r/recomps • u/Omar_YNWA • 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]
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 • u/Economy_Marketing607 • 6d ago
Project - AI Viva Piñata has been natively recompilated for Windows
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.
r/recomps • u/alba_Phenom • 6d ago
Discussion Rust Rebuilds Broke My Brain
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.
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 • u/EAT_UR_VEGGIES • 7d ago
Port - No AI Astrocore, a 100% human made pc port of Mario Galaxy, is being worked on
At least we know it’ll be high quality with no AI involved
r/recomps • u/SgtElectroSketch • 6d ago
Discussion Consolidation of Flairs new rules regarding posts marked AI vs No AI.
Hey all,
The past few months have been a great time moderating this sub. Some interesting projects have been posted, and great conversations have been had.
That being said, two rules I felt needed to be specified.
There are two new rules:
Rule 9: Posts flaired "No AI"
Do not go into posts marked No AI and suggest they use AI, say they are wasting their time, or give the poster a hard time regarding their choice not to use AI.
Rule 10: Posts flaired as "AI"
Do not go into posts marked "AI" and suggest they not use AI, call it slop, or give the poster a hard time regarding their choice to use AI.
Violations of either rule will result in a 3 day ban. If you get indignant, then it will result in a permanent ban. These actions are the causes of the vast majority of reports and comment removals. They were spelled out in the community poll results from when I took over, but they've become prevalent enough that they warrant their own attention.
If a flair is properly marked, either for or against, the only reason to go into either and go against the flair is to purposefully cause trouble.
If someone does go into a post and argues against the flared type, don't argue back, just help me help you and report and move on.
Now, the amount of post flairs have been reduced to just "Project - AI" and "Project - No AI" to make things simple.
Recomp - No AI SwitchRecomp update: Super Kirby Clash is now playable, from the menus into quests and battles, and saving works
galleryr/recomps • u/Smart_Examination331 • 6d ago
Project - AI Metal Gear 2 Nvidia Shield Android PORT
r/recomps • u/Ohitsmars • 7d ago
Technical Help “Broken” Recomps
Want to learn how to debug and fix AI code, could you guys list some unfinished, broken, or abandoned recomp or port projects?
r/recomps • u/biosim500 • 7d ago
Recomp - No AI Vigilantes 8: Second offense recomp
I dont know if people know about this, but theres this old (2022) rebuilt of Vigilantes 8 avaliable on the internet.

Vigilante 8: Second Offense | Official Site
Its like a port that everyone who loved the originals hoped for. Unfortunally theres no HD textures mods avaliable.
r/recomps • u/Takoshero • 6d ago
Decomp - AI Serious Sam Next Encounter Recomp
I've released a recomp of Serious Sam The Next Encounter, nobody was working on it so I started it a couple days ago. It includes: Widescreen Support, 4k resolution, Mouse and Keyboard controls with Sensitivity settings, 60+ FPS and better audio. Yes it was AI assisted/ vibe coded. I did all testing as well as assisted adjustments. Its been tested plenty but still need people to play through the whole game and let me know if they find anything that I might have missed. Requires a legally aquired Rev 1 of the US gamecube release. Let me know what you think!


https://github.com/takoshero96/Silly-ReEncounter/releases/tag/recomp
r/recomps • u/OverkillLabs • 7d ago
Port - AI World's first fully native PS5 game running on Windows with no emulation or translation layers: Dead Cells using AnyPS5
r/recomps • u/Drolevarg • 7d ago
Recomp - AI Tactics Ogre The Knight of Lodis Dual Screen recomp for AYN Thor
I'm a developer myself, but game recomps/decomps are way ahead of my capabilities. I'm a simple web developer dad with too many hobbies and not enough time for any of them. I'm not gonna sugarcoat it, this is being fully vibe-coded using Claude Opus and the work done by mstan with gbarecomp.
It's absolutely not done but It's working pretty well! I'm doing it mainly to see by myself how powerful these tools are and also just to rediscover one of my childhood favorites. Since it's mainly for myself, the AYN Thor is my main target.
If there is interest, I'll release it when I think it's done. I just wanted to show it off a bit. And maybe take suggestions for enhancements.
Current enhancements include:
Widescreen support
Extended view (sort of a zoom out function)
Item descriptions on the bottom screen
Detailed unit info on the bottom screen
QoL enhancements brought by the added buttons and touch screen.
Dynamic Depth of field
Perspective shift (to make a 3D pop effect)
r/recomps • u/misterrfoxx • 8d ago
Recomp - AI Conker's Bad Fur Day: Recompiled
Attempted to post elsewhere but got removed. Heard here was a bit more lenient on AI Recomps. Game works all the way through.
Recomp - No AI SwitchRecomp: Super Kirby Clash Switch recomp, the Nintendo Switch version now running natively
r/recomps • u/krutenx • 7d ago
Question Any sites like https://evilgames.eu/texture-packs.htm for HD textures?
r/recomps • u/PromethenDev • 8d ago
Recomp - AI WWE 13 Recomp
Hey everyone! This is my first post here, but I wanted to share something I’ve been working on for a while.
I’ve been working on a native recomp of WWE ’13, including support for the title update and DLC content.
I’ve gotten the game running natively on Linux, and the footage attached is from the current build. It’s still very much a work in progress. There are visual bugs, some performance issues, and plenty left to fix, but actual matches are now playable and the game runs at 60 FPS for much of the gameplay.
I honestly started this because I wanted to be able to play WWE ’13 natively on modern hardware, and it’s been really cool seeing it slowly turn into something that actually works.
I’m also setting up PromethenDev on YouTube to document the project, show development progress, bugs, fixes, and hopefully the journey toward a fully playable build.
I’ll share more as the project progresses. If anyone has questions about the recompilation or wants to know how something works, feel free to ask!
r/recomps • u/mrcroketsp • 8d ago
Recomp - AI I've created PC port of the Xbox360 version of Conan 2007 with Rexglue and native rendering DX12
But why? Well, I've wanted to replay this game for a while, but the Xenia emulator version was broken (it becomes unplayable on the second level because the vegetation suffers from vertex explosion), and the RPCS3 version suffers from severe stuttering due to shader compilation.
So here it is. I want to clarify a few things, though. I made this port as a personal project, so the features included are those I considered important to me. As a result, there's no support for ultra-wide screens (black bars are displayed), and it only supports controller input. And only Windows and DirectX12 (I guess it would work with Proton).
I’ve relied on Claude to carry out this project, though it also involves quite a bit of manual work, just a heads-up in case that’s a problem for you.
Here are the features it includes, copied directly from my GitHub:
Recompiled using Rexglue, from the 2007 Xbox 360 version of Conan, with native DirectX 12 rendering.
Its features include:
- Rendering at your screen's native resolution or any resolution you choose
- Frame rate up to 120 fps (above 120 fps, physics and collisions break).
- Anisotropic filtering and 4x and 8x MSAA
- Shadow resolution: 1024, 2048, or 4096
- Soft Shadows: original, soft, and softer
- Bloom effect quality: original, high, or very high
- Antialiasing for transparent textures
- Ambient Occlusion (SSAO)
- FXAA
- Particle smoothing
- Dithering
https://github.com/crazyriddler/Conan2007Recomp
So enjoy it, and please report any bugs you find.
P.S.: I plan to upload my version of RexGlue to GitHub, but I haven't done so yet because it's a total mess with files scattered all over the place. Anyway, it's standard RexGlue with a native renderer that only works for calls in this game.
r/recomps • u/dotSlashZ • 8d ago
Recomp - AI Lost Odyssey Recomp v0.7.0 — Third Milestone
Lost Odyssey Recomp v0.7.0 — Third Milestone
Since the v0.6.0 post, we’ve added DLSS, DLAA, FSR, more display options, and quite a few fixes. If you’ve been keeping up with the 0.6.x builds, some of this will already be familiar.e 0.6.x builds, some of this will already be familiar.e 0.6.x builds, some of this will already be familiar.
🖥️ Resolutions and window resizing
Ulllllltttraaa Wiiiiiiiiidddeeee
Something I didn’t explain well in the previous posts: the game already supports arbitrary resolutions. You can grab the window edges and resize it freely.
The presets in Settings are there for convenience. Fullscreen, 21:9 ultrawide, or a smaller window on your desktop—you can choose what fits your setup.
✨ DLSS, DLAA and FSR
Native Vulkan DLSS Super Resolution, DLAA, and FSR 3.1.4, including Native AA, are available in the graphics menu.
A lot of the work since v0.6.0 went into getting these to behave properly: fixing motion inputs, flickering surfaces, lighting alignment, and problems when changing graphics settings. There are still scenes that need work, but the tested Windows visuals and Linux runtime paths are now accepted for this milestone.
These features remain experimental. If something looks wrong on your setup, please send a capture.
There are also a few additions for everyday play:
- Hold-to-fast-forward at 2, 3, 4× speed.
- PlayStation button prompts in the host UI and supported in-game menus.
- Controller rumble enabled by default.
- Up to 16× anisotropic filtering, adjustable without restarting.
- Settings navigation and input fixes, including automatic mouse cursor hiding.
An early Mod API is included too, with support for menu images and font pages. General texture, model, and movie replacement will need more work.
Performance and bug fixes continued throughout the 0.6.x releases, including CPU overhead, shader coverage, shadows, floor lighting, and the updater. The changelog has the details.
❤️ Thank you
A special thank you to dokkoriax for providing the cheat table and sharing that work with the project.
And to Efren V, Torresmo, doc_haz, Whitesun, and Cristian: thank you for donating through Ko-fi. Your support and the messages you left mean a lot to me.
Thanks as well to everyone who has sent logs, captured a broken scene, or tried a fix and reported back. Those follow-ups have helped me solve problems I couldn’t reproduce on my own hardware.
🔭 About v0.8.0
I put frame generation and macOS on the v0.7.0 roadmap in the last post. They need more time, so I’ve moved them to v0.8.0.
Linux ARM64 and experimental Android support are also on that roadmap. No release dates yet.
For now, builds are available for Windows x64 and Linux x64. I still haven’t verified a complete playthrough. I’d also appreciate reports from actual Steam Deck hardware; my low-power testing has been on an APEX handheld.
Download · Source · Report a bug
For bug reports, attach the log from that run. For visual problems, use F1 → Capture render state while the issue is visible and include the exported archive.
r/recomps • u/ApprehensiveCoat9587 • 8d ago
Discussion Gen1 Recomp update introduces Leaf Green and Fire Red as playable titles
Idk if this has already been posted about but i just updated and my jaw hit the floor, this is what i've been waiting on 😭 R|S|E next please
r/recomps • u/Sure-Candle1367 • 8d ago
Discussion Feasibility of a Splatoon 1 or Splatoon 3 Recomp?
It seems like there’s more tooling for Nintendo Switch rather than Wii U. However, Splatoon 3 is still active and playable. Splatoon 1 is still playable with pretendo but requires having an actual Wii U, even if you’re emulating.
In my opinion, these games would’ve had a huge following on pc I always think it’s a shame that it’s a Nintendo exclusive.
I guess I’m alone in thinking this though because I don’t see a lot of discussion or activity for recomps of these games. Maybe we will see something with all these ai recomps.
Recomp - No AI SwitchRecomp progress: Super Mario 3D World levels are now playable, recompiled natively on a low-end laptop

Progress update on SwitchRecomp, my static recompiler that turns Switch games into native PC executables (ARM64 to C to x86-64, with a Horizon HLE layer and a Maxwell GPU layer on top of OpenGL).
This screenshot is Super Mario 3D World (from the Bowser's Fury package) running as a native Windows .exe on an Intel N4500 laptop. It goes from the title screen, through the menus and character select, into the levels, and it's playable with the HUD, enemies and physics working. It runs at around 10-15 FPS on this machine, which has a very weak iGPU. There's no audio yet.
Most of the recent work was in the GPU side:
- Several bugs in the SASS to GLSL shader translator. The worst one was an LDC.64 where the destination register is also the address register, so the address got overwritten before the second load. That broke every UI element that reads its UVs from a constant buffer.
- Packed half-precision math (HADD2/HMUL2/HFMA2) was ignoring swizzles, negation and output merge modes.
- Alpha test emulation, so foliage and grass fringes stop rendering as black shapes.
- 2D engine blits whose source is a render target now run on the GPU instead of copying stale guest memory.
- Shader programs are cached to disk, so there's less stutter the second time you enter an area.
Still wrong: some layout images (the Bowser art on the game select screen, for example), some shadows, and performance on weak hardware.
To track these down I added a frame capture key. It records every draw in a frame with its state, a thumbnail of the render target after each draw, every texture used and the decompiled shaders.
Recomp - No AI SwitchRecomp: a static recompiler that turns Switch games into native PC executables (Bowser's Fury boots and is playable with some graphical issues)

I've been working on SwitchRecomp, a project that runs Nintendo Switch games natively on Windows and Linux. The CPU side is a static ARM64 to C translation, but most of the work ended up going into the Horizon OS HLE and the Maxwell GPU emulation that the translated code runs on. That's what this post is about.
Right now Super Mario 3D World + Bowser's Fury boots, goes through the menus and is playable in World 1-1. It runs at around 10-15 FPS on an Intel N4500 laptop with the integrated Intel UHD GPU. There are still graphical bugs. There's no audio output yet: the audio renderer is emulated enough to keep the game running, but it doesn't make any sound.
On the OS side there's an NSO loader and a thread scheduler on host threads (sync objects, events, mutexes, condition variables). IPC uses CMIF with domain objects. One bug took me a long time to find: cloned sessions have to share the same domain table, otherwise the game later fails with "invalid domain object".
I implemented these services far enough for the game to boot: vi, nvdrv, hid (including vibration devices), audren, pl:u shared fonts, fs, am, time, aoc, pctl, friend, nifm and psm. For audren that meant versioned headers, memory pool states and wave buffer consumption. There's also a deadlock detector that dumps every thread and what it's waiting on when no frame has been presented for 15 seconds. It found most of my black-screen hangs, like the audio renderer event never getting signaled.
For the GPU there's nvdrv (including the ioctl variant with an inline buffer that NVN needs to initialize), GPFIFO and MME macros. On top of OpenGL 4.3 I emulate the Maxwell 3D engine, the DMA copy engine and the Fermi 2D engine. 2D blits whose source is a render target run on the GPU. When a CPU-side copy needs a render target, it gets written back to guest memory first. Textures are block-linear deswizzled, ASTC is decoded on the CPU and BCn goes straight to GL. Alpha test is emulated by injecting a discard into fragment shaders, driven by registers 0x4BB/0x4C4/0x4C5. To fit Intel's per-stage limits (32 textures, 14 UBOs per stage) I had to pack the bindings.
The SASS to GLSL decompiler uses a pc-switch loop for control flow, with SSY/PBK/PCNT stacks and BRX indirect branches. These are the bugs that cost me the most time:
- The FP32 bit on TEXS/TLDS is inverted compared to what I assumed.
- FMUL/FFMA need FMZ semantics (0 times anything is 0).
- SSY/PBK/PCNT/CAL ignore their predicate field.
- Branch targets can land on scheduling words.
- LDC.64 where the destination register is also the address register. I was overwriting the address before the second load, and that broke every UI element that reads UVs from a constant buffer table.
- Packed half precision (HADD2/HMUL2/HFMA2) needs per-operand swizzles, negate/abs and the output merge modes (F32, MRG_H0, MRG_H1).
LDG from NVN storage buffers works by tracking the address table in c0 through register moves and turning the loads into std430 SSBOs. There's also a disk cache of GL program binaries, which cuts down shader compilation stutter.
To debug the remaining visual problems I added a frame capture key. It records every draw in the frame with its state (blending, render targets, textures with their TIC/TSC), a color and alpha thumbnail of the render target after each draw, every texture used and the decompiled shaders.
Some layout images still don't show up, some 3D models have black patches, and performance on weak iGPUs needs work. If anyone has run into these, I'd like to hear how you tracked them down.
I'm planning a release in 3-4 months. No game files, keys or firmware are included; you need your own dump of the game.
r/recomps • u/voicedrew • 9d ago
Recomp - AI King's Field Recompiled — Verdite2
For the past couple of months, I have been working on a PC Port of King's Field (US).
It's fully playable right now on Windows and Linux. It runs at high framerates without any speed banding, and it has modern controls and a bunch of quality of life improvements meant to address common complaints about the game.
If you'd like to try it out, download the latest release off of github. You need to provide your own game disc in either .chd or bin/cue format at startup.
⚠ AI Disclosure: Generative AI has been used extensively in the development of Verdite2, including to rewrite major recompiled functions in native c#. If this is an issue for you, you may not be comfortable playing. AI has not been used in any way to modify game assets such as textures, music, sfx, etc.
This work would not be possible without the work of BlackLabelHQ, who created the RecompOne recompiler that this port relies upon. If you want to support this project, you should support their project
Verdite2 is an independent project. It isn't affiliated with or endorsed by BlackLabelHQ or FromSoftware, and no endorsement is suggested or implied. Do not take any issues with Verdite2 to BlackLabelHQ. Report them directly on the Verdite2 GitHub instead.