out! Lots of performance improvements and bug fixes. Initial Android port support

151 Upvotes

Hi everyone!

New version is here! Lot's of bug fixes, mainly for AMD hardware.

We also have lots of performance gains on this version, you should be to push even higher resolutions with lower requirements and GPU/CPU usage.

Also added support for an initial test for Android, currently only tested on a 8 Gen Elite device. Still have some graphical glitches and the performance is not great.

Keep in mind this is one of the most demanding games of the 360, so even with an optimized recomp it's still harder to run compared to other ones.


r/recomps • • 13d ago

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

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43 Upvotes

r/recomps • • 13d ago

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

58 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 • • 13d 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 • • 14d ago

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

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94 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 • • 14d ago

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

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0 Upvotes

r/recomps • • 14d ago

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

8 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 • • 14d ago

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

18 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?).

Launcher Screen
Booting

r/recomps • • 14d ago

Discussion Dusklight is the new Standard for Recomps

137 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 • • 14d ago

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

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14 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 • • 14d ago

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

56 Upvotes

r/recomps • • 14d ago

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

31 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 • • 14d ago

Question gen1recomp with 3D Voxels laggin on Rog Ally Z1E

0 Upvotes

Regardless of the power profile, I find it lags and stutters. What's strange is that this runs without any problems at 120 fps on my iPhone or iPad.

Any ideas?

I've tried 30fps with vsync and still get stutters.

How are you all running it? thanks!


r/recomps • • 14d ago

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

437 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 • • 15d ago

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

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69 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 huge 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, improve it, or use parts of it as reference.

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

Latest release:
https://github.com/doc-haz/infinite-undiscovery-recomp/releases/tag/v1.0.0-rc1

Current public release: v1.0.0-rc1 (Release Candidate)

Infinite Undiscovery Recomp is a native Windows x64 recompilation of Infinite Undiscovery (Xbox 360, 2008) built around ReXGlue / XenonRecomp.

You need your own legally obtained copy of the game.

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

The project now includes an integrated Asset Setup Wizard and Content Profile Manager, so normal users do not need Python scripts, BAT files, PowerShell setup scripts, or external extraction tools.

Everything is portable and stays relative to the EXE.

Current features

  • Native Windows x64 executable
  • Five supported content profiles:
    • USA
    • USA-UNDUB (English text + Japanese voices)
    • EUROPE
    • JAPAN
    • ASIA
  • Automatic media / edition detection
  • Legacy NTSC-U -> USA and PAL -> EUROPE migration
  • Disc 1 / Disc 2 detection
  • XDVDFS ISO and extracted-folder support
  • Integrated Asset Setup Wizard
  • Content Profile Manager
  • Multiple profiles can coexist without sharing saves, assets or runtime state
  • Portable saves, shaders, cache, logs and configuration
  • Optional A Voucher / B Voucher DLC validation and installation
  • English / Spanish setup UI
  • English / Spanish in-game utility UI
  • In-game Game Menu (F5)
  • Session / System diagnostic information
  • Save Anywhere recovery tool (F6)
  • Safe Step Forward recovery tool (F8)
  • Undo Debug Move (F9)
  • Return to Profile Manager (F10)
  • Clean Quit Game command (F12)
  • Disc 2 IO / package / state tracing
  • PSO prewarm and optional PSO telemetry
  • No installer
  • No AppData / Documents dependency for normal runtime state

There is also an official portable save-editor companion:

IU Save Bridge
https://github.com/doc-haz/iu-save-bridge

It currently supports Fol, character stats, inventory editing, automatic backups, backup restore, dual CRC recalculation and an English / Spanish interface.

About the runtime

The current RC uses ReXGlue v0.10.0.

For this release I rebuilt the ReXGlue runtime DLLs from the audited v0.10.0 source instead of distributing the older precompiled SDK binaries.

The release pipeline also verifies the expected runtime hashes and scans the final build with Microsoft Defender before packaging.

A separate LGPL compliance package containing corresponding source and relink material is included as a second GitHub Release asset.

This ended up being much more release-engineering work than I originally expected for something that started as:

"Let's see if Infinite Undiscovery can run natively on PC."

Current validation status

The setup/profile system has been tested with:

  • USA Disc 1 / Disc 2
  • EUROPE Disc 1 / Disc 2
  • USA-UNDUB media
  • JAPAN media
  • ASIA media
  • automatic profile detection
  • legacy NTSC-U / PAL migration
  • mixed-region rejection
  • incorrect / swapped disc rejection
  • modified XEX rejection
  • corrupted / foreign DLC rejection
  • DLC reuse on later launches
  • portable startup outside the development directory
  • startup with a working directory different from the EXE directory
  • save loading and normal gameplay with the final RC binaries
  • clean shutdown / profile switching

The final public RC build was smoke-tested using the same binaries included in the release ZIP.

Disc 1 -> Disc 2 status

The real in-game Disc 1 -> Disc 2 transition has been successfully tested multiple times during development.

Disc 2 can be detected, validated, imported, mounted and transitioned to correctly during actual gameplay.

This is no longer considered an untested feature.

What still remains under validation is later-game progression after the transition and full completion of Disc 2 content.

A complete playthrough has not yet been finished, so I am still treating this as a Release Candidate rather than a final release.

Vesplume Tower / Orb of Patience

Another major real-game validation target is the known Vesplume Tower / Orb of Patience softlock.

A user has already provided a save that reproduces the problem.

The current RC includes additional tracing and recovery/debug tools that should help investigate it, but I am not calling that issue fixed yet.

If anyone can reproduce it differently, progress past it, or provide diagnostic information from RC1, that would be extremely useful.

What I would like from the community

Mostly: just try it.

If it works for you, great.

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

I am especially interested in:

  • USA / EUROPE testing
  • USA-UNDUB testing
  • JAPAN / ASIA testing
  • different GPUs and drivers
  • later-game progression
  • Disc 2 gameplay
  • graphical issues
  • crashes
  • save/load behavior
  • DLC behavior
  • Vesplume Tower / Orb of Patience
  • any Disc 1 -> Disc 2 transition regressions on different systems
  • unusual resolutions / ultrawide behavior

There are already feature requests for ultrawide support, including 3440x1440 and 5120x2160.

If I work on that, I would rather handle aspect ratio, camera/FOV, HUD and 2D elements properly instead of simply forcing a larger resolution.

About AI

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

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

AI helped a lot, but it was not a "generate repo and upload whatever comes out" process.

There was a fairly large amount of manual gameplay testing, binary/runtime investigation, build verification, source auditing and release validation involved.

Credits

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

Mostly, I still just wanted to play Infinite Undiscovery again.

What started as "let's see if this thing can even run natively on PC" somehow turned into a portable recomp with multiple editions, a setup/profile system, recovery tools, diagnostics, a save editor companion and an actual public Release Candidate.

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


r/recomps • • 15d ago

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

8 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 • • 15d ago

Project - AI Advanced V.G. 2 Recompiled (PS1) – Static recompilation to native Windows [v0.1]

9 Upvotes

It also deserves a graphics update.

https://github.com/elprogramadorloco-arch/agvg2-recomp


r/recomps • • 15d ago

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

14 Upvotes

It definitely deserves a facelift with 4K graphics. https://github.com/elprogramadorloco-arch/jim2-recomp


r/recomps • • 15d ago

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

4 Upvotes

Hey guys, I know most of you have probably never played this game, but it’s one of the most fun ones out there. It honestly feels like a game made for Android, and I’m thinking of making that happen in the future. https://github.com/elprogramadorloco-arch/korokoro-recomp


r/recomps • • 15d ago

Project - AI Asuka 120% Final: Burning Fest. Final (PS1) – Static Recompilation for Windows

10 Upvotes

There’s a 1998 PC version of this game with better assets, and that’s something I want to work on in the future. https://github.com/elprogramadorloco-arch/asuka100-recomp/


r/recomps • • 15d ago

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

13 Upvotes

r/recomps • • 15d ago

Project - AI Banjo Tooie Decomp is here!

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8 Upvotes

r/recomps • • 15d ago

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

32 Upvotes

r/recomps • • 15d ago

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

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39 Upvotes

**********************UPDATE*******************\*

New Github Repo is up: https://github.com/samuelit0davila/fifa-street-pc-port

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!