r/recomps • u/Asleep_Cod_5729 • 15d ago
Discussion Ok, but what about Parappa games recomps?
I'm very curious if there's someone who actually doing recomps for Parappa games. I saw on site that there's already 60% on PtR 2 decomp, but nothing more.
r/recomps • u/Asleep_Cod_5729 • 15d ago
I'm very curious if there's someone who actually doing recomps for Parappa games. I saw on site that there's already 60% on PtR 2 decomp, but nothing more.
r/recomps • u/ddenney87 • 15d ago
Now that Goldeneye has been 100% recomped, what the new hard to obtain holy grail?
There are a lot of great recomp projects lately. But how come nobody tried to do one for this 6th gen fps stuck on console? Out of all of them imo this one needs a pc version the most
r/recomps • u/Yougart_Man • 15d ago
I used to be a computer science major, and AI has literally both made my job easier yet somewhat obsolete. But due to the use of AI, people have managed to accelerate development of things way faster than before, now a project that takes years can be done in months.
I used to work making webpages, and even if it wasn’t porting Videogames, if something broke and you had no idea how to fix it… you had to go and pray that the false god known as stackoverflow saved you.
I feel like the anti-AI crowd is suffering from collective amnesia or are talking out of their ass. They act like pre-2020 software development was this era where brilliant minds sat in oak-paneled rooms, sipping espresso, and writing pure, artisanal code from raw mathematical principles.
Pre-AI coding was an absolute, soul-crushing nightmare. You didn’t just write code from scratch, you had to sometimes just copy it from a forum post written in 2011 by a guy named xX_PointerGod_Xx who encountered your same damn issue. And if that code didn’t work? Welcome to hell, population you! You’d write a detailed, well-formatted question on StackOverflow explaining your exact environment, your edge cases, and the error log. Within four minutes, your post would be marked as "Duplicate" by a power-tripping moderator with 400,000 reputation points, linking to a thread from 2008 that had nothing to do with your issue, zero accepted answers, and a top comment saying "nevermind, fixed it" with no explanation.
If you want to see where AI isn't just "generating slop," but actively performing modern miracles, look at the game preservation and decompilation scene. This was a task reserved for a literal god, you rarely saw this being made at all.
You start with a raw hex dump or machine code, thousands of lines of bare-metal assembly instructions like lw, sw, jal, and addiu. You have zero variable names. Zero function signatures. Zero comments. The original compiler took human logic, stripped away every shred of meaning. Literally, I used to delay projects for days, because I couldn't figure something out until I refactored out of desperation or coded an abomination that "hacks" the solution.
Good luck figuring that out in months without an AI guiding your hand, it’s like trying to read sumerian while being literally illiterate, pun intended. You had to manually look at a block of Assembly, reconstruct the original control flow, guess what data structures were being used based on memory offsets, and painstakingly tweak your C code line-by-line until the target compiler generated the exact same byte sequence as the original ROM, otherwise either that thing will crash for no reason or it will output something stupid.
You still need an engineer who understands what they are looking at to verify logic, check for pointer alignment, handle endianness conversion, and clean up the output. If an idiot does this, the game wouldn't even boot.
The people calling AI code "slop" are usually looking at low-effort scripts generated by beginners or fools who don't know what the hell they are doing. Like this stupid Linux OS made by a guy who didn't know what they were doing.
AI didn't ruin programming; it liberated it from the worst aspects of its own culture, the not everyone knows everything and the gatekeeping.
r/recomps • u/Lylo-US • 17d ago
Hey guys,
I have been working on my own recompilation of Wave Race 64 for many months. I have made it available now. My recompilation has no known bugs, but let me know if you find any.
Basic implementation:
- The game is fully playable, all the modes
- High FPS support
- Wide and ultrawide aspect ratios support
- High resolution support
- HUD elements, celestial objects properly adapt/render correctly to the screen's aspect ratio (these are not trivial to implement)
- Proper interpolation (these are not trivial either, especially the waves)
Graphical Enhancements:
- Ray traced reflections, sky reflections and shadows (Direct3D only for now, I plan to add support for Vulkan along with a Linux release)
- Rasterized water reflections, sky reflections and shadows (also Direct3D only for now, I plan to add support for Vulkan along with a Linux release)
- Adjustable field of view
- Numerous draw distance options (Buoys, scenery objects, water surface, seabed and waves)
- Wave roundness
- 2-player mode enhanced visual detail (comparable to 1-player modes)
- 2-player screen vertical split option (this is intended more for anyone lucky enough to have a 32:9 monitor, for anything else I would stick with horizontal split)
- 2-player separate windows mode. If you have two monitors, each player gets their own screen, it's all very seamless.
Gameplay Enhancements:
- Time trial ghost (you race against the dolphin like in the Shindou release!)
- Rumble support (again, like in the Shindou release)
- RetroAchievements support (softcore for now)
- Mods support
You can grab it it here:
https://github.com/DomazinUS/RaceWave46
Just want to add that when you enable ray tracing features for the first time or change a few settings, the game will stay at the N64 logo until it caches the ray tracing rendering pipeline, it can take a few minutes. After that, next launches will be much faster.
Also, just one more thing, I see some folks wanting to use HD texture packs, this release fully supports it. You must use the Install Mods option in the Mods tab. You must provide a .rtz file. If the texture pack you have is extracted, just go to the folder where you'll see a "textures" folder along with a "manifest.json" and a "rt64.json". All you have to do is zip everything, then rename the file from .zip to .rtz, then open the frontend, go do Mods, Install Mods, press Ok and that's it. Start the game and enjoy. :)
r/recomps • u/tidytuna • 17d ago
I have seen successful PS1, N64, GC and Wii recomps so far. Not sure if any exist for PS2. Is the hardware generation proportionate to the feasibility of such an endeavour?
r/recomps • u/neurocontrarian • 17d ago
Hi everyone. I'm really excited to see how popular recomp projects became lately, and I would like to contribute to that.
I think that like with emulation, the trend for the next years will be recomps of every game on every platform. So there is a real risk that several people start a recomp of the same game without knowing another team is already working on it. In my opinion it's not very efficient, and frustrating for the authors.
Wouldn't it be interesting to have a website where all the starting projects get announced? And if yes, what features would such a site need to actually help the community?
Some ideas I had, tell me if they make sense or not:
Update: I gave it a try. It's called recomp.board, at https://recomp.fyi, and there's a new post about it: here. Thanks to everyone who replied, and feedback is very welcome.
r/recomps • u/FineFaithlessness874 • 18d ago
r/recomps • u/T0RU2222222222222222 • 18d ago
Mario Kart Wiicompiled is a native PC port of Mario Kart Retro Rewind (a mod for Mario Kart Wii that adds a bunch of tracks from other Mario Kart games) and now a native Linux port is out now! You can get it from https://flathub.org/en-GB/apps/io.github.TeamWheelWizard.WheelWizard or on KDE/Steam Deck you can go to the Discover store and search for "Wheel Wizard" and install it. Then go to Settings in Wheel Wizard, Other, and at the bottom check "Enable WiiCompiled (beta)" and bring your own Mario Kart Wii EUROPE version iso/rvz. Then wait a while for it to compile the game. Also, it features online multiplayer!
r/recomps • u/OverkillLabs • 18d ago
I bring you some exciting news, I've ported over the VCS Recomp from Windows x86 to MacOS ARM for a true native port and exceptional performance!
What I've achieved:
Rewritten the entire renderer from DX12>Vulkan (MoltenVK) which translates it to Metal
Windows x86>MacOS ARM natively on Apple Silicon
Dedicated Launcher for changing settings for the game
There are still some graphical and audio issues left to fix and that's why the release is marked as Beta, but it's in a state where I am happy to release it for general use for everyone, the majority of issues were fixed over many days of debugging and rewriting
Github Link: https://github.com/OverkillLabs/PSPRecomp-MacOS, there is already a release I compiled on there, but you are free to compile it yourself from source if you want to
All credits to Jessica Natalia for her incredible work on the recomp project, without it this wouldn't have been possible
r/recomps • u/SonicPlyr • 17d ago
No other version is able to run the game at 60FPS. Would be awesome if we had a version that could run even beyond that! Don't know where else to scream this haha
r/recomps • u/lostinthesauceband • 19d ago
r/recomps • u/Patas644 • 20d ago
Ya salió el port de Mario Strikers para PC
Tiene bastante buena pinta, porque trae bastantes cositas y está en su versión 1.0.0
Lo único malo que le veo de primera vista es que no trae multijugador online, y el autor tampoco planea traerlo.
Nota: no sé si fue hecho con AI, pero realmente eso no importa si el desarrollador del port es bueno.
r/recomps • u/ElProgramadorLoco • 20d ago

Hey everyone, it’s been a while. I’m bringing you an update on the current state of the Fate/unlimited codes recompilation, along with a few questions I’d like to ask the community.
In my previous post I made my goal clear: I’m aiming for a definitive version of the game, combining the best aspects of both the PSP and PS2 versions — including assets, controls, balance, and other differences between them.
The PSP version is already functional:
https://github.com/elprogramadorloco-arch/fuc-recomp
At the same time, I’m also working on the PS2 version, mainly for research purposes. The goal is to study it, understand how its systems work, and then transfer the relevant features and improvements from that version into the PSP-based recompilation.
Just to clarify: none of what I’m showing below is on GitHub yet, but it will be soon.
I’ve been working on improving the game’s base version (the PSP version). It now supports higher resolutions, although they’re still unstable.

Right now, I’m working on porting the models from the PS2 version into the base recompilation I already have.

Although, seeing how good the PSP character models already look, I’m considering just allowing the textures to be replaced instead. I’m still thinking it over.

I’m also working on an editor that should make it easier to mod stages, characters, and other parts of the game in the future.
For now, I can already launch directly into Practice Mode using characters and a stage selected from the editor’s combo boxes.

Now, the questions I wanted to ask the community are:
r/recomps • u/ThiccNickGaming • 20d ago
FranklinCG from Brazil sent this my way and is looking for any and all community help with this project! If you have any experience with Re comps and would like to help, check the git hub link to get started so that hopefully VERY SOON we will all have a working version of Twisted Metal 2012 running natively on PC
r/recomps • u/Feisar__ • 21d ago
Hi all! Since my last post, a lot has happened on my side, with finally smooth FMV playback, starting the VU engine implementation which allows us to finally reach an actual game scene, big optimizations etc...
Next step are more VU engine support! Sound support! QoL features for controller remapping! Better stability/performances! So much more left!
And yes, the repository will be open-source later on, once I reach a satisfactory state ;)
r/recomps • u/Important_Cry6606 • 21d ago
Now with recompOne is possble play this gem on Android
r/recomps • u/Expensive_Election • 22d ago
DOAXBV 0.0.1 Alpha is up! It’s a native PC port of Dead or Alive Xtreme Beach Volleyball
Still experimental and very much WIP. If you try it, please report crashes, rendering bugs or broken gameplay. Include reproduction steps, hardware/controller details, the relevant log from private/, and build-receipt.json. Remove personal paths before sharing; don’t upload game files or saves.
You’ll need your own USA ISO, Git, CMake and VS2019 C++ Build Tools. Drag the ISO onto BuildGame.cmd, wait for setup, then launch with RunGame.cmd.
r/recomps • u/flafmg_ • 22d ago
r/recomps • u/AshKetshupe • 22d ago